I'm new to *World games, but I have played a bunch of Trollbabe and Sorcerer. In recent years, however, I've been mainly playing the the classic fantasy RPG Tunnels & Trolls, and some of my thinking from that game might bleed over into Dungeon World. After reading DW cover-to-cover last week, I'm really jazzed to play it!
So, I'm thinking of adapting this "Tower of the Stargazer" adventure by James Raggi to DW as an experiment, and I have a couple questions. I can't really ask without talking about some spoilers, though.
[spoiler]
One of the signature situations in this adventure is a powerful wizard who has trapped himself in an arcane circle for almost sixty years. He offers the PCs a cash reward if they will free him, but then ushers them out of his tower, ending the adventure. If they refuse, he becomes enraged and threatens them with horrible death, but he can't do anything to them while trapped. If they free him after that, he has the stats of a level 13 Magic User and enough spell firepower to wipe out the whole party in short order. A comment in the text states "This looks like an encounter, but it's really a trap."
In DW, the adventurers might use the Parley move to negotiate with the wizard. When they meet him, they would definitely have leverage— he hasn't seen a living soul for the better part of a century, and he needs their help. But Parley isn't mind control, and it seems like once they freed him, their leverage is gone, and all bets are off. Trouble is, cool as the situation might be, it conflicts with the agenda item: "Play to find out what happens."
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What are some ways to incorporate a situation like this into DW play that preserves the tension AND respects the game's agenda? Would you bother statting up the wizard as a monster?
Another feature of old-school D&D that isn't here in DW is "save or die", and I have to imagine that's by design; the way Last Breath works offers a very cool alternative. But I'm not sure how to deal with the "save or die" situations in this adventure.
[spoiler]
Two "save or die" situations in "Tower of the Stargazer" have to do with deadly venom, and I'm thinking a custom move might work:
Roll+CON. *On a 10+, you feel a shooting pain, drop anything you are holding, and collapse, but the venom has no other effect. *On a 7-9, you feel a shooting pain, drop anything you are holding, and collapse. Pick one of the following:
* You are blind and your head is swimming until you get antivenom or some other effective treatment.
* Your arms and legs go rigid, making movement difficult and painful until you get antivenom or some other effective treatment.
On a miss, you feel a shooting pain, drop anything you are holding, and collapse, foaming at the mouth. Take your Last Breath.
Is that a sensible way to adapt the intent of the saving throw? Does it come off as too harsh? Or too easy? Is it too buttoned-down? In one case, the venom comes from a magical trap, but the adventure also has a solo monster whose bite calls for a Poison save or die. I noticed that some monsters in DW have "poison"-related moves, but the effect is left to the imagination.
[/spoiler]
If I were running Trollbabe or Sorcerer, I wouldn't even think of converting a D&D adventure like this. But since DW has a whole chapter on it I wanted to give it a go.