12 thoughts on “Map from dungeon world last night.”

  1. So I guess the rooms labelled with dice are where the tables come in? A player peers into the d6+3 room under the moat, and you roll that on the spot to discover what’s in that room?

  2. Okay, okay, but the tables are nothing special, the barest of framework for improv. One table with room types, one with encounters. I also was using a “ruckus meter” that would go up when they made a ruckus and was added to the enounter roll. Roll the room first, then the encounter. For the rooms, I have,

    1-Leisure room: enemies are encountered at rest

    2-Storage: roll an extra d6 treasure

    3-Domestic space: -1 on encounter roll

    4-Fancy domestic space: -1 encounter, +1 on treasure roll.

    5-Trap room! No encounter, GM comes up with the trap and it’s mechanisms.

    6-Guard room: roll an extra encounter (1d4)

    7-Science room: encounter is (roll 1d4) imprisoned, mutated, raving, contagious

    8-Treasure room: +2 on encounter and treasure rolls.

    9-Machine room: this room is trying to kill you. 8hp, 4 armor. It fires projectiles that do 1d10 damage. It also has (roll 1d4) force fields, lasers (+1d6 damage), gatling gun (area), stasis ray.

    10-Unholy chapel. Here you’ll find: (roll 1d4:) a holy mass, a dark ritual, a blessed guardian, an oozing portal

    The low end of the encounter table is servants, patricians, builders, garrisoned soldiers, then going into more specific creatures tailored to the campaign. Can’t find it at the moment, but it wasn’t too detailed. Some of them had “and roll again,” or had an extra d4 roll for some added details (carrying keys, helpful, treacherous, hiding.)

    Haven’t been running anything recently, but next time I’m up for DW again I’ll probably use a similar setup. Our play is usually so improv heavy that it’s nice to throw in something semi-concrete to explore, even if we’re still improv-ing the finer bits as we go.

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