So how do you play with your Dungeon set?

Started by Blaker, 24 August 2011, 01:22:52 AM

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Blaker

So how do you play with your Dungeon set?

Do you lay it all out first and set up each room as the characters enter?

Or do you just lay out the Dungeon hall or rooms only when the characters can see them?

Or do you lay out all of the dungeon with each room fully stocked with furniture and baddies and then cover the entire thing with a cloth and roll back as the heroes advance into the spaces?

:-\

sixsideddice

QuoteSo how do you play with your Dungeon set?

Do you lay it all out first and set up each room as the characters enter?

Or do you just lay out the Dungeon hall or rooms only when the characters can see them?

Or do you lay out all of the dungeon with each room fully stocked with furniture and baddies and then cover the entire thing with a cloth and roll back as the heroes advance into the spaces?

In the Dungeon World rules, you can do all of the above you mention. Normally you lay the dungeon tiles as your Heroes explore the Dungeon and each new tunnel or room is explored. Some prefer to lay everything out first, and either place the monsters and furniture as it is revealed by the heroes; or cover the unexplored tiles until the heroes move into them (line of sight). Covering unrevealed areas with a cloth can look a bit ugly and is not the way I do it personally, but you can do it that way if you like.

The rules for solo play are a bit different, but this is covered in the rules.

Hope this helps.

Six  :D

Blaker

Howdy Six,

I personally dont like the cloth covering method either, I was just seeing how other are doing their crawls  ;)

I draw out my dungeons on graph paper and fill each room with furniture and baddies and then as our Happy Heroes gain LOS of an area, I place what they see and then leave it. I think someone here did a simple card system where you flip a card and build what is on the card. That sounds like something to try one game.

However, I have been toying with the idea of picking up everything behind them once LOS is no longer maintained and they have to figure out where they came from if running for their lives   :d

cya

sixsideddice

QuoteHowdy Six,

Hiya Blaker  :)

QuoteI personally dont like the cloth covering method either, I was just seeing how other are doing their crawls  

Gotcha. Yeah I`m with you on that one, though at a pinch I`m sure it works well enough; I have seen it done this way at a few shows.

QuoteI draw out my dungeons on graph paper and fill each room with furniture and baddies and then as our Happy Heroes gain LOS of an area, I place what they see and then leave it. I think someone here did a simple card system where you flip a card and build what is on the card. That sounds like something to try one game.

Thats exactly how I do it too. Graph paper as a blue-print, then refer to it when needed. Yes the card system (which think can be found on Boardgamegeek) is excellent and well worth a look.

QuoteHowever, I have been toying with the idea of picking up everything behind them once LOS is no longer maintained and they have to figure out where they came from if running for their lives  

I LOVE it... I may borrow that idea to use in my campaign, which will include lots of long `crawls`. Certainly should add a bit of spice and tension to the game. Really nice idea.

Quotecya

Cheers for now, and take good care,

Six  :)

Blaker

25 August 2011, 03:50:19 AM #4 Last Edit: 25 August 2011, 03:53:19 AM by Blaker
 :d  Yes I like taking it up as they leave the area!!  That would really mess me up if I couldnt remember.  I just have to make sure there are multiple intersections that go on for quite a long while then turn right or left into a dead end  :D  Then they have to fight they way back through all the critters  following them to the intersection again and pick another way   8)

I for one am ready for your Dungeon Campaign book to be published so I can get the ball rolling . . .  hmmm  :-\

Big ball rolling down a hallway chasing the Happy Heroes Indiana Jones style  ;)

Yeah and have the dungeon stocked with all sorts of Mayan and Aztec 10mm warriors protecting crystal skulls and throw in some competing Nazi party entering from a separate entrance to the dungeon both winding their way to the center or being ambushed along the way by 10mm Aztecs and Mayans, or shooting it out with each other...

This all seems familiar  :P

Or have a Super Dungeon with 4 separate entrances with 4 competing Hero bands trying to get to the treasure and getting out alive - - ooh ooh I need to order more dungeon walls and rooms  :D

sixsideddice

25 August 2011, 09:10:37 AM #5 Last Edit: 25 August 2011, 09:12:17 AM by sixsideddice
QuoteYes I like taking it up as they leave the area!!  That would really mess me up if I couldnt remember.  I just have to make sure there are multiple intersections that go on for quite a long while then turn right or left into a dead end    Then they have to fight they way back through all the critters  following them to the intersection again and pick another way  

You`re evil  ;D

QuoteI for one am ready for your Dungeon Campaign book to be published so I can get the ball rolling . . .  hmmm  

hehe, I believe Leon is waiting on the publisher to get that proverbial ball rolling. I handed it all over yonks ago; so I guess - soon, sooooon sooooon  <--- *evil manic laugh*  :d

QuoteBig ball rolling down a hallway chasing the Happy Heroes Indiana Jones style  

I WANT you in MY game - cool ideas.

