Our Dice roller: roleplayerguild.com/campaigns/125
We begin in the Kingdom of Aabran. Aabran is an unusual place; it is said that its founders made pacts with denizens of the netherworld to assure their dominion. It would seem that is true, as families often have their own demonic household patrons, and imps of many shapes and sizes roam the streets alongside their masters. Though Aabran may walk a fine line between stability and damnation, ancient laws and tradition decree which entities may be dealt with safely, and which ones should not, under any circumstances be summoned. Against all reason, it would seem that Aabran has a thriving, beneficial relationship with its netherworld counterparts.
That is, until news reaches your ears of a terrible murder in the city of Lyra. Don't let its consorting with spirits fool you; Aabran is a civilized nation like any other, and cold-blooded murder is definitely illegal! The deceased has been identified as Ophelia Pesh, a well-known blueblood involved in the city's textile business. Her autopsy showed she died of asphyxiation, but there are no marks on her throat. Who knows what she was doing on the Street of the Sleepy Fox at that time of night, but the only evidence seems to be tracks that lead from Lyra into the Wilderdeep; a place where not even the local Aabranians have the stomach to go.
Lyra is ablaze with rumors, but you know better than to trust idle chatter. The reward for Ophelia's justice is great, and the Wilderdeep smells of a danger you simply can't resist.
Hello there!
Into Darkness is an adventure using the Dungeon World rules system. DW is an RPG that focuses on narrative action. There is little dice rolling, except to determine damage and how successful player actions are. All things considered, DW is a simple game, focused on characters doing awesome things, like exploring worlds and braving danger. It's all about 'playing to find out what happens.'
At its core, DW is a series of questions and answers, all of which have bearing on the narrative and in-game action. It looks something like this:
1. The GM gives the setup of a threat, but not the conclusion.
2. The player responds and probably rolls some dice.
3. The GM narrates the results, based on the player's roll.
These steps snowball into what will become the players' adventure, following a basic mechanic. DW actions have three potential results.
These rolls are adjusted according to modifiers on an appropriate basis. If you're trying to scale a cliff, you might roll 2d6 plus your strength or dexterity modifier. If you're trying to remember ancient lore, you might roll and add that of your wisdom.
In the DW rules as written, these actions, or moves, are numerous. Attacking a prepared enemy in melee is called Hack 'n Slash. Firing a bow is called Volley. These actions, and many others, can be found in the SRD. While it may seem like a lot to remember, the player only needs to know what he wants to do (hit the skeleton, swing on the rope, search for clues). The GM will consult the appropriate move as written and work out the results.
Everything one needs to know can be found on the Dungeon World SRD, and I will also do my best to help. Compared to systems like 3.5, DW is a very simple, quick 'n dirty game, and can be a lot of fun!
In Dungeon World, the setting is a malleable, ever-growing place. The GM does not usually have every last detail fleshed out at the start of an adventure. It's up to the players to help build the world as they play! At the beginning of an adventure, the GM may ask "Thief: You know the Evergloom is home to untold treasures, lost to time. Who is your contact that told you of this place and what do you hope to find?" or he may ask, "Ranger: You know that the Dargur Steppes are a dangerous and wild place. What manner of beasts should the party be wary of? Where is it safe to tread?"
In these pre-adventure questionnaires, the GM lets his players contribute to the setting, and gives the characters a place in the world, rather than being cut-and-glued into a fantasy backdrop.
So far, we begin knowing a little about the Kingdom of Aabran and the city of Lyra. Aabran is a moderately-wealthy country located in the east of the continent, Eln. It is connected to the sea on its eastern side, and to the west and south are other kingdoms and states; some of which do business with Aabran, and others with which it has tenuous relations. Aabran is best-known for its dealings with extraplanar entities. It has a high number of mages and clerics, which commune with and revere these powers. It is also a large trade power; its location on the sea ensures a steady flow of goods from around the world, and its port cities are cosmopolitan havens.
