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Dungeon World Meets Blades in the Dark
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<blockquote data-quote="Fenris-77" data-source="post: 8251623" data-attributes="member: 6993955"><p>A couple of initial thoughts off the top if my head.</p><p></p><p>One, I might restrict the list of DT moves available for Camp use, or differentiate them from the list available in town.</p><p></p><p>Two, making camp without the resources means stress is a natural outgrowth of the resource model you're suggesting.</p><p></p><p>Three, I might make the loadouts here a little different than Blades. My first thought is to have the party fill however many slots they want with something I'll call 'supplies'. The remainder can be handled like Blades loadout. This gives a little push to resource management. I'd probably add a camp move to scrounge supply too.</p><p></p><p>Four, Things like wagons or horses could be something that the party has to acquire in-game which would place a natural gate on exploration because to start they can only take what they themselves can carry. Once the party acquires Porters, or horses, their reach increases.</p><p></p><p>Five, the initial town and surroundings seems like a cool place for a die-drop system of some kind. I might design the town the same way. Or off random tables. Could increase replay value.</p><p></p><p>Six, a useful analog for Heat could actually be Reputation (which I think I mentioned elsewhere at some point and called Legend?). The more famous the party is, the more trouble they attract (because the gods take notice or some such).</p><p></p><p>That's what I have off the top of head, all just spitballing. I really like the base you've laid down here.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 8251623, member: 6993955"] A couple of initial thoughts off the top if my head. One, I might restrict the list of DT moves available for Camp use, or differentiate them from the list available in town. Two, making camp without the resources means stress is a natural outgrowth of the resource model you're suggesting. Three, I might make the loadouts here a little different than Blades. My first thought is to have the party fill however many slots they want with something I'll call 'supplies'. The remainder can be handled like Blades loadout. This gives a little push to resource management. I'd probably add a camp move to scrounge supply too. Four, Things like wagons or horses could be something that the party has to acquire in-game which would place a natural gate on exploration because to start they can only take what they themselves can carry. Once the party acquires Porters, or horses, their reach increases. Five, the initial town and surroundings seems like a cool place for a die-drop system of some kind. I might design the town the same way. Or off random tables. Could increase replay value. Six, a useful analog for Heat could actually be Reputation (which I think I mentioned elsewhere at some point and called Legend?). The more famous the party is, the more trouble they attract (because the gods take notice or some such). That's what I have off the top of head, all just spitballing. I really like the base you've laid down here. [/QUOTE]
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