Reading the Dungeon World chapter on fronts makes me want to rewrite the list of open plots and the todo lists for a quest or two, and the list of random upcoming campaign changes as fronts. Perhaps that would make all these things clearer to me. Now that I think about it, my campaign threats are a confusing mess of half baked ideas. They work – I think – but perhaps they'd work better if written up as fronts.
6 plus ones
Shared publicly•View activity
- I'd love to read more worked examples from D&D modules of old... I'm aware of the oneand put in the book, but still struggle!Nov 1, 2015
- Currently this is what I have for my campaign fronts. http://flic.kr/p/zAcJpd
I probably have one or two more which I don't consider to be a urgent. One thing I noticed is that the old structure of my notes was this: if you want to resurrect Arden, you need to do the following… and what followed was a list of quests, each of which I felt would make a nice adventure, should the players decide to follow up on it. The write-up as front changes the setup: if players don't resurrect Arden, his insanity will spread, somebody else will take the throne of light, and so on. I'm not sure I like this shift from "this is a sandbox and whatever you want to achieve will be full of adventure" to "the world will go from bad to worse if you don't take matters into your own hands". I suddenly feel like might be preparing two or three campaign arcs or adventure paths… a kind of campaign setup I tried to avoid because players end up feeling like they have less choice. Everything is falling to pieces and there is pressure everywhere and time is running out and go, go, go!Nov 1, 2015
- They work really well for D&D. I've used them for my last few homebrew games.Nov 1, 2015
- What I said in the comment above seems to be the biggest difference in terms of how it works. In my sandbox, players get interested in things, they learn more about it, they formulate goals and then they discover all the difficulties that need to be overcome. The world is essentially static. My campaign events are random intrusions where I think to myself, "an invasion of mind-flayers sounds great" and then the setting starts to change. This process is less structured than the fronts of Dungeon World. Fronts are also tied into moves, so a failed roll by players can advance fronts. No such thing happened in my sandboxes. People felt free to calmly consider the missions they care about and do some horse trading: "You'll help me bring down Susrael and I'll help you bring back the fire giant's wife, OK?" Fronts put pressure on players and I don't think they'll feel as free to pick and choose because there will be consequences, always.Nov 2, 2015
Add a comment...