QuoteYeah and have the dungeon stocked with all sorts of Mayan and Aztec 10mm warriors protecting crystal skulls and throw in some competing Nazi party entering from a separate entrance to the dungeon both winding their way to the center or being ambushed along the way by 10mm Aztecs and Mayans, or shooting it out with each other...

This all seems familiar

You`re making me want to get my Pulp minis out and continue with "The Adventures of Carlotta Wynn" I never did quite finish that saga  :-\  

http://tabletoptitans.com/reports/0001.php


QuoteOr have a Super Dungeon with 4 separate entrances with 4 competing Hero bands trying to get to the treasure and getting out alive - - ooh ooh I need to order more dungeon walls and rooms  

hehe,  keep those idea coming... I`ll be there for your next game along with the rest of the gang  ;)

*makes mental note to place my next order for more dungeon walls and rooms! Has mental image of both our orders sitting side by side in the Pendraken pile*




Six  :)

Blaker

Six, yes you need to finish "The Adventures of Carlotta Wynn"  that was cool.

Are you in the states?

sixsideddice

QuoteSix, yes you need to finish "The Adventures of Carlotta Wynn"  that was cool.

Yeah I plan to transpose all 9 episodes of Miss Wynn over to the new website soon as I am able - then I`ll get cracking on episode 10. Need to work out how to run the dratted site first though. Why do websites have to be so complicated  @-)

QuoteAre you in the states?

I`m way down south in Southern Ireland Blaker, on the Ring of Kerry... a place called Kenmare.


Six  :D

Blaker

Ireland you say, always wanted to tour Ireland  :)

As far as websites, I wont even go there, I cant figure out how yall are imbedding the quotes in this forum  :D

Soo  it seems that only Six and I are creating dungeon layouts and our preferred method of revealing the dungeon to your gang of Heroes.

Anyone else doing it differently?   ;)

O Dinas Powys

Well, it had always been my intention to use the dungeon for a Swords and Sorcery Savage Worlds game, but then my daughter got hold of it and it kind of became a slightly unusual dolls house...

(I know, even though it's fantasy  :o  ;)  )

Leon

www.pendraken.co.uk - Now home to over 10,000 products, including nearly 5000 items for 10mm wargaming, plus MDF bases, Battlescale buildings, I-94 decals, Litko Gaming Aids, Militia Miniatures, Raiden Miniatures 1/285th aircraft, Red Vectors MDF products, Vallejo paints, Tiny Tin Troops flags and much, much more!

sixsideddice


nikharwood

Quote from: Blaker on 25 August 2011, 05:59:50 PM
Soo  it seems that only Six and I are creating dungeon layouts and our preferred method of revealing the dungeon to your gang of Heroes.

Anyone else doing it differently?   ;)

I've used ad-hoc dice rolling to determine next piece & population of room / corridor etc...although I've more often [when playing with the kids] made it up as I go along - to keep them interested [secret doors etc] and balanced - monster / trap / nothing etc...

Batrep with the girls from nearly a year ago [WTF? Where is my life going? And why is it going there at Mach 3?]:
http://www.pendrakenforum.co.uk/index.php?topic=1454.0

crancko

I suggest to use a card system i created some time ago. It helps you determine new locations, enemies, events and others fir each location. You can find it at www.boardgamegeek.com.

http://boardgamegeek.com/boardgame/92316/dungeonworld

Also you will find a cheat sheet and a summary of the traps and items.


Hope it helps!

Blaker

Thanks Cranko about the cards.

Nik - I know what you mean mate, my little boys that used to help me paint and set up are now the oldest is 2nd year college and the youngest is a Senior in high school!!!   ;)


Blaker

Howdy Yall,

Well its been a while, but my college boy saw the pile of Worms on my painting table out in the barn and wanted to play DW. Sooo, my high schooler broke out a piece of graph paper and did up a quick one room dungeon using the worms.

Soo folks no camera, enough to say our Happy Heroes were only three on this trip, we had a War Mage, Sorcerer and Strange Old Man (sage?) anyhoo 3 magic users and the War Mage was handy with a sword. The Sorcerer had a familiar and the Strange Old Man (SOM), well, er , was strange with Control Enemy and Gaze Attack.

We entered the dungeon with a very long corridor where we quickly waded through grubs and biting ooze with one giant snake. Along the way there were several openings in the cooridor that led to a one move deadend but there were potions and crates of apples and antidotes so our Happy Heroes were recovering well from their wounds.

