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The title seems a little counter-intuitive, but it explains more. It's really about just telling your players things that are really hard to show through details.
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Plot hooks for players that have a performer's background.
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Session Zero is where the GM and the players set their expectations about the campaign. It's a wonderful way for everyone to play on the same page.
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For those coming from D&D or similar games, this question is probably one you encountered early on in DW.
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Using failure to create a shifting story is a great way to make the story in your game feel organic and natural.
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A dungeon generator that uses two small business cards, and a pile of d6s.
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