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« on: January 06, 2013, 07:59:40 PM »
I think there are a few missing pieces (in my mind) that are keeping me from truly understanding a major part of this game. Hints of a magic "ah ha" taunt me between the lines of the manual, posts in here..etc.
One thing I think would help would be an example play using one of Miller's dungeon starters. I've read and listened to a few plays of DW, but these plays didn't seem to start from the same place that the dungeon starters do (conceptually.) I'm sure an example play of one of these probably doesn't exist, and I might be in danger of fogging up my point, but here goes.
Let's take The Shallow Sea for example. An awesome setting...waist-high sea. Each Starter has a list of Questions, these questions are about the specifics of wandering in the sea. Then there's Impressions, cool scene starters or enders. Some custom moves...creatures...and then items.
With the assumption that these Starters are a representation of all the prep you need for a first session, how would you, the DW-experienced reader, start out the session. I get everything up until I try to imagine starting the game.
ME: Ok, so that's the setting.
PLAYERS: Awesome. pretty cool. Been in this sea forever, our legs are all shriveled. Let's start!
ME: Ok, yea cool. So.....why are you here and where are you going?
PLAYERS: isn't...that...you're role in this?
ME: Right! er...let me ask you more questions...Could someone point to random places on the map and tell me what's there so that I can think up some stuff to put there?
PLAYERS: er....let's play Dominion!
I'm sure someone could respond to this post by simply saying "ask questions! find out what they want, and then listen.....". I've read a ton of posts here. I've listened to a podcast, i've read a transcription of play - and I have to say every example of play i've seen has indicated a pre-planned plot or agenda by the GM.
In fact, i almost didn't have a first session until I downloaded the DW two-hour demo adventure...that one made sense to me and it led me to create the Steely Knives adventure i posted earlier. But I know that the Slave-Pit wasn't kind of example of adventure that the Starters and the manual eludes to.
So - are the Starters missing alot more questions and/or prep that I should be responsible for - or am I missing the "ah ha" point that I need?
Thanks for listening,
/Snamo Zont