Really glad to see the Kickstarter do well.

Really glad to see the Kickstarter do well.

Really glad to see the Kickstarter do well. So… I hate to be that guy, but will the new game be kid-friendly? I’ve got students whom I would love to toss a printout and watch create a world, but stuff like cuss words or “When you ransack a brothel, roll+strength…” would mark me as the creepy teacher, ya know? If you’re trying to make a more mature game, that’s cool, but if it’s not strictly necessary, maybe think about us teachers. Love your work, can’t wait to play the finished product.

I’m sorting out the rewards and stretch goals for the Perilous Journeys Kickstarter (which is imminent, eek), and I…

I’m sorting out the rewards and stretch goals for the Perilous Journeys Kickstarter (which is imminent, eek), and I…

I’m sorting out the rewards and stretch goals for the Perilous Journeys Kickstarter (which is imminent, eek), and I can’t decide to list all of the stretch goals up front or reveal them as the campaign progresses. Anyone like or dislike either approach?

Hi folks —

Hi folks —

Hi folks —

I’m ramping up for the launch of the Perilous Journeys Kickstarter campaign in a couple of weeks, putting all of my stretch goals in a row, and wondering if anyone has any suggestions. Here’s what I have so far:

BASE GOAL: Perilous Journeys, a 72-page, digest-size softcover book/pdf.

STRETCH #1: PJ Survival Kit, a pdf of reference sheets and blank records for NPCs, Monsters, Regions, Steadings, Dungeons, etc.

STRETCH #2: Perilous Almanacs, a 24-page sampler of regional almanacs written by members of the DW and comics communities.

STRETCH #3: Freebooters on the Frontier (Aka “Advanced Funnel World”), my fantasy heartbreaker that attempts to merge old school, sandbox, treasure-hunting D&D with Dungeon World. 24 pages, digest size, print and pdf.

So far these rewards are all useful tools, and I want to keep it that way (i.e., no fluff). I may have enough here to do the job — and I certainly don’t want to create too much extra work for myself — but I would love to hear suggestions if anybody has them.

I’d also love to hear what people think would make good upper-tier rewards. Right now I’m planning on things like signed copies, adding backer-chosen names to the Vancian spell generator, and hand-drawn maps based on backer home game campaigns.

Thanks for the add.

Thanks for the add.

Thanks for the add. Love Dungeon World. Was hoping for some feedback on the latest draft of my Base Class. The Jester Class is a freebie I’m giving away on the live Kickstarter for my #DungeonWorld #RPG , Beasties & Bygones. (http://bit.ly/BnBRPG)

https://www.dropbox.com/s/o7gqr45vp04zofg/Jester%20Class%20-%20Dungeon%20World%20Playbook%20Alpha%20V2.1.pdf?dl=0

Hi all

Hi all

Hi all,

I’ve been working on an almanac of sorts for the Dungeon World game my group is running.  Entries are partly inspired by use of the Perilous Journeys tables (with the occasional mod).  I should have a map up soon (once we’ve refined and polished it a tad more).

Future updates will include monsters and the places they’re encountered (you’ll note a few toward the end as samples).  Feel free to let me know what you think and where you’d like to see additional content.  We’ll be play testing Perilous for a while yet, so I look forward to hearing your thoughts.

-J

Two nights ago I wrote of how three friends and I are co-GMing a Dungeon World funnel.

Two nights ago I wrote of how three friends and I are co-GMing a Dungeon World funnel.

Two nights ago I wrote of how three friends and I are co-GMing a Dungeon World funnel. By the end of the first session our villagers had entered the dungeon. So in the second we used Plumb the Depths to find out what it contained.

Plumb the Depths has worked very well for collaborating at the table. That’s important for us because we’re co-GMing things by the seat of our pants really, so a way to frame our collaboration and generate some minimal content is exactly what we were looking for.

The set up process was quick and evocative. The dungeon was discovered on rumour of an old secret fur smuggler hideout, but we knew the history was richer than that. The Dungeon Foundation rolls revealed it was originally built by humanoids as a tomb. We easily connected ideas with the village we created using Funnel World that the humanoids must be dwarfs. Justin Wightbred or Narayan Bajpe might remember why exactly. I think it was something about the village being built on top of abandoned dwarven mines or something. Anyway, there’s were no dwarves in our original party of 16 (now 12 or maybe 11 or 10) so there’s been a bit of myth-building around dwarves. Anyway, a lost dwarven tomb it was, though the characters thought it was just a smugglers bolt hole. We didn’t explore any other bits of the history of the dungeon, like what ruined it etc. But we felt we had enough to go on.. 

The Plumbing Procedure was fun, and we did it together in a couple of minutes. Our table enjoys playing with an open hand and this process got us on the same page about the dungeon without taking too long or filling in too much detail.

We rolled a small dungeon, so no more than 4 areas, with 3 themes:

– Unusual: deepening mystery 

– Extraordinary: ancient curse

– Extraordinary: bottomless hunger 

What a cheerful place!

I have mixed feelings about the countdowns. I’m drawn to follow Planarch Codex’s “Monster as Dungeons” rules and rolling for each theme to possibly get combinations of themes in one area, which I think might help themes evoke more immediate ideas because interpreting what a particular combination could mean might inspire some creative leaps.

Writing the area list ahead of time was very useful, as it set some of our expectations about what lies ahead and added colour and flesh to the bones of our Dungeon Foundations. We chose:

– catacombs (common)

– natural caverns (common)

– smugglers storeroom (unique)

– ritual chamber (unique)

Upon entering the first area from the secret entrance in the now ruined hunting lodge, we rolled a common area holding a Danger with a theme of your choice. And the Danger rolled was an Entity: Dark God. Well that escalated quickly! We decided bottomless hunger was appropriate. 