Lyra is one of these cities, located in the north. It is more remote than other ports, in contrast, but is still a thriving, lively place. It is located very close to the Wilderdeep; an immense forest that stretches out for miles. It has been the subject of Aabranian folklore for millennia, and feared by most who live in its shadow. Evidently, whatever dwells in that wilderness is more frightening than the denizens of the planes Aabranians deal with! The source of this hysteria has been long forgotten; everyone has a different tale. What matters is this wilderness is a damned place that never returns the souls that enter.
As we're adapting a dice-based tabletop system to a play-by-post format, the game will be a little different. The IC will be where we write all our in-game information: what your characters do, see, say, etc. We'll also confirm their actions with a hider, or parenthesis, or however you see fit. So [fiction] followed by [action]. These posts can be as long as you like, but will usually respond to a simple prompt by me. If I push a monster your way, you can describe how your character approaches the situation; if you attack, you'll mention you're making a [hack 'n slash] move, or using one of your offensive abilities. If you're casting a spell, you'll describe the gesture, words or however you cast it, and mention the effect: [cast a spell - Magic Missle], for example.
The OOC should be an active place, where we can also discuss what's going on, confirm our actions, clear up rules, etc. I don't want to get bogged down in the details though, so we can keep things loose and fresh.
Please read the entry for the class you want on the SRD, and fill in your sheets according to the playbook for that class. Any questions can be PM'ed or discussed in the OOC; I'm happy to help clear anything up!
Name:
XP:
HP Max:
HP Current: _/_
Base Damage: d_
Armor:
Alignment:
Look:
Race:
Bonds: Max 4
Stats: Assign 16(+2), 15(+1), 13(+1), 12(0), 9(0), 8(-1) as you see fit
STR:
DEX:
CON:
INT:
WIS:
CHA:
Gear:
Ammo:
Coin:
Load: _/_
Starting Moves:
Advanced Moves:
We begin in the Kingdom of Aabran. Aabran is an unusual place; it is said that its founders made pacts with denizens of the netherworld to assure their dominion. It would seem that is true, as families often have their own demonic household patrons, and imps of many shapes and sizes roam the streets alongside their masters. Though Aabran may walk a fine line between stability and damnation, ancient laws and tradition decree which entities may be dealt with safely, and which ones should not, under any circumstances be summoned. Against all reason, it would seem that Aabran has a thriving, beneficial relationship with its netherworld counterparts.
That is, until news reaches your ears of a terrible murder in the city of Lyra. Don't let its consorting with spirits fool you; Aabran is a civilized nation like any other, and cold-blooded murder is definitely illegal! The deceased has been identified as Ophelia Pesh, a well-known blueblood involved in the city's textile business. Her autopsy showed she died of asphyxiation, but there are no marks on her throat. Who knows what she was doing on the Street of the Sleepy Fox at that time of night, but the only evidence seems to be tracks that lead from Lyra into the Wilderdeep; a place where not even the local Aabranians have the stomach to go.
Lyra is ablaze with rumors, but you know better than to trust idle chatter. The reward for Ophelia's justice is great, and the Wilderdeep smells of a danger you simply can't resist.
---------------An Intro to Dungeon World---------------
Hello there!
Into Darkness is an adventure using the Dungeon World rules system. DW is an RPG that focuses on narrative action. There is little dice rolling, except to determine damage and how successful player actions are. All things considered, DW is a simple game, focused on characters doing awesome things, like exploring worlds and braving danger. It's all about 'playing to find out what happens.'
At its core, DW is a series of questions and answers, all of which have bearing on the narrative and in-game action. It looks something like this:
1. The GM gives the setup of a threat, but not the conclusion.
2. The player responds and probably rolls some dice.
3. The GM narrates the results, based on the player's roll.
These steps snowball into what will become the players' adventure, following a basic mechanic. DW actions have three potential results.
- On a 10+, the player gets a full success. He dodges his enemy's attack and counters with his own. Or he jumps the gap and lands safely.
- On a 7-9, it's a partial success. You might hit the monster, but loose your footing. You might cast the spell, but on the wrong target. A partial success doesn't get you exactly what you want, or it might with an added consequence.
