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Dungeon World

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Introduce a new faction or type of creature<br />

A type of creature is a broad grouping: orcs, goblins, lizardmen, the<br />

undead, etc.<br />

A faction is a group of creatures united by a similar goal. Once<br />

you introduce them you can begin to make moves and cause trouble<br />

for the players with those creatures or NPCs.<br />

Introducing means giving some clear sensory evidence or<br />

substantiated information. Don’t be coy; the players should have<br />

some idea what you’re showing the presence of. You can, however, be<br />

subtle in your approach. No need to have the cultist overlord waving<br />

a placard and screaming in the infernal tongue every single time.<br />

A hard application of this move will snowball directly into a<br />

combat scene or ambush.<br />

Use a threat from an existing faction or type of<br />

creature<br />

Once the characters have been introduced to the presence of a faction<br />

or type of creature you can use moves of monsters of that type.<br />

Use the factions and types broadly. Orcs are accompanied with<br />

their hunting worgs. A mad cult probably has some undead servants<br />

or maybe a few beasts summoned from the abyssal pits. This is a move<br />

that, often, you’ll be making subconsciously—it’s just implementing<br />

the tools you’ve set out for yourself in a clear and effective manner.<br />

Make them backtrack<br />

Look back at the spaces you’ve added to the map. Is there anything<br />

useful there as yet undiscovered? Can you add a new obstacle that<br />

can only be overcome by going back there? Is there a locked door<br />

here and now whose key lies in an earlier room?<br />

When backtracking, show the effect that time has had on the<br />

areas they’ve left behind. What new threats have sprung up in their<br />

wake? What didn’t they take care of that’s waiting for their return?<br />

Use this move the make the dungeon a living, breathing place.<br />

There is no stasis in the wake of the characters’ passing. Add<br />

reinforcements, cave in walls, cause chaos. The dungeon evolves in<br />

the wake of the characters’ actions.<br />

“Downward is the only<br />

way forward”<br />

—Cobb, “Inception”<br />

171

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