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…