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Dungeon World / Mini-campaign clinic: fronts and intro moves
« on: August 27, 2013, 05:33:25 PM »
I have a precious school-free month coming up and plan to run exactly four sessions of Dungeon World with friends (all experienced roleplayers with varying Apocalypse Engine experience). I plan to run a mini-campaign with a satisfying conclusion in that short duration. I'm basically skipping Acts I and II and starting at the beginning of Act III. Here's how I think I'll do it:
I'd like help with both of these things. Specifically, how do I find the sweet spot between enough detail to kick things off with momentum and enough vagueness to respect my players' contributions?
I get the sense that I'll want my intro moves to provide me the detail I want by having the players supply it, with me simply suggesting urgency and consequence without defining it.
Am I on the right track? Any advice how to accomplish this? What am I overlooking besides all this?
Quote
1. Plan really good introductory moves
2. After the first session, develop one or two very urgent fronts
I'd like help with both of these things. Specifically, how do I find the sweet spot between enough detail to kick things off with momentum and enough vagueness to respect my players' contributions?
I get the sense that I'll want my intro moves to provide me the detail I want by having the players supply it, with me simply suggesting urgency and consequence without defining it.
Am I on the right track? Any advice how to accomplish this? What am I overlooking besides all this?