Johnstone Metzger, you’ve written that you “tend to run dungeoncrawls in DW the same as I would in B/X D&D.” Elsewhere, you said that you didn’t include monsters in Truncheon World because you’re usually playing a module that includes all the monsters you need. I’m curious if you’ve run into any challenges running DW with B/X-style dungeon crawl, particularly because Dungeon World seems to emphasize “leaving blanks” for improvisation, where old school dungeon modules key an entire location.
I’m planning to run a module-inspired dungeon crawl in Dungeon World this weekend. I’ve gone over the module with the the adventure conversion rules in mind several times. There is no plot or factions to convert into conventional Fronts, just a bunch of dangerous and evocative places to explore. That doesn’t bother me though.
The thing that trips me up is the advice from the DW text: “When the players go into that room marked ‘4f’ don’t look it up, just make a guess at what might be there based on your notes and what else has been happening.” But imaginative environmental details are the main thing I like about modules. While it’s easy for me to improvise drama and character-driven conflict, meaningful dungeon dressing is the whole point of a keyed location, to me.
I’m mindful that I grabbed a module for my very first Dungeon World run, and it was totally eclipsed by the fiction that emerged from character creation. It was a pleasant surprise, but the room-by-room exploration seemed a bit stiff by comparison. Do you have any tips or words of caution for running room-by-room exploration of a keyed location in Dungeon World?
Thanks in advance! I welcome ideas from anyone, not just JM, I’ve just been wondering about that particular comment.