DungeonWorld by Unknown

DungeonWorld by Unknown

Author:Unknown
Language: eng
Format: epub
Published: 2012-11-12T16:00:00+00:00


Fronts on the Campaign Map

Your steadings are not the only thing on the campaign map. In addition to steadings and the areas around them your fronts will appear on the map, albeit indirectly.

Fronts are organizational tools, not something the characters think of, so don’t put them on the map directly. The orcs of Olg’gothal may be a front but don’t just draw them on the map. Instead for each front add some feature to the map that indicates the front’s presence. You can label it if you like, but use the name that the characters would use, not the name you gave the front.

For example, the orcs of Olg’gothal could be marked on the map with a burning village they left behind, fires in the distance at night, or a stream of refugees. Lord Xothal, a lich, might be marked by the tower where dead plants take root and grow.

As your fronts change, change the map. If the players cleanse Xothal’s tower redraw it. If the orcs are driven off erase the crowds of refugees.

Updating the Campaign Map

The campaign map is updated between sessions or whenever the players spend significant downtime in a safe place. Updates are both prescriptive and descriptive: if an event transpires that, say, gathers a larger fighting force to a village, update the tags to reflect that. Likewise if a change in tags mean that a village has a bigger fighting force you’ll likely see more armored men in the street.

Between each session check each of the conditions below. Go down the list and check each condition for all steadings before moving to the next. If a condition applies, apply its effects.

Growth

When a village or town is booming and its prosperity is above moderate you may reduce prosperity and defenses to move to the next largest type. New towns immediately gain market and new cities immediately gain guild (your choice).

Collapse

When a steading’s population is in exodus and its prosperity is poor or less it shrinks. A city becomes a town with a steady population and +prosperity. A keep becomes a town with +defenses and a steady population. A town becomes a village with steady population and +prosperity. A village becomes a ghost town.

Want

When a steading has a need that is not fulfilled (through trade, capture, or otherwise) that steading is in want. It gets either -prosperity, -population, or loses a tag based on that resource like craft or trade, your choice.

Trade

When trade is blocked because the source of that trade is gone, the route is endangered, or political reasons, the steading has a choice: gain need (a traded good) or take -prosperity.

Capture

When control of a resource changes remove that resource from the tags of the previous owner and add it to the tags of the new owner (if applicable). If the previous owner has a craft or trade based on that resource they now have need (that resource). If the new owner had a need for that resource, remove it.

Profit

When a steading has more trade than its current prosperity it gets +prosperity.



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