So you know how in old school D&D you got to name level and started a stronghold and the game changed on you? Has anyone written up anything like that for DW? Or thought about what it might look like?
So you know how in old school D&D you got to name level and started a stronghold and the game changed on you?
So you know how in old school D&D you got to name level and started a stronghold and the game changed on you?
And I just realized as I hit enter… Johnstone Metzger’s Class Warfare has a number of “adventurer” specialities that would work for this. But other thoughts/ideas?
There are a couple of upcoming Powered by the Apocalypse games that take place in or deal with fantasy strongholds. You’ll want to check out the current playtest editions of:
The Sword, the Crown, and the Unspeakable Power by the Jankcast folks
and
Apocalypse World: Dark Ages by Vincent Baker.
I’m sure someone will write a crossover supplement for one or both of these with Dungeon World at some point, or you could be the first. 🙂
You could use the Hardholder rules straight out of AW, really. Or yeah, the stuff in AW: Dark Ages. Or the Seclusium of Orphone, for wizards. Probably a DW version of name level strongholds would look a lot like that.
Offer access to the Landed Gentry specialty from CW as a compendium class? If you really want it to be automatic at “Name Level” you could give the starting move – Stronghold – for free and then let them take advanced moves if they want to make more use of it.
Sounds like a great topic to think about
I figured at like, level 9 or 10 you could hack in some AW bits. Thief gets a Gang if Thieves based on the Chopper’s Gang. Fighter gets a Keep like the Hardholder’s Holding. Wizard gets a Laboratory like the Savvyhead’s Workshop. And the Cleric gets a following either/or or hacked between the Angel’s Clinic & the Hocus’ Cult.
Tim Jensen have you seen the rules for SCUP, or played? I haven’t seen anything publically available. Johnstone Metzger, does the Seclusium include “moves” for ongoing problems or doing research or whatnot?
I think the hardhold/hocus cult/Landed Gentry approach would work well for the initial setup of the stronghold.
I’m pondering more about situation/advantage/problem generating moves like Fortunes or Wealth, and how those might look in a game like DW where you’re measuring individual coins and there’s no generalized wealth mechanic. And how “when you send your minions to do X” type moves might look.
Hmmm…
No, it’s just stuff for generating the initial thing, nothing for maintenance.
I got myself curious and just took a look at Adventurer, Conquerer, King. And found this gem:
_Many mages devote their later careers to magical research. This vocation demands a constant supply of rare components,
generally monster parts, such as the fangs of 20 hellhounds or skulls of 50 ogres. Rather than squander their time hunting beasts for these components, many mages build dungeons within their domain with the aim of luring monsters to lair within. There they can be harvested at the mage’s leisure._
Jeremy Strandberg Compendium Class: Questgiver.
When you stand with a punctuation mark above your head, you may choose from the following moves during your next Level Up…
Yes, I’ve played both SCUP and AW:DA. They’re both going to be quite good when finished. Currently SCUP is further along. Perhaps Megan Pedersen or Todd Nicholas know how you can get a play test copy.
I’m a huge fan of Domain rules, and one of the things I loved about Apocalypse world was the inherent presence of Strongholds, Gangs, etc. Adding them to DW would be awesome (I don’t have Class Warfare yet, so they may show up in some form). A Domain Game focused DW expansion would be lovely!