Guided Play; I have questions.
Having now fallen in love with this, I'm planning to run a guided game with my friends.
I'd initially considered co-op play, but as they've only ever played D&D I suspect they'd feel more relaxed if one of us was running things. This also avoids the trap of them always taking my lead.
But I'm struggling to reconcile how this works with the mechanics.
What makes the game come alive is the random and interpretive nature of it. The plot goes where it does because of dice, which you can't exactly plan for. Hell, even resolving a battle or vow relies on a roll.
So, how much should a gamemaster go about planning a session? What aspects would you pre-plan, if any? I feel like if I were to take the traditional route of building plots and populating the locations with enemies and allies, it's going to cause friction with the system.
I'm not sure how best to explain it.
Does anyone have experience, or are there any decent videos of this type of play? Almost all the ones I find are solo and occasionally guided.
All I can think is, maybe I implement something like the clocks from Dungeon World, which would give narrative momentum to certain dangers but leave the rest to chance? Or am I there really just to act as an Oracle, or as a facilitator to the Oracle? Would you still roll for waypoints or delving? Or for the settlements and the characters who populate them?
Genuinely not sure the best way to tread.
Thanks in advance.