Mark Tygart Conversion Notes: https://drive.google.com/open?id=0B7cav44145d9V250UE5Yd3BzelE
Happy Delving!
https://drive.google.com/open?id=0B7cav44145d9M0g1OWxCZUZLYkU
Mark Tygart Conversion Notes: https://drive.google.com/open?id=0B7cav44145d9V250UE5Yd3BzelE
Mark Tygart Conversion Notes: https://drive.google.com/open?id=0B7cav44145d9V250UE5Yd3BzelE
Happy Delving!
https://drive.google.com/open?id=0B7cav44145d9M0g1OWxCZUZLYkU
Dungeoneers Podcast – Episode 81 – Arrested For Cartwheeling
Dungeoneers Podcast – Episode 81 – Arrested For Cartwheeling
http://dungeoneerspodcast.libsyn.com/81-arrested-for-cartwheeling
Dungeoneers Podcast – Episode 80 – Distracting Bagpipes
Dungeoneers Podcast – Episode 80 – Distracting Bagpipes
http://dungeoneerspodcast.libsyn.com/80-distracting-bagpipes
A starting adventure for #Stonetop!
A starting adventure for #Stonetop!
Feedback greatly appreciated, especially on the framework and structure.
Originally shared by Jeremy Strandberg
Second stab at an adventure starter
The original version was (mostly) based on the classic Dungeon Starters, with questions and “love letter” moves that started the situation in the field, having already made it through the Great Wood and right to the crinwin’s doorstep. It asked a lot of questions about why they were out there and what they hoped to accomplish, but it basically meant that they spent a bunch of time building the town of Stonetop up and then not setting foot in it during play. At least, not in the first session.
Thinking about it, I realized that I never did that in my own games. In my own games, we start the first “adventure” session in town, reveal the problem, and then almost immediately launch into play. They’d Chart a Course (even if I hadn’t called it that), maybe recruit some followers/help, then Outfit for the adventure. We’d then deal travel at some level of abstraction, and then get to the destination and the “meat” of the adventure.
And I think that’s about right. A Stonetop adventure starter needs to start in town and let us see a slice of life. It should let us see who/what is important to the PCs and who/what the players are interested it. And then it should push them out into the field, with a mission in mind. It should give some guidance on how to handle the travel, and then give us something to work with: a map, blanks, discoveries, and dangers.
So… here’s what I’ve got. I’d really appreciate feedback on the format, level of detail, usefulness, etc.
All art should be considered placeholder.
Dungeoneers Podcast – Episode 79 – The Sludge Muffin
Dungeoneers Podcast – Episode 79 – The Sludge Muffin
Dungeoneers Podcast – Episode 78 – Smells Like Home
Dungeoneers Podcast – Episode 78 – Smells Like Home
Interesting free Blueholme Adventure, easy to convert to Dungeon World…
Interesting free Blueholme Adventure, easy to convert to Dungeon World…
Dungeoneers Podcast – Episode 77 – Flarry and the Battle Toads
Dungeoneers Podcast – Episode 77 – Flarry and the Battle Toads
http://dungeoneerspodcast.libsyn.com/77-flarry-and-the-battle-toads
Dungeoneers Podcast – Episode 76 – Respek Da Gator
Dungeoneers Podcast – Episode 76 – Respek Da Gator
Session Zero, Issue 3 – The Dark Forest is now available on DriveThru RPG.
Session Zero, Issue 3 – The Dark Forest is now available on DriveThru RPG.
You can get it there for $2.99, or pledge $2 or $4 on my Patreon and get it now plus future issues of Session Zero when they’re finished: https://www.patreon.com/user?u=5996619
If you want to check out how Session Zero can be used for world building, check out this free World Building Example: http://www.drivethrurpg.com/product/213459/World-Building-Example–Session-Zero?manufacturers_id=11364