My first attempt at making my own Funnel World starter – comments welcome, and if (heaven forbid) you run a game…

My first attempt at making my own Funnel World starter – comments welcome, and if (heaven forbid) you run a game…

My first attempt at making my own Funnel World starter – comments welcome, and if (heaven forbid) you run a game with it, let me know how it plays!

https://drive.google.com/file/d/0B5Pnk9NPdFGiOGRTTUVZbDNvb3c/view?usp=sharing

I thought I’d try this again! (also posting this to the right area)

I thought I’d try this again! (also posting this to the right area)

Originally shared by Joseph F. Russo

I thought I’d try this again! (also posting this to the right area)

I’m a newer GM to DW, but I’ve GM’d games in the past. I enjoy Dungeon World for the story telling opportunities and the ideas that can be created at the table.

I’d like to do a one-shot (at least at first) for Dungeon World. I’d prefer characters from the main book, though I’m willing to discuss others if I have a copy.

Also, I play for fun. I want to tell a good story and have a good time doing it. I expect that players want the same, and want everyone else at the table to have that as well.

Please feel free to hit me with any questions or feedback.

Wanna play?

events/cmb0f76lneiekid73a32tmqri2c

A Prompt for a pirate-themed adventure.

A Prompt for a pirate-themed adventure.

A Prompt for a pirate-themed adventure.

You’re all on a pirate ship. Who’s ever character has the highest charisma decides who is the captain.

Your pirate ship by default has a big ol’ pile of junk (treat like non-portable pack of Adventuring Gear), a stiff bunk for each party member, and a map to the Island of Wonder.

To determine what else is on the ship, the players take turns picking 1 item from this list. Go clockwise around the table starting with captain until everyone has picked twice. The last player to pick may instead pick 1 item the special list.

1. A pantry stocked with 3 Rations worth of food for each party member.

2. A couple kegs of Dwarven Stout.

3. A study, treat like a non-portable bag of books.

4. A cannons and enough gunpowder to launch 5 cannon balls.

5. A luxurious captain’s quarters.

6. A pack of dynamite! (3 uses, slow, dangerous, messy)

7. A chest containing 350 coins worth of loot.

8. A secret room. It’s empty, but you’re the only one that knows about it.

9. A curious piece of art that maybe worth something(2dx50 coins)

10. A parrot that’s overheard a lot of things.

11. A jail cell.

12. A lifeboat that almost seats the whole party.

13. Three scrolls with a level 1 spell printed on each.

14. An armory containing 30 coins worth of weaponry.

15. A partially decomposed corpse of someone you know.

16. A cabinet containing three antitoxins, a healing potion, and a vial of an unknown purple liquid.

17. A spiffy dining hall that seats a dozen people.

18. A set of very long planks that can be used to board other ships.

19. The flag of your enemies.

20. One use of each poison on the equipment list.

Special list

1. A ghost that appears to you in the middle of the night.

2. A monstrous shark that follows your ship.

3. Magical rapier enchanted with the spirit of murdered swordfighter.

4.  A strange doll strewn with needles.

5. A live zombie head in a jar.

6. A dusty mirror that shows you strange visions.

After all of the items have been picked, the players collaborate to draw a map of the ship.

Now we create some of the surrounding world. First, the GM draws the Island of Wonder on the map in a place that will be a place far from civilization. Each player may choose to illustrate a hazard surrounding the Island; if they do, they get 1 point of XP.  The player doesn’t know for sure what the Hazards are, it’s up to the GM to interpret what the illustrations mean. Ask the players what special things are rumored to be on the Island. If a player describes a rumored thing that is important to the character or what they want, give them 1 XP.

The captain describes a hub area where the crew frequently goes to buy equipment, recruit hirelings, get drunk, etc. now draws it on the map. Your ship starts out pretty close to that area.

Finally, every player describes a place personally important to their character and draws it on the map. The map can and will expand as new locations become relevant.

Hello people who like Dungeon World adventures!

Hello people who like Dungeon World adventures!

Hello people who like Dungeon World adventures!

My campaign framework Plague of Storms is going to be tomorrow’s Deal of the Day on DriveThruRPG – which means for one day only you can get it for 50% off! (Or something like that. I’ve actually forgotten what discount I selected, but it’s in that ballpark.)

http://www.drivethrurpg.com/product/144661/Plague-of-Storms

Last one for the end of the month.

Last one for the end of the month.

Last one for the end of the month. I’m always tweaking the language of these to make them as accessible as possible for new players. I actually got my friend to run it for me as a playtest – I was all prepared to pretend to be surprised at the twists, but she went and added a few of her own!

Let me know what you think, and enjoy.

http://joebanner.co.uk/warrens-of-odokar/

Do folks have thoughts for location moves for a blighted jungle corrupted by necromantic magic?

Do folks have thoughts for location moves for a blighted jungle corrupted by necromantic magic?

Do folks have thoughts for location moves for a blighted jungle corrupted by necromantic magic? I’ve already introduced some necromantic constructs- basically tarry male orangutans with skeletal legs which drop from the trees to slam and bite, and a massive globular creature stitched out of dozens of human skins. Help me make our next session play ‘escape horror’?