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Dungeon World Meets Blades in the Dark
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<blockquote data-quote="Manbearcat" data-source="post: 8251570" data-attributes="member: 6696971"><p><strong>STRUCTURE</strong></p><p></p><p>I'm envisioning Blades Structure but reskinned in a Torchbearer type way but with Dungeon World moves. Further, at the outset of play, you do just like Dungeon World. You make a map and you leave blanks. That map will have <strong>The Town</strong> which is the "home base of operations" for the Company at the beginning of the game. This might stay the home base throughout the game or the PCs might change their home base of operations (there will be incentive to stay there and incentive to move on). Creation of the Town will include layout/Wards and Factions (7-10 at the outset which includes infrastructure/government, essential trade guilds, rival Companies - which can include classic Thieves Guilds, Warlock Cabals, et al).</p><p></p><p>Beyond The Town, the only other thing that goes on the map at the initial session are the immediate topographical features directly outside of the town (perhaps its surrounded by Bleakwood Forest). The rest of the fleshing out of the map will happen through play (more on that below):</p><p></p><p>So here are my initial thoughts.</p><p></p><p><strong>Town Phase</strong></p><p></p><p>This is the analog for Blades' Free Play/Information Gathering phase. Here, the following happens:</p><p></p><p>* Companies look for Adventures (the Score analog) just like a Blades' Crew looks for Scores. This process will start filling out the map.</p><p></p><p>* If between Adventures, Company PCs get 2 * Downtime Activities (just like Blades except not a discrete phase).</p><p></p><p>* If an Adventure takes place in Town, the <strong>Entanglement </strong>that is rolled after the Adventure phase will be Town-related.</p><p></p><p>* Post-Adventure <strong>Payoff </strong>will take place here (all relevant accounting procedures).</p><p></p><p><strong>Journey Phase</strong></p><p></p><p>* If the Adventure takes place outside of Town, a Perilous Journey is required to get there. </p><p></p><p>* The rules for Perilous Wilds will be used here. For each day of Journey, there will be a Scout > then Navigate > then <strong>Make Camp</strong> (in which a Manage Provisions and Take Watch move will be made). This sequence of moves will determine (a) if there are an Dangers or Discoveries that have to be dealt with along the way, (b) the resolution of any Dangers/Discoveries, (c) the attrition of resources for the coming Adventure. This phase will also further flesh out the map.</p><p></p><p>* Most Adventures will be 1 day from Town, but some might be 2, or even 3. Each day requires a sequence of Journey moves to be made, which means that Loadout for each character (which I'll work on later) will have progressive devotion to Journey supplies the further out the Adventure is from the Town. However, Payoff will scale appropriately. The further the Adventure from town, the more Danger, the bigger Payoff.</p><p></p><p><strong>Make Camp Phase</strong></p><p></p><p>* This will be a mini version of the Town Phase, but in the wild. When in the wild (whether its a Journey or at an Adventure site), your Make Camp Phase will feature (i) 1 * Downtime Activity and (ii) a Take Watch move.</p><p></p><p>* Take Watch will determine if any Dangers or Discoveries take place during the Make Camp phase.</p><p></p><p>* Making Camp is not free. It will be resource-intensive, Danger-intensive, Loadout allocation-intensive. As such, it will be naturally restricted and an outgrowth of decision-points (do I want to Loadout more/pay a Porter in order to enable Make Camp?...do I want to spend the Coin...do I want risk the Danger?). For instance, if you have 4 characters going out into the wild, you'll have (at least) 4 Loadout Boxes that have to tick for Make Camp. If you want to be able to Make Camp * 3 (2 * Journey and 1 * Adventure), then you'll have brought 3 * Make Camp boxes to tick. Again, Load-out intensive and resource-intensive (it costs to secure those boxes to tick). Without those boxes to tick, you can't take advantage of 1 * Downtime Activity (which will be all of the things one would imagine from Recover to Prepare Spells/Commune to Salvage to Fortify etc).</p><p></p><p><strong>Adventure Phase</strong></p><p></p><p>* This will either be in town or in the wild. </p><p></p><p>* It will be handled just like Blades' Scores. Each PC will have a Loadout, selected Hirelings/Cohorts will be present (eg Porter/Donkey, Minstrel, Man-at-arms, Guide, et al), and an Engagement Roll will be made to cut right to the action/first obstacle (whether you're in the wild or in town).