Heyo! I’m new here, but it’s really cool to see a community built around this stuff! I hadn’t checked out the book until recently, but I fell in love very quickly, and I’m now wanting to really work the cultural Agendas and Principles into how I’m running an upcoming Dungeon World campaign.
I really want to take the initiative in educating myself so that I can really make sure I adhere to the first agenda, to reflect the variety of real life, but it just feels like such a big task that I don’t even know where to start. Do I just pick cultures and try to start reading there? The world is just such a big place, and it feels like one could start anywhere. If anyone has some advice or reflection on how they’ve approached this, I would appreciate it with all my dang heart and soul. Either way, I’m happy to have joined here!
For those who use World of Dungeons as their rules-set, how do you treat the “Cure” ability that Clerics get?
For those who use World of Dungeons as their rules-set, how do you treat the “Cure” ability that Clerics get? The rules text simply says “(you can attempt to neutralize poisons, remove curses, or heal wounds with a touch).” Do you let it restore lost Hit Points (or allow a re-roll of Hit Points) similar to the D&D version of Cure Light Wounds ?
My current game has centered on an outbreak of a magical infestation which “leaked” into the PCs’ home world from Dis as part of the gradual colonization of their world. My player with the Cleric ability took a specific Kicker[1] that a particular NPC was infected and he had to cure him but was then frustrated that I made him roll for the cure and that his 7-9 result didn’t result in a clear cure. My argument boiled down to: a) in the fiction this is a disease unlike anything you’ve ever seen or treated before. It’s also a magical disease and we don’t know how effective/strong your magic is against it, and b) outside of the fiction you framed a kicker around this so of course it’s going to be hard; you can’t resolve your kicker with a single roll in session one! We had a talk about all the things he could do to pursue the kicker. (Use his extensive alchemical equipment to take a sample of the disease, experiment on cadavers, enter the dream-world to beseech his God, journey to the major city to consult the wise and the holy, etc) but he ended up still kind of frustrated and I felt like I had nerfed his character concept, at least from his perspective. Any thoughts on how I could’ve handled this better?
1) For this game I am using an modified version of the Dungeon World XP system. Players Mark Experience a) on a roll of 6- (which, let me tell you, happens all the time in this game) and b) when they hit one of their Keys in a scene. Each Player wrote two Keys for their character, one of which was tied to their Kicker and one of which was focused on a character trait.
Hey, I’m running Dark Heart of the Dreamer tomorrow.
Hey, I’m running Dark Heart of the Dreamer tomorrow. Well, kind of. I’m running a World of Dungeons game for a new group that will initially be set in just one world with suspicions of unknown gods and powers beginning to leak in. One of my Fronts, however, is the arrival of the Hungry City and I expect the world to be devoured some time between sessions three and five, dropping the characters and their ongoing concerns into a newly colonized suburb of Dis.
Hey everyone. What kind of music have a Planarch Codex vibe, in your opinion? Not necessarily background music to be played at the table, just stuff one can hear to get the mood of the setting and the creative juices flowing.
Vanilla Dungeon World Going To Planarch-Inspired City?
Vanilla Dungeon World Going To Planarch-Inspired City?
In my last session, a witch killed Alberich the Unmerciful, king of the Underworld, while the Bard watched. When it was over, the Bard got ahold of the Alberich’s crown and abacus, claiming the title of Death. At the end of the session, the Bard and the Ranger both passed alive through the Black Gate.
We’ve established a few facts about the Underworld already:
– Long ago, the dwarfs dug so deep that they broke into the realm of the dead.
– The dwarf king became the lord of the dead, enslaving many non-dwarf inhabitants to mine the underworld for magicite.
– There is a giant bore hole that goes down the roots of the world, like the image, with tunnel complexes radiating out from it in all directions. The central bore has minecarts flying up and down the rails while dwarf taskmasters oversee the damned.
– Death’s fortress is on an outcropping of rock that overlooks the bore (you might recognize the image from popular culture).
– The Wizard noticed that the magicite ore can distort reality, creating illusionary landscapes out of the dreams and memories of anyone nearby.
Today I realized this could be a perfect place to use Dis as a model: A “city” that spans different “realities”. Furthermore, the Ranger cracked the lock on the Black Gate last session, so the Underworld could literally start devouring other planes through the Gate, just like Dis.
I don’t imagine we’re the first group to end up in this kind of situation. I’m curious what ideas you might have to supplement Dark Heart of the Dreamer’s city moves and other tools. The default moves in the book could easily come into play:
– absorb a place utterly and completely;
– absorb a place but preserve its essence;
– alter its own geography
– open a path to a dangerous new plane.
I haven’t yet run a Planarch Codex game, and I welcome any suggestions or thoughts you may have.
I’m loving this material. Every time I return to it it’s an inspiration. I saw a while ago that new hardback edition was in the works. Is there any timeline on that? I want to support it MASSIVELY!