I've been working on the GMing chapters for Stonetop, and it's made me think about how the conversation really flows. I've also been thinking about GM moves, and Principles and Agenda, and how they all work together. I thought I'd talk about them a little here.
I don't think that what follows is fundamentally different than what the game text tells you to do. Like, if you read the DW text and the DW Guide, and GM the game enough, I think you end up doing what I describe below. This is just how I conceptualize it, with 8+ years of experience running, playing, and talking about DW and similar games. (This is also pretty similar to what I describe here.)
Maybe you'll find it useful? Maybe a new GM will find this and something will click for them. Regardless, I'm going to be posting some excerpts from the Stonetop GMing chapters over the next couple weeks, and I think this will help set the stage.
As always, feedback and questions are appreciated!
The Game is a Conversation
You say something. The players say something. You say something in response. You ask questions of each other, clarify, interrupt, talk over each other. To quote Vincent Baker: "you take turns, but it’s not like taking turns, right?"
The whole point of this conversation is to create the fiction, the shared imaginary space that we're all talking about, where the PCs and NPCs and monsters all exist and act. The game's rules mediate the conversation, and help us figure out what happens when there's uncertainty, and help introduce unexpected and challenging elements into the game.
Dungeon World is (despite what some folks will tell you) a rather traditional RPG. It structures the conversation and assigns responsibilities and authority in a very familiar way:
- The players are responsible for portraying their characters (who they are, their actions, their thoughts and opinions, their experiences and backstory).
- The GM is responsible for portraying everything else: the world, the NPCs, the monsters, etc.
Dungeon World is different than a lot of RPGs because it explicitly encourages (and arguably requires) the GM to ask the players for input on the world, particularly during the first session and about areas where their characters have experience or expertise. But that's not that different than how lots of folks play D&D. (Ever done a session 0 where you make characters, talk about backstory and the kind of setting you want to play in? It's like that, but it's done during play.)
Different groups take this collaborative spirit to different degrees. Some DW GMs are very cognizant of
The Line (I know I am) and avoid asking the players to make up details about what their characters are experiencing on the spot. Other GMs will actively ask the players to make up details about the room they've just entered, or the NPC they've just met, or what happens next. Some groups collaborate on where the story should go, and what kinds of scenes they want to have. None of these are wrong. They're just a matter of taste.