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I'm On A Boat! 2nd Edition (A Dungeon World Adventure)
by Toby W. [Verified Purchaser] Date Added: 04/24/2017 17:33:18

I really enjoyed this adventure, as did all my players. This, along with Joe's free adventures, lead me to buy his whole catalogue. The NPCs were especially memorable and the players liked them enough that I made them part of the larger campaign front. This is top quality stuff, so it's not a risk to contribute a little more for it, than you might for some random pay-what-you-want content.



Rating:
[5 of 5 Stars!]
I'm On A Boat! 2nd Edition (A Dungeon World Adventure)
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I'm On A Boat! 2nd Edition (A Dungeon World Adventure)
by A customer [Verified Purchaser] Date Added: 06/24/2016 12:33:28

Although I have yet to play it and I wonder if it will work well if the PC's are not actually crewmen (thus reducing the usefulness of this scenario), I really like the added sailing moves. It has inspired me to add my own if I can get my rpg buddies to ever switch from tedious Pathfinder. Pretty solid content and a welcome addition to Dungeon World for a pay as you wish supplement.



Rating:
[4 of 5 Stars!]
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The Green Scar: A Dungeon World Adventure
by Jay E. [Verified Purchaser] Date Added: 06/23/2016 11:59:14

The green scar was the first adventure I ever made it all the way through as a GM, in any system. I had a little trouble running it during the first act of the adventure, but that may be due to the fact that I'm but a young'un with regards to running an rpg. The next two acts were very enjoyable and provided a lot of interesting stuff to work with, culminating in a final battle that was really a blast and left me and my players excited for more.

The first act was what I had issue with the most, mainly due to it's messing around with time travel and what I found to be a very weak plot hook. It took by far the most sessions and the players felt no motivation to move forward, and even with me explicitly stating the goals of the party, they had trouble trying to figure out HOW to even accomplish their goal. There are areas within the starting temple that transport you to different places in time, and some of the suggested hard moves actually encourage you to pop one of the players into a differnt time zone for no real reason. It was confusing and had no bearing on the rest of the adventure. I'd suggest omitting the time travel alltogether, unless you make the whole party travel together no matter what the circumstance.

It's detailed, but the layout could definitely have used some work, in my opinion. The biggest issue for me was the maps, which were simply poorly constructed within the main pdf. Instead of labels, they simply had circled drawn around areas of interest, and the names of those areas were listed underneath the map from left to right. So, the farthest left circle would correspond with the top of the list, and the farthest right circle would correspond with the bottom. This led to a lot of wasted time trying to figure out what was where during the first act, and I eventually just wrote the locations in on my printed copy of the pdf.

Also, finding the stats for enemies was tough, but I realized just before writing this review that there's a bestiary pdf included which has the stats and motivations of the enemies, so I'd recommend having that handy while you run the adventure.



Rating:
[4 of 5 Stars!]
The Green Scar: A Dungeon World Adventure
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I'm On A Boat! 2nd Edition (A Dungeon World Adventure)
by Sophia B. [Verified Purchaser] Date Added: 03/14/2015 04:08:16
http://dieheart.net/boat-dw/

I’m On A Boat! 2nd Edition by Joe Banner is a short adventure pack for Dungeon World. It is available at DrivethruRPG as a Pay-What-You-Want-product. Alternatively, you can download it from the official Dungeon World’s Dropbox folder.

The PDF is 14 pages and gives you a framework for running a seafaring adventure. The layout is modern and nice looking with good use of icons and fonts. The look doesn’t distract from reading. Design-wise it’s definitely a good product.

Getting Started and Introduction

The book has a short “Getting started” section for the GM. This is some short paragraphs with tips. The author acknowledges that you as a GM might need more content to run this game. He refers to the GM Agendas/Principles of the core rulebook:

It’s worth remembering that in Dungeon World, you play to find out what happens and ask questions and build off the answers. So, basically the adventure is build on the premise that you get (world-building) input from your players. It achieves this by giving you a list of questions which you can ask your players. The starting point of the adventure is that the players are onboard the merchant vessel Salty Mare. The initial questions aim at finding out how and why the players got there and flesh out the boat, i.e. What did it cost to book safe passage?. I like that there is an introductory Custom Move for the player who booked the passage. The move sets up some interesting complications. It’s a clever way of setting up play.

