I’m mid-way between running a Dungeon World (DW) one-shot, and prepping one at the moment, so I’m thinking a lot about how to make DW hot for one-shot play. John Aegard has some excellent advice here, and I’ve blogged more generally about prepping Powered by the Apocalypse (PBTA) games before, but here’s a few other tips that I’ve developed that are DW-specific. For me, running DW at conventions means I need a bit more meat on the bones of that the PCs will actually do, while still letting them freewheel and develop the narrative situation themselves.
Let them choose
Unlike in other PBTA games, there’s no need to pre-book players in Classes. In other games, the choices they make here have significant impact on the focus of the game and how it plays out – if your Apocalypse World group includes a Hardholder, for instance, you’re going to need to put their settlement front and centre of the action and aggressively threaten and develop it.
In Dungeon World, regardless of the choices made, the players are going to be an adventuring team – so there’s no need to do this. In fact, at the start of play I try to be really explicit that the balance of classes really isn’t important in this game, just to make sure they don’t feel like they need (for instance) a Fighter to tank and a Cleric to heal people. So encourage players to have a free rein in picking their Classes and Races. I tend to restrict mine to the classes in the DW book, just because there’s more than enough there, but if one of the players has a burning desire to play a 3rd-party Class, I’d probably let them.
Pitch your Sitch
For convention games, you usually need to advertise your game in advance, and for that you need to write an exciting teaser trailer for your upcoming game. Get this set in advance and not only can you give your PCs a problem they can’t ignore, but you can also tie them into this story right at the start with link questions.
The game I’m prepping at the moment is riffing off the classic Fighting Fantasy gamebook Forest of Doom by Ian Livingstone, and so to promote my game (and set my situation), I’ve just used the text on the back of the book:
A war is raging and your help is needed to vanquish the evil trolls. To save the dwarfs, you must find the Grand Wizard Yaztromo and track down the pieces of a legendary war hammer lost in the depths of Darkwood Forest, where gruesome monsters lurk.
Now, once this situation is prepared, I write a list of link questions to ask the PCs – at least one per player, but you might want a few more. They ask the PCs about their relationship with this crisis – and allow them to define twists, NPCs, or aspects of the situation within a comfortable framework.
For Forest of Doom, my link questions look like this:
- You served in the dwarf army before, defending Stonebridge from the trolls. Why did you leave?
- You’ve wandered Darkwood Forest before. What dangerous beast did you encounter?
- What have you done to earn the Grand Wizard Yaztromo’s ire?
- Gillibran, the dwarf leader in Stonebridge, leads a demoralized and divided army. What happened to bring the dwarf military so low?
- And so on…
I try to make these questions about what has gone before, rather than what is happening now, so that players don’t feel like they might step on narrative toes, and so that I can keep my prep useful. In play, I go through them straight after Bonds.
Fronts, Dangers, and a Map
For a single 2-4 hour one-shot, you’re not going to want more than one Adventure Front. This is the backbone of the adventure, and the closest thing to a pre-determined plot you have. Likewise, your Dangers give structure to the encounters and opposition that the PCs face; without them they might feel they’re aimlessly wandering from monster to monster. For my current prep, that’s pretty much what playing the Forest of Doom gamebook feels like, so I’m especially keen to avoid that!
I’ve not run my Forest of Doom adventure yet, so I’ll publish my Fronts and Dangers separately at a later date to avoid any spoilers for my players, but suffice to say I tend to just follow the procedures on p185 of the DW book, including adding in stakes questions (which might sometimes already be answered by your link questions above).
A lot of the available adventure starters and modules for DW include several Custom Moves for each game. Personally, I try to avoid them – DW does not need new rules for a one-shot. The only time I put them in is when I don’t see an obvious fit with the Basic Moves for how to resolve something – very often one of those moves will fit. They give great flavour in an ongoing game as the party encounters new areas and foes – and ultimately with custom moves, new rules – but I really don’t think they’re necessary in a one-shot.
I like to have a sketch map to put in the centre of the table during play. This doesn’t contain encounter locations or details, but it grounds the players in w
hat they’re doing and makes it feel a bit less like you’re pulling encounters and events out of thin air based on how they’re doing and the pacing needs of the game – which is pretty much what you’re going to be doing, except informed by the Fronts and Dangers. This map from the gamebook is exactly the level of detail I want for my game
In play, I tend to follow the player’s leads, offer them choices as to which paths and routes to take, and respond accordingly. I do like to have 5-6 ‘set piece’ encounters lined up that I hope they’ll take – usually these will be where they find items or clues that move the adventure along. In Forest of Doom, where the quest is to find the lost two parts of a war hammer, obviously two of the encounters will result in finding the parts of the hammer – but unlike the book I’m going to seed clues in the rest of the encounters to show where the hammer might be, rather than rely on random wanderings through the forest.
These don’t have to combat encounters, and should have a number of options to resolve them. You can use linked questions (eg, “Tell me one thing all gnomes hate” when they first meet a gnome) to give narrative control.
You don’t have to use all of them, but they will provide a backdrop of things to use if you suffer the dreaded PBTA “Move Freeze” when an MC move doesn’t immediately occur to you. DW is already pretty forgiving in this – in no small way because it’s easier in the fiction and implied setting to have a sudden change of pace (orcs attack!) to bring up the energy levels at the table and even buy you some time to figure out what’s going on.
So those are my emerging tips for DW one-shots. I’ll conclude by saying that it’s my belief that Dungeon World really is the most forgiving PBTA game to start MCing, and encourage you to try it if you’re at all interested in these kinds of games. I spent several months trying to grok Apocalypse World and Monsterhearts before a game of Dungeon World made me chill the hell out and realise that they were easier to run than I was thinking. What are your top tips for Dungeon World one-shots? And look out for the full prep notes for Forest of Doom after the Revelation convention at the end of February.