Thread:Talk:Main Page/Where do we go from here?/reply (17)

Starting in Chapter 13, The GM. One of the Agendas is play to find out what happens:


 * Dungeon World adventures never presume player actions. A Dungeon World adventure portrays a setting in motion—someplace significant with creatures big and small pursuing their own goals. As the players come into conflict with that setting and its denizens, action is inevitable. You’ll honestly portray the repercussions of that action.
 * This is how you play to find out what happens. You’re sharing in the fun of finding out how the characters react to and change the world you’re portraying. You’re all participants in a great adventure that’s unfolding. So really, don’t plan too hard. The rules of the game will fight you. It’s fun to see how things unfold, trust us.

A really good example comes from the first session example, on page 179:


 * Also pay attention to the players’ questions. When mechanical questions come up answer them. When questions of setting or fiction come up your best bet is to turn those questions around. When a player says, “Who is the King of Torsea,” say, “I don’t know. Who is it? What is he like?” Collaborate with your players. Asking a question means it’s something that interests them so work with them to make the answers interesting. Don’t be afraid to say, “I don’t know” and ask them the same questions. Work together to find a fantastic and interesting answer.

This is what I thought of when Gautham said, "compose game fiction collaboratively". ^_^