The Salty Mare

The next chapter explains Cast & Crew of the craft, some Stakes and a minimalist map of the ship. There is also a random table for cargo boxes with flavorful items. These are mostly for fun. There is a full page of Custom Moves for being on a boat:

when you set sails when you take the helm when you take part in a drinking contest when you chart a course when you boost the crews morale Mechanically the moves are crafted nicely. Notwithstanding, the setup is a bit sparse if you’re not a magician at improvising and/or have awesome players who drive the game with a shared narrative authority.

That’s why two Dangers included. You will want to use at least one in your adventure.

Outbreak!

Infected rats try to breed and multiply and will ultimately consume everyone (including the players!). The author gives you some questions to tie the players into the situation. The Danger with its Grim Portents is included, of course. There are two monsters, the Infected Sailor and Chuckles, the infected cook. Furthermore, a Custom Move for the disease itself!

This is a straightforward disease-scenario. It gets a bit more interesting because the players are in a contained space but otherwise it’s pretty up-front. I’m sure it will be fun in conjunction with the second danger:

The Black Flag Rises

Pirates! Arr! Of course, an adventure in the high seas couldn’t go without them. The captain is a woman (as well as the captain of the Salty Mare) and has this weird Master of Gulls on boat, a sea gull sorcerer. The setup includes the Danger, its Grim Portents, some stats for the opposition and some unique items on two pages.

Summary

The adventure sets up an initial situation and with the two Dangers you have some information on how to fill it. The Fronts are in line with typical tropes. The Master of Gulls is an interesting twist as he adds an unusual, magical element. All in all, very solid but nothing really ground-breaking.

This adventure only gives you a framework, that’s for sure. It’s one you can work with. As it seems consensus in Dungeon World it relies heavily on player buy-in and input so you’ll need to ask lots of questions and hope that you’ll get something interesting out of it. Otherwise the GM will need to do a lot of legwork on her own. Some GMs might find it too barebones to run as written. It certainly helps to have more maritime materials at hand for the worst-case scenario.

With I’m On A Boat you get a straightforward sea adventure scenario with some input on how to spin it. With PWYW you can get it for free and see for yourself if you like it.

I would have liked to see some additional content and some more things that are out of line of the typical pirate tropes.



Rating:
[4 of 5 Stars!]
I'm On A Boat! 2nd Edition (A Dungeon World Adventure)
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The Green Scar: A Dungeon World Adventure
by Micah B. [Verified Purchaser] Date Added: 06/12/2014 06:10:10

I hope my work can be this good.

I have read several DW adventures, none of which provide the detail Joe Banner does. you could pay a similar price for a product that is nowhere near this quality. This is a book of a campaign with three acts, fully thought out characters, maps, interesting magic items and more. I have purchased items on this site that are two pages in length for $1.99. They are almost all jokes in comparison to products like this. Joe Banner is setting the standard.

If you go to his blog you can find one-shot games from Joe at his blog:

http://joebanner.co.uk/

This book is just done the way a DW campaign should be.



Rating:
[5 of 5 Stars!]
The Green Scar: A Dungeon World Adventure
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Shadows of Umberto: A Dungeon World Adventure
by Benjamin R. [Verified Purchaser] Date Added: 10/24/2013 21:53:05

Well meant, but the product seems cobbled together, confusing, and lacks cohesion. Its structure is highly reminiscent of a playset in Fiasco. While one of the principles of Dungeon World is certainly leaving blanks, there is not enough detail here to get me excited about running the setting.



Rating:
[2 of 5 Stars!]
Shadows of Umberto: A Dungeon World Adventure
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