Fronts + Planarch Codex
Starting a Planarch Codex game, and I’d love some guidance here. I’m pretty sure the city of Dis itself is a campaign front, but how much else should I prepare? I’ve been thinking that just rolling on the job table might be better than coming up with adventure fronts. Should I be thinking of adventure fronts for parishes and planes? Factions in the city? Or maybe something else entirely?
Michael Godesky started running Dungeon World for us on Saturday nights.
Michael Godesky started running Dungeon World for us on Saturday nights. He’s using the Planarch Codex (!), and I want “to say something slightly stranger instead,” too. Help me add some interesting curveballs!
I’m playing a Thief named Ammon Semhazai Duskblade (Pirate King of the Ditchwater Slums, Grand High Poomba of Her Fetid Fecundity Lamashtu, Prince of Anarchy, Lord of Avarice, Mischief, and General Dishonesty, and Supreme Commander of Renegades, Esquire), a tiefling of demonic descent.
Concept: He’s an extraordinarily chaotic person, but whether that means he’s going to be a trickster hero or a rampaging demon, we’ll play to find out. That’s my core issue in this game: which way will Ammon fall?
Established: Here’s what we established about Ammon in the first session:
– Sailed with some interplanar pirates, probably out on the Sea of Embers
– While a pirate, I thought it would be fun to attack an Inevitable warship. Turns out, they’re much tougher than I thought. I ran for my life. Some of my fellow pirates survived, and caught up with me, and were not happy about those things I did.
– So they sold me as a slave to a wizard. I instigated a revolt, including our fighter, the wizard’s digester.
So, how can we make Ammon slightly stranger?