My gaming group recently decided that our next game was going to be Dungeon World, GMed by my flatmate who I will refer to as Bob.
Bob has played a one-shot of DW with myself as GM in the past and has also occasionally run games for the group. As a GM he tends towards the 'challenge the players' school of GMing so I was a little worried that might disrupt the rules of Dungeon World and I made it clear that I'd like him to carefully read the GMing rules for Dungeon World before we played.
After he was done reading them he remarked that it 'seemed simple enough' and that was how he 'usually GMed anyway', again I'm hearing alarm bells but I don't want to kick up a fuss so I just decide to trust him. I pick up the Fighter sheet and the two other players grab Ranger and Druid, we're set to go.
For the first couple of hours things went great, we were all having fun and exploring our new characters. Long story short we're now headed to a mine to rescue my character's old comrade who has been wrongfully exiled for treason by a malicious gang that's taken over our home town in our absence (we had agreed before the game started that our characters had all been off on their own individual adventures). The party has to camp for the night in the woods and during our encampment we get attacked by a pack of 7 black wolves, during this scrap quite a few things happened which left a bitter taste in my mouth.
- Before either the Druid or Ranger could potentially Spout Lore Bob had already told them that they'd never seen or heard of anything that resembles these wolves and that they were an utter mystery.
- I was asked to "roll+STR" to remove a dead wolf's jaws from my arm. I asked if I was making move, perhaps Defy Danger where the danger was that I "exposed myself to attack from the other wolves"? I was told that was not the case. After a short debate in which I objected to arbitrarily rolling dice I was talked down and grudgingly made the roll in order to get the game back on track.
- One of the wolves kept dragging the corpses of the dead ones off into the darkness and eating their hearts, growing in size with each heart it consumed. This wolf was never called out as being visually distinct before it started growing in size and it kept grabbing corpses and running away to the safety of the darkness "too fast for you guys to respond". The third time this happened the Ranger called out that she'd been waiting for it to return and was going to put an arrow in its leg to slow it down. Bob claimed that because the wolf was aware of her, it was not defenseless enough for a Called Shot even though it was distracted with dragging a corpse.
- In a response to being told that a wolf was leaping at her, the Ranger was allowed to Defy Danger using DEX to "Duck it, letting it fly over her head and into the campfire", she rolled a 9 and Bob's stated 'worse outcome' was that the wolf bowled her over and pushed her onto the fire, putting it out but mercifully dealing no damage to her, despite leaving her pinned beneath an angry wolf. This seems to me more like a "No", rather than the "Yes, but..." I'd expect of a 7-9 result.
- We used up some adventuring gear (and the help of the Ranger's pet eagle) to surround the camp with a ring of burning oil, killing wolves only inside the ring with the help of my Signature Weapon's forceful property to launch wolves from outside of the ring into it. Big Wolf pays no heed to the ring of fire and keeps grabbing corpses, despite expended resources, successful rolls and narrative creativity on our part to set a barrier explicitly to stop this from happening.
- Big Wolf is eventually an elephant-sized, two-headed monstrosity which bites for d10 damage and completely ignores armor. Once we finally bring him down we find out this monstrosity had a whopping 18HP, yep, more than a dragon. I asked Bob about this and he went over the monster creation guidelines and claimed that this thing "Was solitary and self-sufficient" despite it being originally indistinct from the other 6 wolves which were quite obviously hunting as a pack.
None of the above were consequences of a 6- roll. Talking to the Ranger after the game we both felt robbed of narrative control as our multitude attempts to take control of the fight had invariably been shrugged off, I definitely didn't feel like Bob was being a fan of my character. This also made the battle with the monstrous super-wolf seem like an inevitable conclusion which undermines my understanding of playing to find out what happens.
I'm worried that my enjoyment of the game is going to be spoiled if things continue in this manner so I'd like to talk to Bob about it, however I struggle with Asperger's Syndrome and am painfully aware I often come off as confrontational and argumentative if I just try to 'have a talk'. So my question is thus:
How can I help Bob understand what Dungeon World expects of him as a GM, without seeming like I'm confronting him personally? I'm particularly looking for advice from those who've encountered similar situations with a first-time *World GM.