I’ve been looking through some of the player created material out there and I’ve come across Goals…

I’ve been looking through some of the player created material out there and I’ve come across Goals…

I’ve been looking through some of the player created material out there and I’ve come across Goals (http://bit.ly/1iDFVdO), which are added to the CS, and Drives (Inverse World), which replace Race on the CS. Are there any other things like this out there? Modifications to the CS that help give a character more focus and direction or another means of gaining XP?

I’m still new to the DW ideology of running games.

I’m still new to the DW ideology of running games.

I’m still new to the DW ideology of running games. There are things like “leave blanks” and “ask the players” abound but I am curious how you other DM’s handle dungeon prep.

Do you map out an entire dungeon before hand? Does it contain swaths of undefined territory? Do you go in just having a rough idea of how big the place is, but the let the details unfold as the players progress? Do you make up the details of a room on the fly or do you have a table you’ve created that you roll on to fill the room with random elements?

I’m very curious to hear how others are handling this part of the game.

This has to be one of the greatest articles I have ever read on dungeon design.

This has to be one of the greatest articles I have ever read on dungeon design.

This has to be one of the greatest articles I have ever read on dungeon design. It is a five part series that shows you how to breath life into any dungeon. “What Jaquays particularly excelled at in those early Judges Guild modules was non-linear dungeon design. The result is a fantastically complex and dynamic environment: You can literally run dozens of groups through this module and every one of them will have a fresh and unique experience.” More importantly, these are rather simple techniques that make a monumental difference. A must read for Dungeon Designers or Module recyclers.

http://thealexandrian.net/wordpress/13085/roleplaying-games/jaquaying-the-dungeon

I have been thinking about treasure a lot.

I have been thinking about treasure a lot.

I have been thinking about treasure a lot. I’ve been weighing the pros and cons of going with the system as is and just letting treasure cover basic operating costs. But I’m having trouble accepting a world where treasure is not a driving force.

Every experience I’ve had, all of my exposure to the genre, has always been centered on money. Is about the thrill of loot, that trip to town after a hard won adventure where you hock your wares, or saving up your money for some ridiculous purchase.

I find it hard to imagine a game where money is not a tool that is constantly used to justify going on crazy adventures and putting yourself in outrageous danger. Without money it seems like you would have to want to portray character that was driven to be good. He wants to get out into the world and fight the big bad just because it is right. Perhaps you are evil and adventure for opposite goals.

But I think that most people fall into the middle of the two extremes. A demographic that generally adventures for personal gain, more often than not realized or otherwise achieved by spending large sums of money. I just can’t seem to accept the notion that money is no longer important or the primary motivation for your average adventurer.

Also I understand magic items are in many ways the new currency, but too many of them kills their cool factor. Other than curiosity and uncommon magic items, what is left to motivate a life of adventure? I’m really struggling to answer this. Have D&D, JRPGs and MMOs ruined me?

I had a quick question about the Kickstarter Treasure Trove.

I had a quick question about the Kickstarter Treasure Trove.

I had a quick question about the Kickstarter Treasure Trove. I notice that Monsters says that it is coming soon but the post is 9 months old. I was just curious what the product was, if it was ever released, and if not if there is any news on it. Thanks!

http://www.dungeon-world.com/the-kickstarter-treasure-trove/

I am getting ready to run DW for the first time.

I am getting ready to run DW for the first time.

I am getting ready to run DW for the first time. The core classes are great but I feel like I should have some more character options available. Are there any PlayBooks, free or pay, that you feel are particularly awesome and worthy of consideration?

Has anybody purchased the Dark and Twisted bundle on RPGNow?

Has anybody purchased the Dark and Twisted bundle on RPGNow?

Has anybody purchased the Dark and Twisted bundle on RPGNow? It says it has four classes in it but the product details column on the right says it is only two pages. So these can’t be character sheets. Yet it is $8.00. I’m really curious what the product is exactly. Any info would be greatly appreciated.

http://www.rpgnow.com/product/123041

Has anybody gone through the trouble of converting D&D monsters en masse yet?

Has anybody gone through the trouble of converting D&D monsters en masse yet?

Has anybody gone through the trouble of converting D&D monsters en masse yet? I just finished reading the core rulebook and I’m feeling pretty disappointed with the monster entries. I went back and looked at some of my AD&D Monster Compendiums and found the descriptions much more helpful. Given that I am brand new though I don’t feel too confident to start converting them all myself. Just curious if anybody has gotten the jump on me yet?

I just discovered DW and I have a question.

I just discovered DW and I have a question.

I just discovered DW and I have a question. If I decided to try it out, I’d be playing the game with only one player. I know in most games you generally break immersion when you give a Player, especially a newer player, two to four PC’s to control. Given how narrative and game fiction focused DW is, is this still the case in a game of DW?