DungeonWorld Campaign Front: The Shadows over Hommlet

velkymx

Explorer
I've been messing around with Dungeon World again, and I've posted a port from the Village of Hommlet from Greyhawk.

The village of Hommlet faces turmoil from a cult seeking to summon elemental chaos, a bandit coalition exploiting the disorder, and a haunted moathouse spreading a supernatural plague. Villagers grow anxious amid strange occurrences. Heroes must uncover secrets, navigate moral dilemmas, and engage in mysterious investigations to save Hommlet.

 

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Have you written this after your first session, wherein the players created characters with Bonds and avowed interests in these Fronts elements out of which you have built your outline? Or have you written this up as an outline of how you would like to see play develop based on your preconceived notion of the setting/adventure arc from canonical sources? Because if it's the latter, that's not how DW works, and you will find the system fighting you tooth and claw if you try to adhere to this before play has even begun.
 

I totally see what you're saying. We do have characters, and bonds, and have done the session zero. My thought process on this was to create this as a sample template for me to use as the adventure unfolds. Kinds of my pre-thinking into it.
 

I think the danger there might be to be tempted to make use of your prep, not to "hang on loosely" and "leave blanks" as the game urges (and, really, necessitates). Nothing wrong with having some prep on hand if the situation presents itself, of course. But the focus needs to be on the players' characters and their goals and bonds and so on, not on a preset plot, especially one independent of those concerns. Fronts should be the outgrowth of player concerns, not set them.
 

I both agree and disagree with don’t over-prep. On the one hand, don’t over-prep. On the other hand, Fronts are a thing in PBTA games and they are how you organize your thoughts and set up threatening threats. Just keep in mind the PCs will almost certainly derail the villains’ plans, and be OK with that, and cheer them on (“Be a fan of the players.”).
 


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