![]() ![]() Every rule has an explicit fictional trigger that tells you when it is meant to come into the conversation. While the GM and the players are talking, the rules and the fiction are talking, too. The rules help shape the conversation of play. Dungeon World is never a monologue it’s always a conversation. The players ask questions or make statements, the GM tells them what happens next. The GM says something, the players respond. ![]() Instead players take turns in the natural flow of the conversation, which always has some back-and-forth. There are no turns or rounds in Dungeon World, no rules to say whose turn it is to talk. They have something to say about the world. As we play, the rules will chime in, too. We talk about the fiction-the world of the characters and the things that happen around them. Playing Dungeon World means having a conversation somebody says something, then you reply, maybe someone else chimes in.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |