So, over the past few years I've been running RPGs for a group of teenagers (I'm well past being a teenager myself), showing them the ropes of roleplaying games, starting with D&D, Call of Cthulhu... old classics... and then also showing them stuff like Lady Blackbird and DitV... good times!
Before the group went its separate ways last Fall, as they started going to college in scattered cities, I ran a six session AW campaign for them... and they loved it!
They're all back for summer break and want to get in some more gaming with me... they wanted to go back to their "roots", the first adventures they'd played... the (sinister) Saltmarsh trilogy... but with a twist, playing the kids of their original characters in a "20 years later" type, and I thought it would be great to see if Dungeon World would be up to the task!
Last night we played a one-shot using the Red Box rule set pdf, plus Paladin from the $5 thing, and set off to explore the Hall Beneath the Hill in a quest to uncover the Bloodstone Idol!
Friar Hawthorne, a mean and abusive Human Cleric who ran an orphanage and was looking to Goblin slaves, was joined by reclusive and bookish Myke the Elven Wizard, who was seeking answers to ancient mysteries, with Gregor a grizzled old Human Fighter, looking to prove himself one last time, and the young, fresh, and eager Favious the Human Paladin new to his holy calling.
Bonds went well and tied the characters together nicely, with both Hawthorne and Gregor thinking there was no way Myke would survive the quest, while the Elf thought he'd be able to teach the old warrior "a better way" of doing thing, and Favious respectful of Hawthorne's... dedication, but also worried for his soul.
There was some exploration, some fights (including against a Ghost, which the Paladin used his Lay On Hands to "heal" its tortured nature), and a lot of spell casting ("If I roll a 10+ I can cast it again?! COOL!").
Most of the moves flowed fairly smoothly from the fiction, though there was often the feeling that one only had to say the name of the move to do it rather than "what you were actually doing", but that's easy to correct. The only basic move that this seemed a problem for was "Spout Lore" as it wasn't always obvious how to tap into that "character knowledge" without falling back on something like, "I remember reading about something like this at Wizard school...", so how do other people engage that move in play?
So, I'm hoping to start of this "Children of Saltmarsh" thing for the summer and would love to get access to the latest Beta so we can explore all the classes and such.
What do I do next?