Sunday, April 9, 2017

Hello guys, another doubt here. A couple years ago I managed to get a bunch of Dungeon Crawl Classics adventure modules, plus the core rules. To be honest I didn't like the game, but I loved the adventures!

Hello guys, another doubt here. A couple years ago I managed to get a bunch of Dungeon Crawl Classics adventure modules, plus the core rules. To be honest I didn't like the game, but I loved the adventures!

As some of your would know, I will run myself a sandbox game using Dungeon World + Perilous Wilds, and even tho it has a dungeon generator, I'd really like to put in use some of the adventures I got.

Any tips, guides or ideas on how to run a solo pre published adventure?

3 comments:

  1. I'd say just don't read too far ahead, and don't let your PCs do anything that doesn't seem obvious without some sort of skill/attribute check. You can cover the maps so you can't see more than the PCs immediate surroundings, but this isn't strictly necessary.

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  2. strangely enough none has mentioned Scarlet Heroes yet :-P

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  3. You're also playing Dungeon World, which makes pregenerated modules work pretty well. Once you've read the room text, the die result should influence the fiction. Like, the thief checks for traps: 6-, FOUND IT! take damage even if the module doesn't list one. 7-9, no trap but reveal an unwelcome truth such as that mimic disguised as a chest. 10+, check the module or wing it.

    In other words, I guess use the module as a DW starter but let the dice impact your game as you think it should be played. The GM text is really GM moves you can peek at for ideas as needed.

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