The Adventurer’s Life
Now you know the basics. It’s time you found out what the adventurer’s life is really like. They say it’s all gold and glory. That’s sometimes true, but sometimes it also means digging through otyugh waste for a chance at one more gold coin.
Dungeons
As an adventurer you’ll spend a lot of time in dungeons. The word “dungeon” conjures up an image of the stony halls under a castle where prisoners are kept, but a dungeon is really any place filled with danger and opportunity. A dragon’s cave, an enemy camp, a forgotten sewer, a sky castle, the very foundations of the world.
The most important thing to remember when you’re in a dungeon is that it’s a living place. Just because you cleared the guards out of the entryway doesn’t mean they won’t be replaced by fresh recruits. Every monster, soldier, or leader you kill has friends, mates, followers, and spawn somewhere. Don’t count on anything in a dungeon.
Since dungeons are living places you’d better prepare for the long haul. Rations are your best friend. Delving into the Hall of Xa’th’al isn’t a day trip. Once you’re inside your exit might be blocked. Even if you could just waltz out the time you spend doing it just gives your enemies time to prepare. Those goblins aren’t tough, but when they have time to rally and prepare traps…
Speaking of traps—keep your eyes open for them, too. The thief is your best friend there. They can stop you before you wander into a pit trap or fill the room with acid. Without one you’re not in dire trouble, but you’re likely to need to take your time and be extra careful. You can investigate an area by discerning realities, but you’ll be taking more risks than a skilled thief would.
When you’re unlucky enough to trigger a trap you might have a chance to get out of the way, throw up a quick protective spell, or save a friend—most likely by defying danger. Of course not every trap is so crude as to give you time to get out of the way. A well-built trap will have a blade in your side before you even know it’s sprung.
That sounds grim, sure, but it’s not as bad as all that. You’ve got steel, skills, and spells. If you stick together and keep your wits you’ll make it out alive. Probably.
Monsters
The beasts and worse that fill dungeons? We call them monsters.
Not all of them appear monstrous. Sometimes it’s just a guy in some armor—no horns, flames, or wings, nothing. But when that guy wants to kill you, well, he’s as much a monster as the rest.
Some don’t even need arms and armor. A wily warlock or nefarious noble can stab you in the back a dozen times with a word or two. Be wary of anyone who can stroll around a dungeon with nothing but a robe and a staff: there’s a reason they don’t need a shell of steel.
When it comes to fighting monsters, it’s an even bet: your life versus theirs. You should know that going into it. If you can avoid it, never fight with even odds. Unless you have the advantage you’re probably better off working to gain that advantage than betting your life on a fight. Find their weaknesses, pad your advantages, and you’ll live long enough to enjoy the spoils.
Fights often mean triggering moves like hack and slash, defend, or volley. Defy danger comes up pretty often too, and class moves like cast a spell. The best fight for you is one where you have the drop—since hack and slash is triggered by attacking in melee, and a defenseless enemy isn’t really in melee, the move won’t trigger—you’ll just bury a weapon or spell in their back and deal your damage.
Monsters generally fall into a few types. Humanoids are more or less like you—orcs, goblins, and so on. Beasts are animals, but not so docile as Bessie the cow: think foot-long horns and acid sacs. Constructs are crafted life. Planar monsters come from beyond this world, from places only dreamed of. The undead might be the worst of all: that which is dead is damn hard to kill again.
When you find yourself in a fight with a monster you have a few different tricks up your sleeve that can help you survive. If the monster’s something you might know about, you could consult your knowledge and spout lore. It never hurts to take a minute to look around and discern realities, too—there might be something helpful nearby that you missed. Make sure you understand your class moves and how they can help you, too. You never know when a move might come in handy in a new way.
Wilderness
There’s dungeons, there’s civilization, and there’s all the stuff in-between: the wilderness. The line between a forest and a dungeon is thinner than you might think—have you ever been lost in the night and surrounded by wolves?
Journeys by road are easy. When you’ve got a trail to follow and some modicum of protection you’re not even making moves—you just consume some rations on the way and make it to your destination. If it’s a perilous journey though…
On a perilous journey you’ll need a trailblazer, a scout, and a quartermaster. That means you’ll probably want at least three people when you’re traveling in dangerous areas. Fewer than three and you’ll be neglecting something—that’s an invitation for trouble.
Friends and Enemies
You’re an adventurer, so people will pay attention to you. Not all of that attention is going to be positive. You’ll find that, especially once you’re laden down with ancient treasure, all manner of hangers-on will appear from the woodwork.
Sure, you can get leverage on these people and parley them to get what you want, but the way to build a lasting connection is to do right by them. Forcing Duke Alhoro to give you a castle in return for his daughter will get you the land, but the reputation that comes along with your shady dealing won’t do you many favors. Coercion isn’t mind control, so play it nice if you want to make friends.
Magic, though, that just might be mind control. The morality of it’s debatable but you can bend someone to your will if you don’t mind tossing their free will in the corner.
It’s worth keeping track of who’s got your back and who’d sooner stab you in it. The GM will be doing the same, and the worst enemy is the one you don’t know. You’re not the only ones in Dungeon World with grand designs.
While you live the adventurer’s life, with no fixed address to give, other folks are likely to be more settled. Knowing where the blacksmith is that does the best work, or which town’s inns will put you up free of charge, is a fine thing indeed.
Keep in mind that not all power is physical. Even if you could take down King Arlon in a fight you’ll just be inviting retribution from his kin, allies, and court. Station is its own kind of power apart from magic and might.
The World
You’re an adventurer; you’re a big deal. But there are other forces at work too. The world will go on without you. If you don’t deal with the goblin infestation in the sewers maybe someone else will. Or maybe the goblins will take over the city. Do you really want to find out?
A world in motion is a world waiting to be changed. Your choices of who to kill (or not), where to go, what bargains to make—it all changes the world you’re in. Changing the world requires acting on it—making moves and pursuing treasure and exploration. Change comes in many forms, including XP used to level up and gain new abilities. Those abilities are then used to go back out into the world and stir things up. It’s a cycle of change and growth for both you and the world you live in.