Through many poor rolls, grim portents and cowardice, we had villagers falling down floor traps, piles of furs emerging as rather large monstrous beetle things, villagers dragged into the darkness, villagers hearing voices and becoming shimmering avatars of a dark god complete with unholy plate armour, broad sword and resonating voice-over. The village healer was beaten back at that point, only to become a shining angel of an opposing god. Unfortunately, the epic battle was cut short when the angel was dissipated in a single mighty blow, leaving the dark god avatar—as his powers allowed— to instantly fell beasts at the cost of killing one unlucky villager 1:1. At least until the avatar was dragged away into the dark and the rest of villagers fled down the trapdoor from the remaining giant hide beetles.

That’s when I rolled the next area, and decided the set up myself, mainly because the others were bickering and hen pecking each other. The See What They Find roll revealed the next area was a common area holding a Discovery with a theme of your choice. I said a hexagonal network of catacombs with the theme deepening mystery and rolled the discovery, a Find: artefact. Quick and interesting.

So I described the first two villagers who slid down the trapdoor had discovered an ornate, finely wrought shovel. One of these was my outclassed-in-every-way blacksmith, who proceeded to spout lore about the origins of it because the only things she got going for her is she found it first. She nailed it and everyone at the table gave suggestions. I picked my favourite: it was the legendary First and Last Shovel, said to be how the dwarfs were created. If this shovel kills a creature, a dwarf is said to then crawl out of the corpse. Gimm, the short-sighted old man, decides to off himself in the hope of rising again as a young dwarf, except Cynewolf the opportunistic ditch digger switches shovels and Gimm ends up knocking himself out with an ordinary shovel.

No doubt the chorus of a demonic ritual to summon a dark god will soon be heard.

Plumb the Depths is giving us a great framework to co-GM a Dungeon World Funnel. I’m excited to finish this adventure (because hell I’m afraid how long these villagers will last) and map out the wider world with the Learn the Language.

https://drive.google.com/file/d/0B254Gcq3LvXQYmdTMmZPbkt1NmM/view?usp=sharing

Three friends and I have run two sessions of Dungeon World using the Funnel World character and village creation…

Three friends and I have run two sessions of Dungeon World using the Funnel World character and village creation…

Three friends and I have run two sessions of Dungeon World using the Funnel World character and village creation rules, Plumb the Depths draft and Monsterheartless co-GMing rules. 

I made a spreadsheet that automates the Funnel villager creation process. Not necessary but having a pile of 144 villagers to just shuffle and deal out certainly sped things up. We were dealt four characters each.

We’re co-GMing it, or running GMless, however you prefer your parlance. Basically we all created characters and are following the procedures set out in Monsterheartless, which is about co-GMing Monsterhearts specifically, but we’ve found works great with Dungeon World too. Here’s a link to the discussion with the Monsterheartless pdf: http://www.story-games.com/forums/discussion/comment/417843/#Comment_417843. Co-GMing is working great for us, perhaps because all four people round the table are experienced GMs, enthusiastic about making shit up, and embrace failure and uncertainty. 

The co-GMing is relevant because I think the tools Jason Lutes’s is creating here work really well for really collaborative tables. 

Funnel World’s collaborative village creation was fun and helped us connect the villagers and establish a history to their home. Tagging the village seemed a little administrative and I’m not sure we’ve gotten much use out of it. We’re planning on mapping out the broader world with the draft “Learn the Language” after this adventure, so it may be more useful then. The Map the Village step was easily the most fun and inspired some quirky and sensible features that really grounded the PC villagers. The round robin process worked well.

We used the Dog-Men Cometh Funnel Starter, and that gave us enough to run an initial scene and a fight. Three villagers died before we killed the Dog-Man Champion and the last Dog-Man fled, injured but able to call the rest of his pack for aid. That’s when the halfling brewer remembered tales regaled of an underground fur smugglers hideout and she convinced everyone to find its secret entrance and escape the approaching dog-man pack.

That’s when we pulled out Plumb the Depths, which I’ll post about tomorrow, with any luck.

http://www.story-games.com/forums/discussion/comment/417843/#Comment_417843

First draft of a “campaign starter” to be included in the Perilous Journeys Kickstarter as part of a potential…

First draft of a “campaign starter” to be included in the Perilous Journeys Kickstarter as part of a potential…

First draft of a “campaign starter” to be included in the Perilous Journeys Kickstarter as part of a potential stretch goal. Would love to hear about any glaring problems.

https://drive.google.com/file/d/0B254Gcq3LvXQUDMtTmYwR1pabWs/view?usp=sharing

Very rough draft of dungeon creation rules.

Very rough draft of dungeon creation rules.

Very rough draft of dungeon creation rules. I wasn’t planning on having this be part of the book, but the more of the other stuff I wrote, the more this seemed missing. All art placeholder, please let me know what you think.

https://drive.google.com/file/d/0B254Gcq3LvXQYmdTMmZPbkt1NmM/view?usp=sharing

Jason Lutes I’d like to suggest an additional “danger level” tag based on reading through the monster list again.

Jason Lutes I’d like to suggest an additional “danger level” tag based on reading through the monster list again.

Jason Lutes I’d like to suggest an additional “danger level” tag based on reading through the monster list again.  I think you should include “Wilds” — it’s not dangerous because of people or monsters, but it’s not under anyone’s control, either.