Übersetzung steht noch aus
There are some common situations that come up in Dungeon World. Here’s how to deal with them.
Sooner or later blades are drawn and blood is shed. When this happens the players are likely to start hacking and slashing, volleying, and defending. Think about more than just the exchange of damage. Monsters might be trying to capture the characters or protect something from them. Understand what the fight is about; what each side wants and how that might affect the tide of battle.
No self-respecting monster just stands still for their beating. Combat is a dynamic thing with creatures moving in and out of range, taking cover, and retreating. Sometimes the battlefield itself shifts. Have your monsters take action that the players will react to. Make sure you’re making use of moves beyond deal damage, even in a fight.
Make sure everyone has a chance to act, and that you know where each player is during the chaos of combat. Make a map of a complex battle location so that everyone knows just what’s happening and can describe their actions appropriately.
Traps may come from your prep, or you can improvise them based on your moves. If nothing has established that the location is safe, traps are always an option.
The players may find traps through clever plans, trap sense, or discerning realities. If a character describes an action that doesn’t trigger a move, but the action would still discover a trap, don’t hide it from them. Traps aren’t allowed to break the rules.
Dwarven smiths, elven sages, humans of all shapes and sizes occupy the world around the characters. They’re not mindless stooges to be pushed around but they’re not what we’re playing to find out about either. The NPCs are people: they have goals and the tools to struggle towards those goals. Use them to illustrate what the world is like. Show your players the common people struggling for recognition or the noble classes seeking to uplift their people. Some whole adventures might take place in a peopled environment rather than an isolated dungeon. Some classes, the bard in particular, are adept at manipulating and using people as resources. Don’t shy away from these situations. Be a fan of these characters, giving them interesting, nuanced people to interact with.
People, just like dungeons, change over time. The passing of the characters through their lives might inspire or enrage them. The characters’ actions will cause the world to change, for good or ill, and the people they meet with will remember these changes. When the characters roll back through a town they were less-than-kind to on their previous visit, show them how the people are different now. Are they more cautious? Have they taken up a new religion? Are they hungry for revenge?
Relationships between characters are represented by the bonds but relationships with NPCs are more tenuous. If the players want to make real, lasting connections with the people of the world, they need to act. Remember, “what do you do?” is as valid a question when faced with the hopes and fears of a potential new ally or enemy as it is when staring down the business end of a longsword.