I was mulling over how you’d do a Lovecraftian type hack of Dungeon World.  You know, “Dagon World” or some such. …

I was mulling over how you’d do a Lovecraftian type hack of Dungeon World.  You know, “Dagon World” or some such. …

I was mulling over how you’d do a Lovecraftian type hack of Dungeon World.  You know, “Dagon World” or some such.  More powerful (and agency-empowered) Investigators then are normally seen in a Lovecraftian RPG, set in high fantasy… basically Dungeon World with sanity mechanics.

But why mess with a system that already works?

Here’s a CC about gazing into the abyss.  It’s optional, but provides powerful tools if embraced by the player.  Individual horrors should have individual mechanics, and that’s already covered under the core Dungeon World book.  You could run a campaign with the Thing In The Well in Dungeon World as it is, for example, you’d just have to write up some custom moves beforehand.

/Ramble.  Here’s the link.

https://www.dropbox.com/s/eust4mv21ysg4on/TheAware.pdf

https://www.dropbox.com/s/eust4mv21ysg4on/TheAware.pdf

7 thoughts on “I was mulling over how you’d do a Lovecraftian type hack of Dungeon World.  You know, “Dagon World” or some such. …”

  1. I like it, I’ve wanted a sanity hack so I’ll consider using this. I’m wondering if its just me, or does the 1st option of diseases and poisons take full effect.. seem not as harsh as the others? I know it could be, but would players choose that option almost every time at the half-point?

  2. Possibly.  I wrote it with an eye towards my group, and they know by now that super-vulnerability to disease is a slow death sentence. 

    I was playing with the idea of an Incantation that lets you ignore your craziness penalty…. which would drive it down to the 1/4 point pretty dang quickly.

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