How to GM
When you sit down at the table as a GM you do these things:
- Describe the situation
- Follow the rules
- Make moves
- Exploit your prep
The players have it easy—they just say what their characters say, think, and do. You have it a bit harder. You have to say everything else. What does that entail?
First and foremost, you describe the immediate situation around the players at all times. This is how you start a session, how you get things rolling after a snack break, get back on track after a great joke: tell them what the situation is in concrete terms.
Use detail and senses to draw them in. The situation isn’t just an orc charging you, it’s an orc painted in blood swinging a hammer and yelling bloody murder. You can leverage a lack of information, too. The sound of clattering armor and shuffling feet, for instance.
The situation around them is rarely “everything’s great, nothing to worry about.” They’re adventurers going on adventures—give them something to react to.
When you describe the situation, always end with “What do you do?” Dungeon World is about action and adventure! Portray a situation that demands a response.
From the get-go make sure to follow the rules. This means your GM rules, sure, but also keep an eye on the players’ moves. It’s everyone’s responsibility to watch for when a move has been triggered, including you. Stop the players and ask if they mean to trigger the rules when it sounds like that’s what they’re doing.
Part of following the rules is making moves. Your moves are different than player moves and we’ll describe them in detail in a bit. Your moves are specific things you can do to change the flow of the game.
In all of these things, exploit your prep. At times you’ll know something the players don’t yet know. You can use that knowledge to help you make moves. Maybe the wizard tries to cast a spell and draws unwanted attention. They don’t know that the attention that just fell on them was the ominous gaze of a demon waiting two levels below, but you do.