Final Hours – Codex Volume 1 Kickstarter
We are in the final hours of the Codex Volume 1 Kickstarter campaign. If you love Dungeon World, this book is a must have. And I’m not exaggerating here. In addition to all the amazing Dungeon World content in the first 13 issues of the Codex zine (which is what’s inside the Volume 1 book), we have hit a stretch goal that let’s us include the Discern Realities Annual, a 39-page zine chock full of terrific Dungeon World content that was created in conjunction with the popular Discern Realities podcast.
In terms of Dungeon World stuff, the book will have over 170 total magic items, custom moves, and monsters; 8 compendium classes; and 7 adventure starters.
And, of course, there is a ton of system-agnostic fantasy stuff in the book, plus original games and other material.
The book is going to be really special, but there isn’t much time left to back it. Do not hesitate: check out the link below!
I just backed it! I am jazzed about getting the DR Annual.
You know what? Frak, I’m in. I know, I probably will not use that stuff, but, ehi, I want to be part of that thing you did.
Hey Jason I really like this compilation of your zine…the artwork and design is great and all of the content is so creative. I’m curious though, is there inspiration for the format of most of the DW adventure starters? For instance, most starters have the format of an intro, questions, impressions, etc.
also, when playing, do you actually ask the players all of those questions, or pick your favorite to ask? Do these questions come up when it seems relevant to the gameplay and what the characters are doing?
shawn brewer Thanks for the kind words. They were inspired directly by Marshall Miller’s starters, which can be found on his website: finemessgames.com – Dungeon Starters – Fine Mess Games
As for how to use them, it’s up to you! I like to use one question per character as a way of getting them hooked into the story and to give them a chance to define the setting a bit.
shawn brewer My two cents: The idea is to use a series of loaded questions to give players a chance to contribute to the setting and situational details while obtaining buy in for some specific setting details. The questions usually go from broader setting questions to very specific situational questions that culminate in “What do you do?” Knowing the the loaded questions lets you (as the GM) prepare some things for the session ahead of time without knowing the plot or how the players will answer. Ask all the questions (and follow-up questions) and mix up questions for the whole table and questions for specific characters so that everyone gets their fair share of input.