Last month, I wrote about how you might design and run deathtrap dungeons using the Dungeon World roleplaying game. To aid GMs further, I’ve created several custom moves based on some of the most iconic and infamous traps lurking in the Tomb of Horrors. Use them as they appear in your own adventures, or modify them to create custom moves for traps of your own devising.
Deathtrap Dungeon World, Part 3: Death and Rewards
In this final part of the series, I’ll talk about how to handle death in your Dungeon World delve and how to manage “defy danger or die” effects. I’ll also discuss some strategies for rewarding players and characters that overcome the challenges your deathtrap dungeon presents.
Deathtrap Dungeon World, Part 2: Dangers and Hard Moves
In this part of the series, I’ll talk about how to create monsters, traps, and puzzles for your deathtrap dungeons in a way that embraces Dungeon World’s mechanics and philosophy. In addition, I’ll explain why hard moves are the most important part of your deathtrap dungeon toolkit, and present a list of 20 hard moves you can use in your game tonight.
Deathtrap Dungeon World, Part 1: GM Principles
In this 3-part article series, I’ll share some of my tips for running deathtrap dungeons using the Dungeon World roleplaying game. By drawing on the lessons of my recent deathtrap dungeon campaign, Black Plume Mountain, and by using my conversion of the Tomb of Horrors as a guide, I hope to give you the tools to design and run exciting, dynamic, and brutal delves.
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