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.
  • 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.