So, we had our first runs with Dungeon World on the 13th and 14th when my Little Nephew was with us, and despite a few GM mishaps we had a blast!
Now I'm looking to bring a DW one-shot to another group I sometimes game with. At first I was thinking of converting Raggi's
Death Frost Doom, but I decided that might be
way too heavy for a first run with a new game. When Adam posted
this image the other day, I realized the original LoZ would be a lot more conducive to a fresh Dungeon World game: There are the impressions of dungeon adventure without the granularity, and a whole lot of blanks.
The basic premise is this: The principality of Hyrule has fallen into chaos. The cruel bandit lord Ganon got a Triforce of Power and kidnapped the Princess Zelda, guardian of the Triforce of Wisdom. Before she was captured, Zelda split her Triforce into eight fragments and hid them throughout the land.
The first fragment is hidden in
a towering petrified tree trunk where the
fearsome dragon Aquamentus makes his roost. I was thinking of building out from there by posing the following questions during character creation:
1. What is one thing that made your village special before the dragon turned it into a smoking ruin?
2. What was the most terrifying aspect of the dragon's raid?
3. Why do you have a
personal vendetta against the serpent?
4. How many months have your people been living in caves at the Gorge?
5. What is one defense the caves offer against the dragon?
6. What is one resource the caves offer to sustain the villagers?
7. What virtue convinced Impah that
you might be the Hero of Legend?
8. How did you find out about the dragon's roost in the petrified tower tree on Eagle Island?
9. What is a rumor you've heard about the treasure there?
Putting these questions to the players might give me four different villages sheltering in the Gorge, and four (or more) cool features to add to the dragon. If character creation gives me nothing else to work with for the dungeon, it would be pretty easy to improvise using the original foes—
Stalfos, for instance, might be disgorged remains from the dragon's raids, and some may have identifying features that remind the delvers of people they knew.
One thing I'm not doing this time is trying to set up an Adventure Front, like I did for my first run. The Front I prepared offered a cool backdrop, but I was surprised by the amount and detail of the fiction arising from character creation. Harvesting that fiction became my chief occupation, and I didn't use much of my Front idea.
One thing I would like to have is a sketchy map of the inside of a towering petrified tree— the original map of the Eagle dungeon isn't quite up to my current standards.
So, DW veterans, do you think these questions are
too much or
too leading? Once I came up with a few questions, new questions kept coming. I was also thinking of creating a starting move called "It's dangerous to go alone. Take this."— but it might just be for nostalgia's sake, and I don't have any particular ideas for it yet. I'd love to hear what other people have done with starting moves— do you always create a separate move for
each class? If not, how do you avoid repetitive results?
Are there any other dimensions of this I should consider?
As an aside, I wasn't planning to make a big deal about the D&D kindreds, even though they don't sync up with the original setting. If anyone wanted to play a non-human character, I figure they could just be foreigners. I just don't want to make custom character sheets.