Sorry if this has been asked before! 🙂
Just finished a Session 0-0,5 with a new group of (what seems to be) great players.
They started designing the space around them as a city of intrigue and politics that they seem really happy and excited to explore. As of now it seems as they will stay in the city and work up a revolution against a totalitarian priest caste.
All fine and great!
But it seems as many moves fall short when the adventure does not revolve around dungeons and questing adventures. Any pointers on where I can look for resources when running a cityscape Dungeon World campaign?
What sorts of moves are you looking for? What didn’t work for you?
You should look into one of the many Labyrinth moves (Ray Otus made a nice one, I think).
Hi Yochai Gal! Well, mostly the moves related to adventuring like: Undertake a Perilous Journey, Make Camp, Take Watch and so on.
I’d like to find moves more related to navigating a city, like streetsmarts: seeing if you know the right people to help you with your troubles.
Or something that makes your old animosities in the city resurface?
Victor Segell The most recent issue of Plundergrounds is all set in a really cool city (with a ton of interesting moves to boot). It isn’t generic, but might serve as inspiration! Also, look at that cover by Juan Ochoa. So good!
jellysawgames.blogspot.com – Plundergrounds 5: The Far Erinyes
John at Deep Six Delver you probably have some ideas about this, no?
Depending on how deep you want to go, the Green Law of Varkith has all sorts of rules for factions and guilds and status. I found it more than a bit overwhelming, but you might mine it for ideas.
drivethrurpg.com – The Green Law of Varkith
My adventure starter Under the Dark of the New Moon has a couple city-oriented custom moves you might find useful, too.
drive.google.com – Under the Dark of the New Moon.pdf
And here’s my favorite scoundrel-esque move for “I know a guy”:
When you think you know someone, someone who can help, name them and roll +CHA: on a 10+, they might take some convincing but, yeah, they can help; on a 7-9, they can help but pick 1 from the list below; on a miss, the GM chooses 1 and then some.
* They still hold a grudge
* They’re gonna need something from you first
* They swore off this sort of thing long ago
* They’re as greedy/sleazy/disloyal as it gets
Thank you Yochai Gal for pinging Jeremy Strandberg! This is great Jeremy. I’ll make sure to print this out for next session. It’s perfect! 🙂
I had no problem running city adventures. Defy Danger CHA came up a lot. I have a actual play account, if you are interested in seeing how I ran a thieves game, also involved in being revolutionaries. I have a lot italicized or in parentheses, notes in the actual play, talking about what was happening at the table and what my thinking was… not simply a recounting of the fiction.
forum.rpg.net – Intrigues of Parsantium- Dungeon World
~Definitely~ look up “Settlement Events” from the preview of Freebooters on the Frontier 2E by Lampblack & Brimstone. Also, if your PCs end up owning businesses or running establishments, let me know and I will post my rules for that.
Maezar I’m interested in that.
Maezar I’ll look it up! 🙂 Many thanks!