This is such a great resource for getting into DW GMing. After reading the rules and hearing from friend about the game I was hooked but a little confused because its so different from the systems I started GMing with.
Many published adventures have "GM moves" in spirit and theory - just not discerned as such. FOR INSTANCE: many of us have read an adventure that says something to the degree of "As PCs approach have them roll a perception to determine what they see about the defenses". Or "This area is under a permanent magical effect that dampens light - as the PCs approach, their light sources dwindle" Or "As the PCs approach roll on x Chart to see where NPC BADGUY is currently stationed at." These are all GM moves. They are game mechanics established to alter than status quo. They exist in bunches in pre-published modules. In Dungeon World they are specfically annotated, to prompt the GM to ask "What do you do?" Because only through PC action does the GM make moves of his/her own. Don't get hung up on the esoteric jargon of "moves". It's not overly complicated, just a different way to perceive it. Its a way the game quantifies events/circumstances with a universal nomenclature in order to highlight an important facet of a particular part of the adventure. Rolling for random monsters in other games is a DMs move. In Dungeon World the GM generally does not roll dice so in DW, the GM would write their "Random Encounter Move" for a particular grove that PCs decided to rest in as having a PC scout (role) "Roll +WIS. On a 10+, the party managed to find a peaceful and well protected grove. On a 7-9, the PC encounter a hungry predatory animal indigenous to this region. On a 6-, the PCs are surprised by a hungry predatory animal indigenous to this region who imparts a move on the PCs (e.g. damage, grapple, poison, etc).
To me a GM hard move is a major plot event. A character is fighting goblins. On a mid roll a goblin stabs him for minor damage. On a fail the goblin calls for backup ( many more goblins, a troll, a grey render, etc...) or a purple worm swallows the character. No damage yet but the stakes are raised big time.
This is such a great resource for getting into DW GMing. After reading the rules and hearing from friend about the game I was hooked but a little confused because its so different from the systems I started GMing with.
From Jason: "We're glad it's been helpful to you!"
Subscribed! Fantastic discussion, thank you for this!!
Many published adventures have "GM moves" in spirit and theory - just not discerned as such.
FOR INSTANCE: many of us have read an adventure that says something to the degree of "As PCs approach have them roll a perception to determine what they see about the defenses".
Or "This area is under a permanent magical effect that dampens light - as the PCs approach, their light sources dwindle"
Or "As the PCs approach roll on x Chart to see where NPC BADGUY is currently stationed at."
These are all GM moves. They are game mechanics established to alter than status quo. They exist in bunches in pre-published modules. In Dungeon World they are specfically annotated, to prompt the GM to ask "What do you do?" Because only through PC action does the GM make moves of his/her own.
Don't get hung up on the esoteric jargon of "moves". It's not overly complicated, just a different way to perceive it. Its a way the game quantifies events/circumstances with a universal nomenclature in order to highlight an important facet of a particular part of the adventure.
Rolling for random monsters in other games is a DMs move. In Dungeon World the GM generally does not roll dice so in DW, the GM would write their "Random Encounter Move" for a particular grove that PCs decided to rest in as having a PC scout (role)
"Roll +WIS. On a 10+, the party managed to find a peaceful and well protected grove. On a 7-9, the PC encounter a hungry predatory animal indigenous to this region. On a 6-, the PCs are surprised by a hungry predatory animal indigenous to this region who imparts a move on the PCs (e.g. damage, grapple, poison, etc).
Fantastic podcasts guys! Really enjoyable :)
Thanks for listening! Glad you're enjoying.
To me a GM hard move is a major plot event. A character is fighting goblins. On a mid roll a goblin stabs him for minor damage. On a fail the goblin calls for backup ( many more goblins, a troll, a grey render, etc...) or a purple worm swallows the character. No damage yet but the stakes are raised big time.
I love your advice on what to do with an empty room. 😎
This is the most useful Dungeon World discussion I have ever heard. Gives me many good ideas. 😎
Ghoul and Sahuagin both bite off limbs. Brutal.