This is roughly inspired by John Wicks "Dirty Dungeon" video which can be found here:
http://www.youtube.com/watch?v=dsnvANYBRWoWhat it does is relay some of that dungeon prep work to the players by allowing them to come up with details about the dungeon. In exchange they get hold that make rolls easier but the GM gets hold that allows him to fuck up their well researched plans. Also this involves players in the creation of the dungeon map itself.
So here's the moves:
Dungeon ResearchWhen you research a dungeon by looking for maps, books and other artifacts describing it, roll +INT.
On a 10+, draw a room on the dungeon map and chose one or two from the list below
On a 7-9, draw a room on the dungeon map and chose one from the list below and the GM holds 1
- Describe a very dangerous obstacle in the dungeon, hold 2
- Describe a complication or danger in the dungeon, hold 1
- Describe a boon, reward or treasure in the dungeon, hold 1 and the GM holds 1
On a miss the DM holds 2.
- Draw two more non-adjacent rooms, hold 1
Dungeon RumorsWhen you research a dungeon by talking to people who been there and listening to stories about it, roll +CHA.
On a 10+, draw a room on the dungeon map and chose one or two from the list below
On a 7-9, draw a room on the dungeon map and chose one from the list below and the GM holds 1
- Describe a very dangerous obstacle in the dungeon, hold 2
- Describe a complication or danger in the dungeon, hold 1
- Describe a boon, reward or treasure in the dungeon, hold 1 and the GM holds 1
On a miss the DM holds 2.
- Draw two more non-adjacent rooms, hold 1
Any player (excepting the DM) can spend the hold while in the described dungeon for a +1 to any roll relating to the dungeon. The hold has to be spent before rolling and is limited to 2 hold per roll.
The DM can spend his hold while describing the dungeon. For 1 hold he can change a detail on something (soft move "reveal an unwelcome truth") that was previously researched. This is a reversible difference to the researched material such as there being a bit more monsters, the riddle being different or a normally unlocked door being locked.
By spending 2 hold he can significantly change something previously described (hard move "reveal an unwelcome truth"). This is usually an irreversible change. Things such as a dungeon room being flooded, the key treasure being something different altogether or a passage having collapsed.
Note: This is untested.
Also I would have loved to has a WIS version of this. I was thinking "scouting" but that doesn't really work with subterranean dungeons.