Dungeon World Companion

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.

Surplus

When a steading has a resource that another steading needs unless enmity or other diplomatic reasons prevent it they set up trade. The steading with the resource gets +prosperity and their choice of oaths, +population, or +defenses; the steading with the need erases that need and adds trade.

Aid

When a steading has oaths to a steading under attack that steading may take -defenses to give the steading under attack +defenses.

Embattled

When a steading is surrounded by enemy forces it suffers losses. If it fights back with force it gets -defenses. If its new defenses are watch or less it also gets -prosperity. If it instead tries to wait out the attack it gets -population. If its new population is shrinking or less it loses a tag of your choice. If the steading’s defenses outclass the attacker’s (your call if it’s not clear, or make it part of an adventure front) the steading is no longer surrounded.

Opportunity

When a steading has enmity against a weaker steading they may attack. Subtract the distance (in rations) between the steadings from the steading with enmity’s defenses. If the result is greater than the other steading’s defenses +defense for each step of size difference (village to town, town to keep, keep to city) they definitely attack. Otherwise it’s your call: has anything happened recently to stoke their anger? The forces of the attacker embattle the defender, while they maintain the attack they’re -defenses.

Clash

When two steadings both attack each other their forces meet somewhere between them and fight. If they’re evenly matched they both get -defenses and their troops return home. If one has the advantage they take -defenses while the other takes -2 defenses.

Other Updates

The conditions above detail the most basic of interactions between steadings, of course the presence of your fronts and the players mean things can get far more complex. Since tags are descriptive, add them as needed to reflect the players’ actions and your fronts’ effects on the world.