Last weekend I ran a DW game at the Revelation convention in Sheffield, UK, an adaptation of the classic FF gamebook…
Last weekend I ran a DW game at the Revelation convention in Sheffield, UK, an adaptation of the classic FF gamebook The Forest of Doom. I also wrote up my notes in a form that it could be used as a one-shot – blog post with the link is below. https://burnafterrunningrpg.com/2018/02/27/the-forest-of-doom-a-dungeon-world-one-shot/
I’ve been prepping some DW one-shots lately, and so blogged about techniques here – might be useful…
Hey there, just finished prepping for session 2 of my DW game.
Hey there, just finished prepping for session 2 of my DW game. I’m expecting there’ll be some seaborne combat pretty soon (as in ship vs. ship) – has anyone already already done this? Custom moves, tags for ships, that sort of thing?
so I’ve been adapting Mad God’s Key, a 1st-level adventure from Dungeon Magazine #114 for Dungeon World as an…
so I’ve been adapting Mad God’s Key, a 1st-level adventure from Dungeon Magazine #114 for Dungeon World as an exercise in working out how much prep I’ll need for the game. It’s a neat little introductory adventure I’ve run a few times before… you interrupt a robbery, chase the source of the burglary across some docks, search a theive’s guild hideout, do some asking around and eventually come to a cool little dungeon full of Vecna Cultists who are, of course, the powers that started this whole thing.
Putting this plot in terms of fronts has blown my mind. I have to actually work out WHY the thieve’s guild took such a dangerous job in the first place, and WHY the Cult of Vecna want access to a book in the Library of Greyhawk. All my carbon-copy NPCs have suddenly sprung to life, just by thinking about them in this way – and this is an adventure I’ve run several times before!
Now to re-draw the dungeon and leave a few blanks… but the owlbear skeleton stays!