Are there such things in Dungeon World as campaign worlds, adventure paths (D&D/pathfinder) or plot point campaigns…

Are there such things in Dungeon World as campaign worlds, adventure paths (D&D/pathfinder) or plot point campaigns…

Are there such things in Dungeon World as campaign worlds, adventure paths (D&D/pathfinder) or plot point campaigns (savage worlds)?

14 thoughts on “Are there such things in Dungeon World as campaign worlds, adventure paths (D&D/pathfinder) or plot point campaigns…”

  1. I’ve been doing some thinking about this very thing. A Front is a Plot Point campaign boiled down to its essentials. A plot point is basically a set of key events; each is triggered by a player action and has some consequence that moves the story forward. Fronts are exactly the same, except that where plot points tend to be tied to an NPC, location, clue, maguffin, etc. Fronts are free floating so its up to the GM’s judgement and sense of drama. Also where plot points strike me as inexorably metaplot, Fronts can be thwarted by the players. I loved plot points but I think Fronts are better, as they are more flexible.

    Dungeon World has few actual modules from what I’ve seen, to say nothing of adventure paths; there are a large number of campaign starters, but those are little more than seeds, and I think I’ve seen some fronts, which can function like plot point campaigns.

    I have had good success using D&D modules with Dungeon World. In Dungeon World you play to find out what happens, but you never contradict prior fiction. A module just supplies some prior fiction so it still works with play to find out; you can also play as loose with it as your are comfortable with. I find that the older D&D modules work really well, the ones that are very sparse on details (e.g. “Three goblins in a room, 20 sp.”) They give you the barest seed but leave lots of room for embellishment and play to find out, and if you veer off course you haven’t really missed anything.

    Likewise published campaign worlds work well, in fact better in DW than they do in their original system. This is because you can just skim them for a  general impression, no need to read it and analyze it closely, no need to try to think of adventures and plots. Most campaign worlds have huge gaps, entire kingdoms with little more than a forest and a couple of towns. DW thrives in this environment, takes the scattered seeds and fills in the details and the adventures.

  2. I really like that concept of play to find out what happens. Using fronts seems very prep light on some level which also appeals to me as someone with little to no time for prep. I have yet to play DW and will most likely have to run a game at home with my family. I would like something that is a big help with the creative parts as my kids tend to like the hack and slash aspect of classic D&D so they tend to rely on me to bring the story.

  3. Here’s your chance to get them involved. Instead of you providing the story, ask them why they’re out adventuring. “So here you are a the Cave of Xylos. Fighter, what dangerous creatures are said to lurk inside?” “Wizard, what legendary artifact are you hoping to discover?” “Cleric, what evil rituals were conducted here in the past?” Then just take notes like mad. 

  4. ^What Christopher Stone-Bush said. If you sit down to play with just those questions, you have everything you need to start a campaign. Keep asking each character questions, and use (And write down!) the answers. Before you know it you will have your own adventure path that you’ve all built together. Don’t ask an extended barrage of questions, though. Let the first few answers bring about interesting situations, and ask more questions as you’re playing.

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