My first DW Campaign as a GM will be coming to a close in a few weeks, and I have joined another group as a player. I have had a tremendous amount of fun playing DW and have already started taking notes for the next time I GM.
I wanted to “play it straight” in my first campaign so we could all get a feel for DW, but my players have asked about adding a crafting system similar to something in Diablo or Skyrim.
I fear this will add too much crunch to a game designed to avoid crunch. I have some ideas about a simple crafting system which adds some bookkeeping, but I don’t know if it would be “crafty” enough.
I’m thinking about custom move template for finding crafting components that looks something like this:
When you spend some time to search [location] for [a crafting component that is commonly found here], you find 1d4 of that component and roll+WIS.
10+ Choose 2
7-9 Choose 1
* You avoid running into [denizens of this location].
* You don’t draw the attention of [an NPC or special guardian], who will [take an appropriate action].
* You gain an additional 1d4 of that component, or 1 of another component more rare to this area of the GM’s choice.
So filling in the blanks (in the order presented) for a graveyard may look like this:
The Westmarch Cemetary / Bone Shards/ a group of fresh Zombies / Captain Blazer’s Ghost / Haunt you until you leave Westmarch.
A forested location may look like this:
The Timberfall / Wood Spirit / a pack of starving wolves / A wood Elf / demand you give her what you’ve found
I would love all thoughts on the idea of crafting in general, as well as ideas about how to make this move template better.
All of this is very high level right now. I won’t be running a campaign again for about 6 months, so I have plenty of time to work on it. I want to make a system that my players asked for, but NOT add a lot of crunch and bookkeeping (which MAY not even be possible).