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Dungeon World / Re: Dungeon Starter example play?
« on: January 08, 2013, 01:14:23 PM »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!
HyveMynd touched on this, but I want to re-iterate; The concern that the players will expect you to guide them through the adventure is a valid one. Especially if you're playing with seasoned vets of a certain other game (which we will not name here but simply refer to broadly) they might be hard wired for this sort of thing.
Getting them out of this mind-set and letting them experience the fun that comes from authoring the setting and background might not be the kind of thing they are ready (or willing, or perhaps even interested) in jumping into with both feet.
So, talk about it a little with them up front. Just as HyveMynd said. Let them know this is part of the game. Talk a little about how that is part of what makes DW different and fun. If they are excited by the prospect, great. Proceed as normal.
But when they get a little lost or if they aren't head-over-heels for the idea. That's fine too. Just let that part of the game be pushed to the back burner a little. Plan to run the adventure in a more traditional sense. Give them back-leading when they need it. But every now and again, ask the for some detail, some piece of history, some element of the world. Let them see how fun it is. In short, spoon-feed them. Take it slow. Once they get a taste for it, they will want to take the reins more and more.
The game won't break if you have to be a more traditional GM. Nobody is going to come to your house, take the dice from your hands, and tell you you are doing it wrong.
If your players need a more structured experience before they get used to all freedom, give it to them. And then slowly take the training wheels off.