This coming Sunday, September 29 at noon, is our adventure in Dungeon World. Hopefully this will be the first of many that we play about twice a month. To maximize everyone's participation and enjoyment of the game, I would like to use the following guidelines and "rules": If at any point you become uncomfortable with what is happening or where the game is going, simple say so and we will stop right there. You do not need to justify why you are uncomfortable. As an example, if a situation occurs that is leading to child abuse and one of the players says that they are not comfortable dealing with child abuse, we will stop and move the game in a different direction, no questions asked . Dungeon World does not use the concept of initiative to determine the order of play in encounters. Rather the narrative is used to guide who goes first, second, etc. At the beginning of an encounter, We will go around the "table" and ask each player what they are planning, but no one will roll dice yet. After that, we will decide what events happen at what times (I will have the final say) and then we will probably have "simultaneous" groups roll at the same time to determine outcomes. Players will then narrate the scenes to match the dice outcomes. After the initial character actions, the rest will follow the fiction, perhaps with more simultaneous rolls. In situations that call for a Discern Realities or Spout Lore , the first player to narrate that will do the actual move; other players may use Aid or Interfere to modify the outcome, but only one player will do the DR or SL move. That prevents the Discern Realities "cascade" where the first player misses (6-) so another tries, then another, etc., until one of the players succeeds. Even if multiple people use Aid or Interfere , the original player only gets +1 or -2 once (as per the rules as written, page 70). In the case of Spout Lore , one player may ask another (with higher INT :-)) if they know anything about the situation. In that case, the second player will do the roll. Discern Realities and Spout Lore apply to the whole room that the party is in up to the exits from the room. When traversing a 200 yard-long corridor, you do not need to look for traps, walk 10 feet, look for traps, walk 10 feet, look for traps, ... One Discern Realities (or Trap Expert , in the case of the Thief) will apply to the whole corridor. In most cases, you can wait to roll Aid or Interfere until you see the result of the Discern Realities or Spout Lore roll; it make no sense to roll Aid or Interfere unless the original roll was a 5 or a 9 (7, 8, 10, 11 in the case of Interfere ) as the ultimate outcome will not change in other cases. In Dungeon World, we are together creating a fantastic story of action and adventure. Rather than thinking of yourselves as the characters, imagine instead that we are co-directors of a movie. The game master is the head director and each player is an assistant director in charge of his/her character. As movie directors, if a scene requires a prop to work, the assistant director would simply say that it was present, not ask for permission. For example, if we are fighting a large ogre who is swinging a club, I might say that in the center of the room is a large chandelier hanging from the ceiling and that under it is a table. Fred Fighter (my character) jumps on the table and leaps up to the chandelier, swinging from it by one arm while swinging his battleaxe at the ogre's head. I did not ask if there was a chandelier or table in the room and the GM had not described that, but I took the liberty as an assistant director to embellish the scene with props needed to make the action heroic. As the GM, I reserve the right to veto something if it would be impossible or ridiculous. I would like to incorporate a technique, called "mementos", that I heard about on a podcast. Before a movie comes out, the studio releases a trailer containing brief glimpses of scenes that may (or may not) actually happen in the movie. I would like to incorporate this in our game: before the party enters a dungeon (or other "contained" scene), we will go around the table and ask each person to give a one or two sentence description of a scene. These may or may not happen later, but should add tension. For example, "a dark corridor with a large hairy silhouette blocking the far end". That's it. Later in the dungeon, that or something similar may happen... Make them exciting and possibly fear-inducing; make the audience want to see what happens next. We will use flags instead of bonds (other link ). For example: "Deceitful: believe and act on a lie I’ve told you." The link provides examples, but you can come up with your own if you like. You can have more than one flag and if another character triggers one of your flags, you will get an experience point (maximum of 1 point for flag triggering) at the end of the session. Optional (up to each player), use drives instead of alignment (other link ). Like with flags, if you do what the drive says, you will get an experience point at the end of the session. I hope that everyone is good with these guidelines and techniques. Are there any that you dislike or others that you know of that we might use during our game? You may need to remind me in some situations that call for using these things; don't be shy. All of the rules may be found at <a href="https://book.dwgazetteer.com" rel="nofollow">https://book.dwgazetteer.com</a> .