</p><p></p><p>* Once the Adventure is completed (successfully or not), there will be <strong>Entanglements </strong>rolled for. If you're in the wild, Entanglements will be related to your return journey home. If you're already in town, entanglements will be town/faction related.</p><p></p><p>[HR][/HR]</p><p></p><p>Loop back to Town phase.</p><p></p><p>Thoughts? Questions?</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8251570, member: 6696971"] [B]STRUCTURE[/B] I'm envisioning Blades Structure but reskinned in a Torchbearer type way but with Dungeon World moves. Further, at the outset of play, you do just like Dungeon World. You make a map and you leave blanks. That map will have [B]The Town[/B] which is the "home base of operations" for the Company at the beginning of the game. This might stay the home base throughout the game or the PCs might change their home base of operations (there will be incentive to stay there and incentive to move on). Creation of the Town will include layout/Wards and Factions (7-10 at the outset which includes infrastructure/government, essential trade guilds, rival Companies - which can include classic Thieves Guilds, Warlock Cabals, et al). Beyond The Town, the only other thing that goes on the map at the initial session are the immediate topographical features directly outside of the town (perhaps its surrounded by Bleakwood Forest). The rest of the fleshing out of the map will happen through play (more on that below): So here are my initial thoughts. [B]Town Phase[/B] This is the analog for Blades' Free Play/Information Gathering phase. Here, the following happens: * Companies look for Adventures (the Score analog) just like a Blades' Crew looks for Scores. This process will start filling out the map. * If between Adventures, Company PCs get 2 * Downtime Activities (just like Blades except not a discrete phase). * If an Adventure takes place in Town, the [B]Entanglement [/B]that is rolled after the Adventure phase will be Town-related. * Post-Adventure [B]Payoff [/B]will take place here (all relevant accounting procedures). [B]Journey Phase[/B] * If the Adventure takes place outside of Town, a Perilous Journey is required to get there. * The rules for Perilous Wilds will be used here. For each day of Journey, there will be a Scout > then Navigate > then [B]Make Camp[/B] (in which a Manage Provisions and Take Watch move will be made). This sequence of moves will determine (a) if there are an Dangers or Discoveries that have to be dealt with along the way, (b) the resolution of any Dangers/Discoveries, (c) the attrition of resources for the coming Adventure. This phase will also further flesh out the map. * Most Adventures will be 1 day from Town, but some might be 2, or even 3. Each day requires a sequence of Journey moves to be made, which means that Loadout for each character (which I'll work on later) will have progressive devotion to Journey supplies the further out the Adventure is from the Town. However, Payoff will scale appropriately. The further the Adventure from town, the more Danger, the bigger Payoff. [B]Make Camp Phase[/B] * This will be a mini version of the Town Phase, but in the wild. When in the wild (whether its a Journey or at an Adventure site), your Make Camp Phase will feature (i) 1 * Downtime Activity and (ii) a Take Watch move. * Take Watch will determine if any Dangers or Discoveries take place during the Make Camp phase. * Making Camp is not free. It will be resource-intensive, Danger-intensive, Loadout allocation-intensive. As such, it will be naturally restricted and an outgrowth of decision-points (do I want to Loadout more/pay a Porter in order to enable Make Camp?...do I want to spend the Coin...do I want risk the Danger?). For instance, if you have 4 characters going out into the wild, you'll have (at least) 4 Loadout Boxes that have to tick for Make Camp. If you want to be able to Make Camp * 3 (2 * Journey and 1 * Adventure), then you'll have brought 3 * Make Camp boxes to tick. Again, Load-out intensive and resource-intensive (it costs to secure those boxes to tick). Without those boxes to tick, you can't take advantage of 1 * Downtime Activity (which will be all of the things one would imagine from Recover to Prepare Spells/Commune to Salvage to Fortify etc). [B]Adventure Phase[/B] * This will either be in town or in the wild. * It will be handled just like Blades' Scores. Each PC will have a Loadout, selected Hirelings/Cohorts will be present (eg Porter/Donkey, Minstrel, Man-at-arms, Guide, et al), and an Engagement Roll will be made to cut right to the action/first obstacle (whether you're in the wild or in town). * Once the Adventure is completed (successfully or not), there will be [B]Entanglements [/B]rolled for. If you're in the wild, Entanglements will be related to your return journey home. If you're already in town, entanglements will be town/faction related. [HR][/HR] Loop back to Town phase. Thoughts? Questions? [/QUOTE]
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