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General Tabletop Discussion
*Dungeons & Dragons
No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
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<blockquote data-quote="NotAYakk" data-source="post: 7906884" data-attributes="member: 72555"><p>Sure, and "shadow-play world"s are awesome.</p><p></p><p>In a "concrete world", you can add to the world. A different hint connecting things can be there.</p><p></p><p>(This is the difference between moving something and filling in blank spots on the map.)</p><p></p><p>Or, you can say "nope, not there". But again, in a 3 clue system (where important clues in turn have 3 clues to them), there <strong>must be</strong> more than one way to solve the problem, and they are dangled in front of the players, <strong>and</strong> there are plans for what happens if the players miss them all.</p><p></p><p>Dungeon World's fronts are something I'm still trying to crib for D&D.</p><p></p><p>You set up Fronts (campaign and adventure fronts). In the Fronts, you create Dangers, each of which has an Impending Doom. Coming up to the impending doom build some Grim Portents. Write some Stakes (interesting questions that the resolution of the front will answer).</p><p></p><p>The Front/Dangers/Dooms/Portents basically describe the things that will happen if the PCs do nothing. The Portents are the clues that the Doom is coming (a Doom is some (bad) change to the campaign world that is irreversible that the PCs probably want to stop). Dungeon World has mechanics for when the DM is permitted to trigger a Grim Portent (it has lots of DM mechanics).</p><p></p><p>Front: Demonic Conquest</p><p></p><p>Danger: Gnoll Horde</p><p>Doom: Region is overrun by gnolls, all kingdoms and cities destroyed</p><p>Grim Portents:</p><ul> <li data-xf-list-type="ul">Trade is interrupted</li> <li data-xf-list-type="ul">Town A is raided</li> <li data-xf-list-type="ul">Legion moves to defend pass</li> <li data-xf-list-type="ul">Legion falls</li> <li data-xf-list-type="ul">Castle B falls</li> <li data-xf-list-type="ul">Mass refugees</li> <li data-xf-list-type="ul">Capital falls</li> </ul><p></p><p>Danger: Necromancer</p><p>Doom: The Dead Walk</p><ul> <li data-xf-list-type="ul">Library destroyed</li> <li data-xf-list-type="ul">Researcher looks for help</li> <li data-xf-list-type="ul">Undead spawn</li> <li data-xf-list-type="ul">Forest falls silent</li> <li data-xf-list-type="ul">Dracolich sighting</li> <li data-xf-list-type="ul">Artifact stolen</li> <li data-xf-list-type="ul">King becomes Death Knight</li> </ul><p></p><p>Danger: The Chosen One</p><p>Doom: Demon Incarnate</p><p></p><p>etc.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 7906884, member: 72555"] Sure, and "shadow-play world"s are awesome. In a "concrete world", you can add to the world. A different hint connecting things can be there. (This is the difference between moving something and filling in blank spots on the map.) Or, you can say "nope, not there". But again, in a 3 clue system (where important clues in turn have 3 clues to them), there [b]must be[/b] more than one way to solve the problem, and they are dangled in front of the players, [b]and[/b] there are plans for what happens if the players miss them all. Dungeon World's fronts are something I'm still trying to crib for D&D. You set up Fronts (campaign and adventure fronts). In the Fronts, you create Dangers, each of which has an Impending Doom. Coming up to the impending doom build some Grim Portents. Write some Stakes (interesting questions that the resolution of the front will answer). The Front/Dangers/Dooms/Portents basically describe the things that will happen if the PCs do nothing. The Portents are the clues that the Doom is coming (a Doom is some (bad) change to the campaign world that is irreversible that the PCs probably want to stop). Dungeon World has mechanics for when the DM is permitted to trigger a Grim Portent (it has lots of DM mechanics). Front: Demonic Conquest Danger: Gnoll Horde Doom: Region is overrun by gnolls, all kingdoms and cities destroyed Grim Portents: [LIST] [*]Trade is interrupted [*]Town A is raided [*]Legion moves to defend pass [*]Legion falls [*]Castle B falls [*]Mass refugees [*]Capital falls [/LIST] Danger: Necromancer Doom: The Dead Walk [LIST] [*]Library destroyed [*]Researcher looks for help [*]Undead spawn [*]Forest falls silent [*]Dracolich sighting [*]Artifact stolen [*]King becomes Death Knight [/LIST] Danger: The Chosen One Doom: Demon Incarnate etc. [/QUOTE]
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