- On a 6 or lower, they've failed. Their action may take unintended forms and have negative or complex consequences.
These rolls are adjusted according to modifiers on an appropriate basis. If you're trying to scale a cliff, you might roll 2d6 plus your strength or dexterity modifier. If you're trying to remember ancient lore, you might roll and add that of your wisdom.
In the DW rules as written, these actions, or moves, are numerous. Attacking a prepared enemy in melee is called Hack 'n Slash. Firing a bow is called Volley. These actions, and many others, can be found in the SRD. While it may seem like a lot to remember, the player only needs to know what he wants to do (hit the skeleton, swing on the rope, search for clues). The GM will consult the appropriate move as written and work out the results.
Everything one needs to know can be found on the Dungeon World SRD, and I will also do my best to help. Compared to systems like 3.5, DW is a very simple, quick 'n dirty game, and can be a lot of fun!
---------------The Setting---------------
In Dungeon World, the setting is a malleable, ever-growing place. The GM does not usually have every last detail fleshed out at the start of an adventure. It's up to the players to help build the world as they play! At the beginning of an adventure, the GM may ask "Thief: You know the Evergloom is home to untold treasures, lost to time. Who is your contact that told you of this place and what do you hope to find?" or he may ask, "Ranger: You know that the Dargur Steppes are a dangerous and wild place. What manner of beasts should the party be wary of? Where is it safe to tread?"
In these pre-adventure questionnaires, the GM lets his players contribute to the setting, and gives the characters a place in the world, rather than being cut-and-glued into a fantasy backdrop.
So far, we begin knowing a little about the Kingdom of Aabran and the city of Lyra. Aabran is a moderately-wealthy country located in the east of the continent, Eln. It is connected to the sea on its eastern side, and to the west and south are other kingdoms and states; some of which do business with Aabran, and others with which it has tenuous relations. Aabran is best-known for its dealings with extraplanar entities. It has a high number of mages and clerics, which commune with and revere these powers. It is also a large trade power; its location on the sea ensures a steady flow of goods from around the world, and its port cities are cosmopolitan havens.
Lyra is one of these cities, located in the north. It is more remote than other ports, in contrast, but is still a thriving, lively place. It is located very close to the Wilderdeep; an immense forest that stretches out for miles. It has been the subject of Aabranian folklore for millennia, and feared by most who live in its shadow. Evidently, whatever dwells in that wilderness is more frightening than the denizens of the planes Aabranians deal with! The source of this hysteria has been long forgotten; everyone has a different tale. What matters is this wilderness is a damned place that never returns the souls that enter.
---------------Roleplaying & Gameplay---------------
As we're adapting a dice-based tabletop system to a play-by-post format, the game will be a little different. The IC will be where we write all our in-game information: what your characters do, see, say, etc. We'll also confirm their actions with a hider, or parenthesis, or however you see fit. So [fiction] followed by [action]. These posts can be as long as you like, but will usually respond to a simple prompt by me. If I push a monster your way, you can describe how your character approaches the situation; if you attack, you'll mention you're making a [hack 'n slash] move, or using one of your offensive abilities. If you're casting a spell, you'll describe the gesture, words or however you cast it, and mention the effect: [cast a spell - Magic Missle], for example.
The OOC should be an active place, where we can also discuss what's going on, confirm our actions, clear up rules, etc. I don't want to get bogged down in the details though, so we can keep things loose and fresh.
---------------Character Sheets---------------
Please read the entry for the class you want on the SRD, and fill in your sheets according to the playbook for that class. Any questions can be PM'ed or discussed in the OOC; I'm happy to help clear anything up!
Name:
XP:
HP Max:
HP Current: _/_
Base Damage: d_
Armor:
Alignment:
Look:
Race:
Bonds: Max 4
Stats: Assign 16(+2), 15(+1), 13(+1), 12(0), 9(0), 8(-1) as you see fit
STR:
DEX:
CON:
INT:
WIS:
CHA:
Gear:
Ammo:
Coin:
Load: _/_
Starting Moves:
Advanced Moves: