I got a feeling that the Torchbearer Map creation rules are going to be pretty helpful for DungeonWorld

I got a feeling that the Torchbearer Map creation rules are going to be pretty helpful for DungeonWorld

I got a feeling that the Torchbearer Map creation rules are going to be pretty helpful for DungeonWorld

6 thoughts on “I got a feeling that the Torchbearer Map creation rules are going to be pretty helpful for DungeonWorld”

  1. One thing I did once was take the steading rules, and made six cities, each with a different advantage/disadvantage, and then put them down on the map, adding details that made sense. Maybe toss down a few front-based locations as well like “Okay, here’s where the power-mad wizard dwells, here’s an elemental vortex because fuck yeah elemental vortexes,” etc, etc.

  2. They are very basic, but very robust.  What it does is tells you to draw a map and then it lists a lot of geography items that should be put on the map.  Dwarven Halls, Wizard Tower, busy crossroads, coast river etc.  After that it tells you to mark where the homeland of each playable race is, and lastly to put on where the evil stuff hangs out i.e dragon lair goblin den etc.

    The thing that I think is different about it is it doesn’t say you can put some of these items on it, but tells  you specifically TO put the items on it.  That way it forces you to make a map and build a world.

  3. Also a point is that almost all those things you’re supposed to put there are choices you can make for locations you grew up in in character creation.

    So it might be worth looking at that through a dungeon-world lens: where do druids come from? Where do barbarians come from? what place is famous for its fighters, or its thieves? And I mean, you can play against type, and be a wizard from the corrupt crime-ridden city, and that’s still cool.

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