Just drawing the attention of the community to my question.

Just drawing the attention of the community to my question.

Just drawing the attention of the community to my question. Please, Adam Koebel and Sage LaTorra (and others as well), help me!

http://apocalypse-world.com/forums/index.php?topic=6079.0

I want to let a PC say something true and meaningful – is that Spout Lore or something else?

I want to let a PC say something true and meaningful – is that Spout Lore or something else?

I want to let a PC say something true and meaningful – is that Spout Lore or something else? Maybe a new move like Tell Tale?

So I just downloaded the adventures in “Within the Devils Reach” which seem pretty solid, I intend to write a full…

So I just downloaded the adventures in “Within the Devils Reach” which seem pretty solid, I intend to write a full…

So I just downloaded the adventures in “Within the Devils Reach” which seem pretty solid, I intend to write a full review on them if anyone’s interested.

Reading them got me thinking as to what other ways you could present a Dungeon World adventure given its fairly loose “play to see what happens” philosophy.

If you were to buy a published adventure for the game what things would you get the most use out of, and what things would you scrap or prefer to improvise?

Going to run a DW game at a con in a few days.

Going to run a DW game at a con in a few days.

Going to run a DW game at a con in a few days. The macguffin is the Moondial. The question is – what does a Moondial do? I’m hoping that’ll come from the players but it would be good to have some ideas in reserve.

I should probably save this for my blog, but I want to dump the idea out before I forget it.

I should probably save this for my blog, but I want to dump the idea out before I forget it.

I should probably save this for my blog, but I want to dump the idea out before I forget it. Maybe this will be my first draft.

I had an idea for a Dungeon Front for those having trouble with Adventure Fronts. It’s one level lower than an Adventure Front and breaks down a danger into the front format for play.

Just recently I was describing a small dungeon I created as a first session for a Hangouts group. The dungeon was a Goblin Lair. There was a false lair with a hidden door to a chasm with the bridge on the wrong side. Then was the real lair with a bunch of goblins.

Describing it as a front I’d come up with my Dangers. For example: The Chasm. The players have to cross it against a small force of hostiles defending it. There’s a bottom but it’s “protected” by the Otyugh sleeping in the goblin’s trash heap.

Another Danger would be the Goblins, who want to protect their king and their lair.

Stakes would be: How will the party cross the chasm? What happens if the Goblin King surrenders? What item of value brought the party to the lair?

Grim Portents would be how the dungeon reacts to being threatened.

Chasm Guards alerted

Word sent to Goblin King of intruders

I thought of this because I have trouble coming up with adventure fronts. My ideas are always very local and very immediate. However, when I design dungeon’s I’m always thinking: Why is that here? How do they defend themselves. What happens when they are attacked, etc. I thought I would leverage that into a Dungeon Front.