Then just before the end of the corridor where there was an open room, was a right turn to reveal another short hallway ending with door. Both the open room and the hallway housed some Worms. These were the offspring and female worms. After some intense moments the edge swung back in our favor with 3 straight round of winning the initiative. We cleaned up the worms. The open room had another crate of apples that the War Mage gladly ate since he had taken 4 wounds. We entered the hallway and found another right hand turn leading into another open room. So we sent the familiar to snoop around and discovered 3 more worms, an offspring and 2 male worms.

Hunter, the DM, stated the male worms with an acid spit attack and a poison melee bite and an armor of 5+, yikes  :o

So we kilt the offspring and none of our magic attack had any effect on the males that proceeded to spit acid on the War Mage. Then they won initiative and charged the War Mage. They gave him 3 wounds and poison and the SOM one wound and poison. They did manage to inflict some wounds on the males. However the next initiative the War Mage dissolved into a gooey mass on the floor having rolled all the poison dice with sixes  :'(

The SOM succumbed to more acid spit from the two remaining males while the Sorcerer kilt off one of them.

The Sorcerer had an outstanding melee round getting the second down to only one wound left. The next turn our Sorcerer was kilt by the worm and joined our War Mage and the SOM respawning at the dungeon entrance   :o

The next few turns saw no wandering monsters and our Happy Heroes having reformed moved before the closed door at the end of the hallway.

Sooo War Mage opens the door and enters followed by the familiar.

This is a medium sized room with lots of good stuff in it, several crates of apples, crates of skulls, potions, antidotes, a pool of water and a teleporter. However, there are three angry male worms along with two female worms in the room  :-\  what were they doing.

The battle begins, SOM controls a male and moves it to block the path between two crates thus stalling for a bit the rush of the other worms. The gives the War Mage and the Sorcerer time to move behind the pool of water and a crate of skulls. The War Mage had Dedicated Shot and poofs one of the female worms. Luck is on the Heroes side and they win initiative. SOM does Gaze Attack on the blocking male worm and the War Mage and the Sorcerer with Multi Shot take the other female worm and hurt a male. However, the third male was able to acid spit the SOM but he held his gaze on the other male.

Heroes win initiative again, SOM continues to strain his eyes on the blocking male and the War Mage and Sorcerer kill the second male. Now the SOM decided to stop looking at the blocking male and takes control of the third male and moves him way back behind the wall into a corner which blocks its LOS to our party. (we decided that since the SOM took his eyes off the other male to control the third male that released the blocking male) which promptly spit acid on the SOM with 3 wounds upping the total of wounds on the SOM to 5 one more and kaput.

But lady luck was shining on our Heroes and they won initiative, since the third male was effective out of their LOS all three concentrated their magical attacks on the blocking male and vaporized it. Next turn the worms won and the last male came charging around the corner into LOS with was its doom  :D

Now the room was cleared and the treasures could be picked up. The next turn revealed no wandering monsters again (so far none have showed up, bad rolling on the DM) and the SOM ate apples to recover wounds. Next turn, same thing, no monsters and the party moved to the big door at the end of the room.

While preparing to open the big door the initiative was lost and the ground began to shake when all of a sudden a monster of a worm broke from the ground right behind our party. This massive purple worm took up 4 full floor spaces and engaged all three heroes in its kill zone. Its melee attack dealt out 2 damage to each hero. Stunned by the event none of the heroes were able to scratch the worm in melee.

Initiative failed our Heroes in their moment of need and the purple worm gulped down the War Mage in a blink of an eye and sorely damaged the SOM. However, revenge is sweet and both the Sorcerer, the familiar and the SOM all did serious wounds to the purple worm giving it half of its wounds.  The Heroes won initiative this time and wounded the worm down to only one wound left. Its attack back was just as vicious and delivered 2 more wounds to the Sorcerer and 2 to the SOM. 

Purple won initiative and destroyed the SOM but the Sorcerer and his familiar finished off the worm. As the Sorcerer turned toward to the big closed door the DM politely announced that he had achieved victory with 5 points - having kilt the entire party once and then the War Mage and SOM a second time. So the Sorcerer high tailed it out of the dungeon closely followed by this familiar in search of some more able bodied heroes to help him open that big door in the purple worms room!

We had a blast playing that little one room dungeon and it was down to the end who ever won that last initiative roll. If the Heroes had won they would have finished off the purple worm and been able to see what was behind that door. But that is for another day and another adventure, and by the time the Sorcerer returns I am sure the dungeon will be filled again with nasties or maybe not . . .  :d


sixsideddice

OMG Blaker, what an amazing game; and oh so close. I LOVED your write up, and you explained it so well, it worked really well even without photos. Really most enjoyable. You really got the balance thing right as well.

I loved your use of Gaze Attack... that’s how to do it  ;)  quite a useful little spell.

