Wednesday, April 26, 2017

When you play Dungeon World solo, do you create Fronts and Grim Portents and all that, or do you let the session framework of your GM emulator (eg. Threads in Mythic or CRGE) take care of keeping the story coherent. Will Dungeon World be drastically different if Fronts aren't used?

3 comments:

  1. I use Perilous Wilds to generate Fronts. It will generate a Dungeon Danger, and I extrapolate from there as needed. Even something "basic" like a goblin tribe in a typical dungeon can be turned into a Front: what are they looking for? what do they want? You may later decide to turn them into a larger threat if you're interested in keeping them around.

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  2. I really like mythic because if I start with 1 maybe 2 fronts, it can eventually twist that front into something that I didn't expect.

    I suggest starting with some purpose of what drive your character and why you start out en media res or whatnot. You still have to play the game you want; emulators can sometimes pull your story in a weird or arbitrary way if you don't have a way of grounding yourself.

    I have grim portents but typically I leave it sparse or maybe just have the first and last portent.

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  3. Sorry, let me actually answer your question (I hate when people don't just answer my damn question!)

    1) I do create fronts and portents, but start off directed and let the emulator do the later lifting for you.

    2) I don't think the story will be different if you don't use fronts, but just remember that fronts are just a tool to help direct you. If you just keep in mind these 4 questions you'll be fine in any game you play.

    1) long term goals - stop evil guild
    2) immediate goal - exit forest
    3) complication to keep in mind - Duke thinks I slapped his daughter
    4) high points - magic is dying

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