Encroaching Darkness
Looking at the preview videos for Darkest Dungeon put me in the mood for darkness as a vivid and tangible threat. I’ve heard that people tend to use Dungeon World for characters on a more heroic scale, and I understand this idea was aptly tackled by Torchbearer, but I don’t own it.
Anyway, these moves just kind of materialized, and I wanted to put them out there in case anyone can refine them into something useful. Maybe they could only be used for 0-level Villagers, henchmen, or characters in World of Dungeons. Or maybe regular Dungeon World heroes should fear the dark.
When you light a torch, add +1 Light for the whole party, for a maximum of +3. Other light effects, such as the Clerical rote or Wizardly cantrip, may also add +1 to the party’s Light. If the party ever splits up, divide their Light based on who is holding the torches.
When you enter an unexplored area of the dungeon, Roll +Light. On a 10+, you make out whatever your light reveals with clarity and resolve. On a 7–9 you see clearly, but pick one:
* You draw unwelcome attention or put yourself in a spot. The GM will say what.
* Your nerves are shaken by the closing darkness. Suffer a debility of your choice until you relax in view of daylight.
* A torch burns low: Subtract 1 from your current Light level.
When you deal damage to a dungeon fiend, whether it’s a dweller in darkness, or creature of the night, add +Light to the damage.
When you Order a Hireling in the dungeon, if your Light level is lower than the Hireling’s Loyalty, Roll +Light instead.
When your last torch burns low…
Nice!
I Summon Matt Capizzi Christopher Grau
I like these a lot at first blush. I too have hankered for a taste of Torchbearer mechanics in my Dungeon World, and this is a nice step in that direction.
This is a very interesting idea. I may have to yoink these for future DW games.
And here I JUST led my party of new players into a giant, echoing cavern of horrors lurking in the dark. Perfect timing! Thanks!
Now that the sun has risen, the party is feeling bolder, and they think that “Suffer a debility of your choice until you relax in view of daylight” is too harsh if it applies to the whole party. I meant it to apply to one character, but I didn’t spell that out.
I like the idea of letting them quail one-by-one, but I didn’t think about how to choose which character suffers the debility. I suppose the party could elect one of the lightbearers to roll, and let that player decide.
Another option for the 7–9 list should involve the hirelings: “One of your retainers loses their cool. The GM will say who and how.”
What I’m really excited about is the potential for hard moves on a miss! 😀
I really like the idea of the retainers loosing their cool.
Another option (and this would be a more serious hack) would be to have light sources “provide + X Light ” and last for Y “time” (turns?). And for every member of the party, reduce your Light by 1. (So a torch might grant +2 Light, but if you’ve got 2 people in the party, your Light is +0).
Then have moves like Discern Realities cost 1 time (turn?). Using a slow item (like bandages) could likewise take 1 time (or 1d4 time). Someone mapping the room could take 1 time. Tricks of the Trade, Bend Bars/Lift Grates, Ritual, Hunt & Track… all sorts of moves could have a time cost.
Your maps could have time costs associated with rooms and passages. Like a long tunnel could have a “2 time” cost to traverse it carefully.
The creeping of time then eats away at your light sources. Every N time, you call for a “nerve” check. Or a wandering monster check. Or both? Require that you make camp every Z time. Dole out conditions (miserable, scared, confused, etc.) that “unlock” GM moves.
Damnit. Now I want to write Torchbearer PbtA.
Everyone Roll +WIS Low roll takes the Debility. Characters that are immune to fear for what ever reason don’t roll.
I attack the darkness.
the Darkness laughs at your feeble attempts.
Jeremy Strandberg Might be more practical to use a “usage die” for torches a la The Black Hack rpg. Just have the torchbearers roll that at any intervals the GM deems appropriate.