New Dungeon World Adventure Starter draft: The Black Archive
https://drive.google.com/file/d/0B7cav44145d9T2pEOER2VTRHZWM/edit?usp=sharing
New Dungeon World Adventure Starter draft: The Black Archive
New Dungeon World Adventure Starter draft: The Black Archive
https://drive.google.com/file/d/0B7cav44145d9T2pEOER2VTRHZWM/edit?usp=sharing
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“Abel Ruins Hidden Pit Trap
When you step on a hidden pit trap, Roll+Dex. On a 10+, choose 2. On a 7–9, choose 1:
• You are able to avoid taking damage
• You avoid falling into the trap
• You find a useful item at the bottom of the trap”
What if I roll 10+ and choose the last two points? I don’t fall into the trap. I find an useful item. But why I should take damages? I didn’t fall into the trap…
Abel Ruins Hidden Pit Trap
When you step on a hidden pit trap, Roll+Dex. On a 10+, choose 1.
• You avoid falling into the trap and taking damage
• You find a useful item at the bottom of the trap
What do you think? i think my idea was that you somehow took damage without falling in the trap, but this is cleaner
You could try to think to more aspects, and let the player choose (in my example, with 10+ you could take 1 – maybe 2 -, with 7-9 you could take 2 – maybe 3):
• The trap damages you.
• The trap damages something you carry or wear, or you lose it inside the trap.
• The trap puts you in a bad situation / spot.
• The trap slows down you and your allies.
• You miss an useful detail or item nearby.
With those details, you can build the trap description in the fiction thanks the player’s answers.
Also, I think there are interesting choices: damage, equip lost, bad spot (separated from the group, in another room / pit, into the gears, ready for another roll “next round”, etc.), slow down (you have to make precise jumps, but MAYBE you have enemies incoming behind you!), miss item or detail (so you could put useful equip, OR give some insight “from the trap you hear wind, you are on the right way” “you see light in the trap fissures, maybe there’s a secret room behind” etc.)
Interesting, but complicated. Really more for an adventure than a starter…
😀 true. Still, if you handle the move on a sheet / card to the players, I think they can enjoy to choose their doom 😀 Even some playbook have multiple choices to do (bend bars for fighter, backstab for thief etc.)
Yes, but that depends a lot on your group. It is one thing to have your players choose awards another penalties.
Right, however it’s just matter of style. You can turn award in penalties (and the contrary) simply turning the construction of the move.
Lot of moves (yours too) give a list that comprehend “awards” and “penalty-avoiding”: of course penalty-avoinding IS a penalty, if the player doesn’t choose it.
So you can turn my list into:
• You avoid the trap damage.
• You avoid that something you carry or wear being damaged by the trap.
• You aren’t put in a bad situation / spot.
• You and your party aren’t slowed down by the trap.
• You find an useful detail or item nearby.
This is exactly the same… of course in this case you should have the player choosing lot of things with 10+ (maybe 3 or 4), less things with 7-9 (maybe 1 or 2). The results in the fiction are the same.
I agree but in DW the mechanics can matter less than player perception. It sounds like an interesting trap.