I was glad to see you using Hero re-spawning for the game (I notice a lot of people play it like D&D and once dead, a Hero stays dead). I think it adds a nice edge to the game, means players don`t sit bored once they are out of the game, and creates a `race` to see who wins first - do the Heroes complete the level, or will the DM whittle the Heroes down before they manage to complete the dungeon; either killing them all or allowing the players a chance to lick their wounds and `try again` another time, better armed and with more wisdom as to what  potentially lies ahead in wait for them  :D

I absolutely loved your write up, and can`t wait to see more. You`ve really got a hang of the rules, which makes me a very happy chappie   :) <--- happy dance.

You`ll have noticed that like early D&D, the scope for a DM to make up all kinds of `house rules in Dungeon World is very high (like in Tunnels and Trolls). The game can be as simple or as complex as you like.

Wonderful stuff, and thank you so much for sharing.


Six  :-bd

Blaker

Howdy Six,

Thanks for the kind words about our game.  We let the Heroes re-spawn twice before they are out for good. All of us are liking the Strange Old Man. I was thinking we should call him the Old Man from Scene 24, but my boys liked the Strange Old Man title.

Now I am thinking about how to work up a multi entrance, multi party dungeon with two or more 4 member parties entering the same dungeon looking for the same items to get out safely.  However, it looks like I will need more dungeon pieces - which is a good thing  ;)

Any thoughts on stats for pistols, rifles and shotguns?

Hopefully we will have another dungeon crawl later this week and hopefully, we will find that camera  :D

sixsideddice

QuoteHowdy Six,

Howdy Blaker,

QuoteThanks for the kind words about our game.  We let the Heroes re-spawn twice before they are out for good. All of us are liking the Strange Old Man. I was thinking we should call him the Old Man from Scene 24, but my boys liked the Strange Old Man title.

Yep, allowing  Heroes to re-spawn twice is a good twist on the rules, I like it. I LOVE that name Strange Old Man (SOM) hehe, he really comes to life. It would almost be a sacrilege not to include him in further adventures, wouldn`t it    hehe.

QuoteNow I am thinking about how to work up a multi entrance, multi party dungeon with two or more 4 member parties entering the same dungeon looking for the same items to get out safely.  However, it looks like I will need more dungeon pieces - which is a good thing 

Multi party games are great fun. The rules were sometimes play tested that way at the local club(s). I love the scramble for initiative sequence each turn with multi parties... though I`d suggest moving to a D10 for these; it seems to give a better result. But keep the +2 max Initiative Bonus per team as it is.

QuoteAny thoughts on stats for pistols, rifles and shotguns?

geee, yes. There`s a forum thread about that from ages ago. I`ll hunt it down. It`s also covered in the website, so we have a double bash as locating that one quickly.

QuoteHopefully we will have another dungeon crawl later this week and hopefully, we will find that camera 

I`ll really look forward to that... seriously. I love reading these batreps, especially if part of a campaign game.



Cheers for now,

Six

sixsideddice

19 September 2011, 02:40:48 PM #19 Last Edit: 19 September 2011, 02:44:13 PM by sixsideddice
Here you go Blaker, will this do:


Harquebus

Attack Dice 8: Range 12 (8-12)

-1 from target Armour (on the Kill roll) when range is 6 or less squares.

If the shooter rolls 4 or more 1`s when rolling the “To Hit” dice, the weapon misfires (no hits on the enemy this move I`m afraid) and the shooter must, instead, take 2 automatic wounds.

___________________________________

Pistol:

Attack Dice 6: Rage 7 (6-7)

-1 from target Armour (on the Kill roll) when range is 3 or less squares.

If the shooter rolls 3 or more 1`s when rolling the “To Hit” dice, the weapon misfires (no hits on the enemy this move I`m afraid) and the shooter must, instead, take 1 automatic wound.

___________________________________

Blunderbuss:

Attack Dice 8: Range 5 (8-5)

A Blunderbuss has no short range.

A Blunderbuss may potentially hit multiple targets when fired. The first target (the nearest) along the line of fire is hit on the “To Hit” roll of a 4, 5, or 6 and has Armour reduced by -1 on the Kill roll. The second nearest target (which must be within 2 squares of the initial target square) is hit on the roll of a 5 or 6 (no target Armour reduction). A third potential target must be adjacent to the second and hits on the roll of a 6. A forth available target must be adjacent to the third and is also hit on the roll of a 6.

A Blunderbuss may be fired at an adjacent enemy or enemies (i.e. within the shooters kill zone) in the Non Movers Shooting Phase â€" but only on the initial move the enemy moved adjacent to the firer.

A Blunderbuss goes BANG! Inflicting 1D6-1 wounds on the weapon wielder if the shooter rolls 3 or more 1`s when rolling the “To Hit” dice.