The players have it easy-they just say what their characters say, think, and do. ![]() When you sit down at the table as a GM you do these things: You should take the same care in altering them or ignoring them that you would with any other rule. The GM’s agenda, principles, and moves are rules just like damage or stats or HP. Your moves keep the fiction consistent and the game’s action moving forward. You’ll make moves when players miss their rolls, when the rules call for it, and whenever the players look to you to see what happens. The GM’s moves are the concrete, moment-to-moment things you do to move the game forward. The principles are the guides that keep you focused on that agenda. The agenda is what you set out to do when you sit down at the table. Running a game of Dungeon World is built on these: the GM’s agenda, principles, and moves. It’s a section with procedures and rules for whoever takes on the role of GM. This section isn’t about advice for the GM or optional tips and tricks on how best to play Dungeon World. You’ll be refereeing, adjudicating, and describing the world as you go-Dungeon World provides a framework to guide you in doing so. ![]() The characters have rules to follow when they roll dice and take actions. The rules in this section will help you run a game in that style. Dungeon World is designed for one of those styles in particular-a world of elves, orcs, dragons and magic where dark dangers mix with lighthearted adventure. There are many different fantasy genres, each with their own style or advice for GMing. 2.1.3 The Argent Seraphim (Choir of Angels).2 An Example Front: The Opening of the White Gate.1.3.1.1 GM Moves for Ambitious Organizations.0.5.0.7 Present a challenge to one of the characters.0.5.0.4 Use a threat from an existing faction or type of creature. ![]() 0.5.0.3 Introduce a new faction or type of creature.0.4.3.12 Tell them the requirements or consequences and ask.0.4.3.10 Offer an opportunity, with or without cost.0.4.3.9 Show a downside to their class, race, or equipment.0.4.3.8 Give an opportunity that fits a class’ abilities.0.4.3.3 Show signs of an approaching threat.0.4.3.1 Use a monster, danger, or location move.0.3.0.11 Begin and end with the fiction.0.3.0.8 Ask questions and use the answers.0.3.0.5 Never speak the name of your move.0.3.0.2 Address the characters, not the players.
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