Dungeon World Move, Dungeon Crawl
When a character looks for the best geographical path to their goal, Roll+Wisdom. On a 10+, the GM sets a good path to their character's goals that avoids unnecessary encounters (this should cut the number of encounters to half or third of an exhaustive search). The Players may pick three encounter possibilities from the list below to be part of their Dungeon Crawl. On a 7-9, the characters have a sense of where they are going and may choose one encounter possibility form the list below to be part of their Dungeon Crawl, so long as they don't deviate from that path, they will avoid most unecessary encounters. On a 6 or less, the characters path is likely to get them lost (they may miss significant and important encounter possibilities, they may get double back on themselves, they may find themselves back at the entrance after fighting their way in a big circle).
Encounter Possibilities:
- A treasure room/horde
- A strange encounter that is potentially helpful in a big way
- An important piece to the storyline of the front/adventure
- A clue to defeating the villain
- Important information about defeating a significant defense
- A secret area
- An out-of-the-way spot for a respite
- A path that isn't generally patrolled
- An encounter where the characters get the drop on an important group of the enemy
- The characters find the final boss (if there is one) without the boss being entirely prepared
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