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Donald Dennis
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I've been running Funnel World for about a year, both at local conventions and at the library where I work. We have enough villages to populate a small kingdom.

This January I am going to be running couple Funnel World scenarios and a Dungeon World sequel at a convention in January. I'd like to start one of the funnels in a small flotilla of trading ships. Are there any existing resources for something like that, perhaps a nautical version Funnel World you could point me towards? If not I'll just create my own charts for making characters and guidelines for a flotilla.


I'm preparing for the second A Time to Harvest session, and I'm once again appalled at how poorly presented this neat little campaign is. The blocks of text seemed designed to slow down consuming the information they contain. The writing style is more for atmosphere than for communication

I am very frustrated.

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Saint Marcellus' flood or Grote Mandrenke
Weather is an interesting phenomena that is rarely used to it's full potential. Even games like Fate, which allow weather to be an Aspect of a scene can sometimes fall short in weather.

I really thought +Erik Dewey and I had covered weather and the way it changes game play, but if we did I can't find it.

Saint Marcellus' flood or Grote Mandrenke is a great example. It's a big damned flood. Lots of people died. and towns disaappeared. It was January 1362, killing 25,000+. How would you use this? Would it be wrath of the gods, a cultist ritual, or just the arbitrary whim of nature?

What weather have you used in your games?

https://stevengoddard.wordpress.com/2012/11/03/little-ice-age-storm-surges-killed-tens-of-thousands-of-people-in-europe/ 

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Sound effects for your game.
This site is sooo relaxing for a noisy office. 
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