Could J. Walton or someone else with the knowledge remind me what the name for the type of lovely small book Dark Heart of the Dreamer is? I remember he had posted where he had them printed and now that I’m in the market for printing I’d like to know again.
I think, short of “Play to find out,” that “Make maps but leave blanks” is the best advice in Dungeon World.
I think, short of “Play to find out,” that “Make maps but leave blanks” is the best advice in Dungeon World. I’ve run it with and without maps, and the maps make the story much deeper and also much easier to move forward. Any time I’m stuck for a response a look at the map and let it inspire me. “Hm… oh, that’s where the previous group found the mysterious sigil in the belly of a panther. Wait a minute, that sigil could be the very thing they’re looking for now! And here we go!”
I asked this of Dungeon Crawl Classics people and now I ask ye Dungeon Worlders.
I asked this of Dungeon Crawl Classics people and now I ask ye Dungeon Worlders. I’m curious how the answers will differ:
So you got your 1st Level PCs clustered around the entrance to the dungeon. They look around nervously at each other before one of them turns to you, the GM, and asks:
“Tell me, again, why we’re going to enter the bowels of the dank, dark earth with nothing but sharpened bits of wood and metal between us and our eternal shuffling off this mortal coil?”
What do you tell them? Do they need to retrieve some McGuffin? Kill off the local Big Bag? Rescue a Helpless Innocent? Or just loot until their arms can’t carry anymore. Why, on god’s green earth, would a bunch of peasants ever want to enter a dungeon?
So what sort of natural obstacles do you have your DWers face?
So what sort of natural obstacles do you have your DWers face? Dragons, owlbears and displacer beasts are nice, but I want things like fjording a stream or scaling a cliff to also be dangerous adventures, especially at low levels. Unfortunately, I can’t think of many more non-mystical issues for adventurers to deal with. Help!
I’m running some sessions for first timers at a local con this weekend and I want to prep a quick three-minute-or-so spiel about what Dungeon World is and is not. What points do you think are most useful for newbies? the most obvious to me is “fiction first” and also letting them know that I won’t be rolling dice. What else should they know before we jump in?
So I played Torchbearer this weekend. I really loved the resource management and the grim, death is around every corner atmosphere, but the mechanics do not work with my brain. Has anyone done anything with DW to turn these particular dials up to 11?