![]() In addition to additional mechanisms for a grittier, more dangerous travel system, the game updates the mechanisms for hirelings and animal companions. Perilous Wilds expands on this by adding elements such as weather, hunting, and terrain to consider when traveling. You assign a job to three party members, they roll, you resolve the roll, and BAM, you’re at the place you wanted to be. Normally, traveling is handled very quickly using the Undertake a Perilous Journey move. This addition to the game focuses on making survival and travel a more integral part of the Dungeon World experience. The second supplement is one I purchased to use in a campaign that never got off the ground: Perilous Wilds. ![]() The squad could slowly whittle the giants down while the player characters focus on hitting weak points for big damage, putting the focus of the narrative on their actions while also giving them the challenge of a leadership role in a small paramilitary group. I think it would be really cool to run a monster hunting game where the adventuring party leads squads of soldiers against these massive behemoths, perhaps taking cues from games like Monster Hunter or Shadow of the Colossus. While a normal squad might have four or five points of morale (effectively hit points for a group of soldiers), a monster’s full health bar counts for their morale, allowing a giant or dragon to easily take on entire armies before taking serious damage. A monster with the huge tag counts as a whole squad of soldiers by itself. The last of these is the aspect of Inglorious that I find the most compelling. Included in the rules for Inglorious are rules for how squads operate, how towns contribute to the war effort, and how monsters compare directly to groups of soldiers. The player characters can’t just walk onto the battlefield and sweep hundreds of dudes with a single stroke like a Dynasty Warrior game – they have to work hard just to make a dent in the enemy forces, and emphasis is placed less on straight-up killing and more on strategic decisions that can turn the tide of the battle. Inglorious is all about how war is this difficult, terrible thing with casualties on all sides. The first of these is Inglorious, a war supplement that isn’t finished yet but which I was able to experiment with a little bit using a teaser version. Most of the concepts I have are inspired by supplements to the main game that I either own and haven’t tried out yet, or ones that I recently heard about and want to try at the table. I’ve run three campaigns of the game and played as a character in another, but even after all of that I still find myself hungering for more. As such, today I thought it would be fun to talk about some of the ideas I have for future Dungeon World campaigns. ![]() ![]() It’s the perfect game for me because I love both the setting and the gameplay, preferring to focus on crafting a fun story rather than juggling a lot of dense rules. However, in the midst of my preparations for my next session I find myself pining for the RPG which has remained my favorite lo these couple of years: Dungeon World.ĭungeon World is a strong combination of Advanced Dungeons and Dragons with the Apocalypse World engine, a game which allows a group of treasure-hungry adventures to fight monsters and avoid traps in deadly dungeons all in a fiction-first, narrative-focused style. My group enjoyed a pretty solid first session (although we struggled a bit with the rules) and as of the posting of this article, tomorrow I’m going to be diving into my second session as a City of Mist MC. I’ve discussed such titles as Ryuutama, The Burning Wheel, and Apocalypse World, and recently I started a campaign of one of the games I’d been pining for, City of Mist. Hello adventurers and welcome to Adventure Rules, where every day is Tuesday when we’re talking about tabletops! Over the course of the last few months I’ve done a segment where I talked about what I would do if I finally got the chance to play an RPG that I’ve never played before. ![]()
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