

It, in turn, was inspired by design advice from Runehammer / ICRPG.įill the characters' lives with adventure Instead, I drew upon the Eye of Clune dungeon I had designed two years ago for my kids. Since I didn't know what kind of characters the players would make ahead of time, I couldn't prep something attuned to their particular skills. Getting into it, then, it's sufficient to know that Serah is a halfling druid, Brandon is a human ranger, and Tristan is a human thief of the con-man persuasion. My goal in sharing here is not that you can rebuild our adventure, but that you can see how I think through what happened and compare it to other experiences.

There won't be enough here that you could reconstruct our story because these are just my notes. I won't mention the players by name I'll be referring only to their characters. I didn't talk to the other players about whether I could write publicly about them and the game. Of course, if you like what you see, buy the book to support the creators.Īnother bit of preface before I get into the details. You can even crossreference my notes against the relevant part of the book online if you can handle the ads. DungeonWorld was released under a Creative Commons Attribution license, so I don't feel bad about including these rulebook excerpts here. I thought it would be a fun bit of reflection for me to go through the DungeonWorld agendas, principles, and moves for GMs and see what I hit and what I missed. For what it's worth, about an hour in we gave up on the integrated peer-to-peer voice chat and just set up a Google Hangout instead. We used Roll20, which was impressive although awkward in many places. I could play with anybody, regardless of distance, using online tools that I really wanted to learn anyway as I get ready for a mostly-online Fall semester. My relationship with tabletop RPGs is a topic for another day, but suffice it to say that the pandemic gave me a weird sort of inspiration to get a group together to try Dungeon World. Certainly, I spent an enormous amount of time planning and running such games in my youth, all the way up through undergraduate, but then it took a precipitous drop from my time and attention. There's something mysterious and alluring about tabletop roleplaying games, and despite some reflection, I'm not entirely sure what it is that draws me to them. It was instrumental in my making Kapow during last year's National Game Design Month, but it never actually got to my table. Yet, like most of the RPGs on my shelf, it was filed away without being played. In October of last year, I was inspired to pick up Dungeon World, and I remember finding it very interesting. Periodically, I pick up a rulebook for a tabletop roleplaying game and imagine myself running a session, like the old days.
