Builder's Manual · Chapter 2
First Steps Taken.
First Session
Overview
- The first session begins with character creation — which is also world creation.
The details on character sheets and the questions you ask establish what Dungeon World
is like, who lives in it, and what's going on. - For players, the first session is like every other: play their characters as real
people and explore. The GM does more — establishing the world and the threats to come.
Prep
- Print: a few copies of the basic moves; one copy of each class sheet (double-sided);
cleric and wizard spell sheets (double-sided); the GM sheet. - Read the whole book — especially GM moves and the basic moves — and get acquainted
with the class moves. Read the fronts rules, but don't create any yet. - Fill your head: fantastic worlds, strange magic, foul beasts, movies, comics, heroic
fantasy. Ideas are the bare minimum. - Optionally plan a bit more: an evil plot, monsters, sketched maps (leave blanks),
imagined locations. - The one thing you can't bring is a planned storyline or plot. You don't know the
heroes or world before you sit down, and concrete planning conflicts with your agenda:
play to find out what happens.
Getting Started
- Briefly introduce Dungeon World to newcomers: the mechanical basis of moves, the
classes, then walk them through character creation. - Your role during creation is threefold: help everyone, ask questions, take notes.
When a player makes a choice — especially bonds — ask about it, get detail, think
about what the details mean. - Set expectations: players play their characters as people — skilled adventurers, but
real people. You play the rest of the world as a dynamic, changing place. - Common questions:
- Are the characters friends? Not necessarily — but they work together as a team
toward common goals. - Are there other wizards? Not really — other workers of arcane magic exist, and
common folk may call them wizards, but they aren't like you. No GM character will
ever truly be a wizard (or any other class). - What is wealth? The realm's currency, good everywhere, buys mundane things. The
special stuff — magic weapons — isn't for sale. Not for Wealth, anyway… - Is the GM trying to kill us? No — the job is portraying the world, and the world
is dangerous. You might die; that's not the GM being out to get you.
- Are the characters friends? Not necessarily — but they work together as a team
- Ask questions throughout: interesting facts from bonds, moves, classes, and
descriptions are fuel for future adventures. When someone mentions the demons that
slaughtered their village — find out more. - Answer mechanical questions; turn setting questions around — "Who is the King of
Torsea?" → "I don't know. Who is it? What is he like?" Say "I don't know" freely and
collaborate on interesting answers. - Share your own ideas for the world: the characters are the players' responsibility,
the world is yours. If you want the game to be about hunting the lost sorcerer-race,
say so — and work together if they aren't interested. - After creation, look over your notes, what the players brought, and your own stewing
ideas. The adventure begins.
The First Adventure
- The first adventure is about discovering the direction of future sessions. Watch
for unresolved threats and note dangerous things mentioned but not dealt with —
fuel for sessions to come. - Start in a tense situation demanding action: at a dungeon entrance, ambushed in a
swamp, peeking at orc guards through a cracked door, sentenced before King Levus.
Ask questions immediately — "Who is leading the ambush against you?" "What did you
do to make King Levus so mad?" Situations stemming directly from the characters are best. - Watch carefully for triggered moves until players get the hang of it. Early
narrating-style play is fine — when a move triggers, name it: "It sounds like you're
trying to…" and walk them through it. - When a player says "I hack and slash him," ask "So what are you actually doing?
How? With what?"
First Session Goals
- Establish details, describe — nothing exists in the fiction until you share and
detail it: looks, who's in charge, the world, the location. Describe everything, but
briefly enough to expand later. One or two telling details make it real. - Use what they give you — you needn't bring anything concrete. Their bonds, moves,
and answers are the meat; use them to fill in the world around the characters. - Ask questions — when you need more, draw it out: "What does Lux think about
that?" "Is Avon doing something about it?" Ask one character about another; ask how
a different character feels or reacts. At a loss? Pause and ask a question. - Leave blanks — every blank is another cool thing waiting to happen; stock up.
- Look for interesting facts — when an idea jumps out, write it down. The Duke of
Sorrows being the demon he bargained with is the seed of a whole world. - Help the players understand the moves — they mostly just describe what their
character does; the help they'll need is remembering move triggers. Keep an ear out;
after a few moves they'll remember on their own. - Give each character a chance to shine — not by tailoring rooms to their skills,
but by portraying a world with many solutions to every challenge. - Introduce NPCs — monsters that only attack and blacksmiths that only sell make a
dead world. Give NPCs life, especially ones players show interest in — but don't
protect them. The recently deceased Lord of Goblins is as useful for future
adventures as a living one.
After the First Session
- Relax. Let ideas ferment. Don't rush to the next session.
- Second-session prep takes minutes, maybe an hour: create fronts, maybe make some
monsters or custom moves, and get an idea of what's going on in the world.
Manual updated Oct 1, 2026.