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Dungeon World / Re: New GM with questions about Fronts and Dark Sun conversions/travel
« on: June 13, 2014, 11:32:16 PM »
I agree about the making a move every day thing being too much. What I think I will do is rewrite the leader, guide and scout moves to include a 'hold' system, which can be used for various things, such as 'you see the dangerous creatures approaching' and 'you are approached by enemies while on favorable terrain'. With a typical 10+ Hold 3, 7-9 Hold 1 setup.
I'll approach every journey into the wild with the presumption that there will definitely be danger, and that the moves will just say how bad it is.
I might also make a rule that a desert journey can only be X days long, and after that they must rest up for a day, make camo etc. So a long journey might necessitate two 'journeys', split by a rest.
Separately, I will generate a list of GM moves for each terrain type in Dark Sun, threats such as monsters, terrain and weather just to make things easier for me and help me to differentiate things.
I'll approach every journey into the wild with the presumption that there will definitely be danger, and that the moves will just say how bad it is.
I might also make a rule that a desert journey can only be X days long, and after that they must rest up for a day, make camo etc. So a long journey might necessitate two 'journeys', split by a rest.
Separately, I will generate a list of GM moves for each terrain type in Dark Sun, threats such as monsters, terrain and weather just to make things easier for me and help me to differentiate things.