Next section of Perilous Journeys: rules for followers, written by Jeremy Strandberg.

Next section of Perilous Journeys: rules for followers, written by Jeremy Strandberg.

Next section of Perilous Journeys: rules for followers, written by Jeremy Strandberg. Tacked on the end of this pdf for reference are the NPC generation tables, which will be included in the “Ask the Fates” portion of the book (seen in previous preview).

As usual, all art is placeholder, and feedback is welcome!

https://drive.google.com/file/d/0B254Gcq3LvXQR1Y4R3kwQ3o2bzQ/view?usp=sharing

A 16-page preview pdf of Perilous Journeys, my overland adventure supplement for Dungeon World, is up for review and…

A 16-page preview pdf of Perilous Journeys, my overland adventure supplement for Dungeon World, is up for review and…

A 16-page preview pdf of Perilous Journeys, my overland adventure supplement for Dungeon World, is up for review and comment on the Lampblack & Brimstone Community I just set up.

This preview consists of 3 of the 9 sections that will comprise the final book, covering basic moves for overland travel, encounter generation, and a few new Principles. It looks all fancy and laid out, but that’s just how I work — despite appearances it’s still very much a draft document. All art is placeholder, with original art still to be commissioned.

Suggestions and criticisms welcome, here or over there!

Submitted for your perusal: a preview pdf of Perilous Journeys.

Submitted for your perusal: a preview pdf of Perilous Journeys.

Submitted for your perusal: a preview pdf of Perilous Journeys. 3 of the planned 9 sections are included, still very much in draft form despite appearances. All art is placeholder.

Suggestions and criticisms welcome!

https://drive.google.com/file/d/0B254Gcq3LvXQWXY2Z01reDZRckk/view?usp=sharing

Trying to make some encounter generation tables that are as easy as possible to use at the table.

Trying to make some encounter generation tables that are as easy as possible to use at the table.

Trying to make some encounter generation tables that are as easy as possible to use at the table. For me that means having everything on a few pages, always rolling the same dice  (i.e., its always a d6 roll, or percentile roll, etc.) so there’s no looking around for the right dice, and rolling on as few tables as possible to get a workable result. I love the simplicity of the d6 tables in things like the Planarch Codex, but d100 rolls obviously have a lot more flexibility. d100 rolls seem somehow at odds with the DW play aesthetic though, is that just me?

In any case, my goal is tables that create quick prompts for the GM and players to run with, not utterly comprehensive encounter generation. There will be basic tables for non-threatening encounters (“Discoveries”) and threatening encounters (“Dangers”), then a host of optional tables for determining further detail if needed (“Aspects”). None of these tables is terrain-specific — the GM’s job is to integrate the results of a given roll with the physical context. So, for instance, if the party is crossing a desert and they roll a Danger: Natural Hazard > Aspect: Element: Water-Based, the GM might decide they find an oasis but the water is poisoned, or they enter an area of oobleck-like quicksand. If she wanted more detail before making a decision, she could choose another Aspect to roll, like Age, Visibility, etc. 

I would love to hear opinions on this basic approach, what sort of dice people like to roll for this sort of thing, and suggestions for random generation resources already out there that I should look at.

Taking advantage of winter break to work on PERILOUS JOURNEYS, my overland adventure supplement for DW, and I need…

Taking advantage of winter break to work on PERILOUS JOURNEYS, my overland adventure supplement for DW, and I need…

Taking advantage of winter break to work on PERILOUS JOURNEYS, my overland adventure supplement for DW, and I need some opinions.

So far, the sections I have are:

1) Intro

2) “Learn the Language” (glossary of terms and tags)

3) “Draw the Map” (collaborative mapping, different ways of making and using maps)

4) “See the World” (new and modified overland moves)

5) “Ask the Fates” (tables for generating wilderness discoveries and dangers on the fly)

6) “Trust Your Gut” (Agenda, Principles, advice for GMing wilderness adventures)

7) “Survey the Territories” (a selection of 8-10 sample regions)

My questions are:

1) Am I missing anything you’d like to see in such a supplement?

2) Of the above sections, which one excites you the most, and why?

Working on my overland adventure supplement to DW, and experimenting with breaking up the Scout, Trailblazer, and…

Working on my overland adventure supplement to DW, and experimenting with breaking up the Scout, Trailblazer, and…

Working on my overland adventure supplement to DW, and experimenting with breaking up the Scout, Trailblazer, and Quartermaster moves from “Undertake a Perilous Journey” into separate moves: Scout Ahead, Blaze the Trail, and Manage Provisions.

My plan is to include a sidebar of “suggested GM moves”-ideas for moves to make when a 6 is rolled–for each of these. For example, my current list for for “Scout Ahead” includes (from soft to hard):

* The weather takes a turn for the worse

* Scout draws unwanted attention

* Scout is lost

* Scout is ambushed

* The rest of the party is ambushed

* Scout is captured or trapped

* Scout is injured

So, crowd-source time: I would love to hear ideas for GM moves, especially for “Blaze the Trail” and “Manage Provisions.”

Thanks!

If you missed out on my recent Kickstarter for Servants of the Cinder Queen—the one with the Funnel World stretch…

If you missed out on my recent Kickstarter for Servants of the Cinder Queen—the one with the Funnel World stretch…

If you missed out on my recent Kickstarter for Servants of the Cinder Queen—the one with the Funnel World stretch goal—the pdfs are now available at DriveThruRPG. The Character & Item cards will also be going up, once I receive and sign off on the PoD deck I ordered from DriveThruCards.

If you enjoyed either book and/or have used them at your table, and have a few minutes to spare, maybe you’d like to write a brief review of your experience? Or not. Marketing blah blah blah.

Thanks to the awesome DW community and everyone who backed us!

http://rpg.drivethrustuff.com/browse.php?manufacturers_id=7199

I’m working on 4 “Funnel Starters” for my Funnel World hack, and I’d love feedback from anyone who has a couple of…

I’m working on 4 “Funnel Starters” for my Funnel World hack, and I’d love feedback from anyone who has a couple of…

I’m working on 4 “Funnel Starters” for my Funnel World hack, and I’d love feedback from anyone who has a couple of minutes to read them over. Spoilers!

https://drive.google.com/file/d/0B254Gcq3LvXQTE05VTVObkZ1QjA/edit?usp=sharing

Hosting a game night at the school where I teach tonight, and expecting 10+ people to attend.

Hosting a game night at the school where I teach tonight, and expecting 10+ people to attend.

Hosting a game night at the school where I teach tonight, and expecting 10+ people to attend. I want something raucous and fun, so I’m thinking about running a DW/WoD tournament/race. My idea is to divide them into two parties, and have each elect a leader/caller. Each party starts at one end of the same dungeon complex, and tries to reach the prize/artifact in the center. I map it out for them as they go on an overhead projector, so they can see their relative progress, and alternate action between the parties. Each party leader is responsible for listening to their team and declaring the team’s action when it’s their turn, in order to keep things moving quickly.

But! I don’t have a lot of time to prep, and I want a deadly, puzzle-y dungeon for them to navigate — at least something bare-bones from which I can improv. Any suggestions???