Permalink
Browse files

Fix missing </p> tag

  • Loading branch information...
1 parent 468d3b7 commit 3138770b90b26fdac148aae51a596803a3bf6445 @Sagelt committed May 18, 2012
Showing with 1 addition and 1 deletion.
  1. +1 −1 a3-Conversion.xml
View
2 a3-Conversion.xml
@@ -38,7 +38,7 @@
<p aid:pstyle="NoIndent">Two things that are, traditionally, a “big deal” in published modules are treasure and magic items. This is less relevant in Dungeon World (as the reward cycle for characters is more about “doing” than about “having”) but it’s still fun to drudge through a dungeon or explore lost ruins and come up with cool magic items and piles of gold! Like the map, it’s useful to get an idea of the kinds of stuff that might be found in the adventure—anything particularly called out in the text as relevant to the adventure itself (a magic sword that can be used to wound the golem on level 4, or a pendant belonging to the prince captured in room 3) is particularly important. Like monsters, it’s better to look at magic items in terms of what purpose they fulfill: what they’re “for” rather than the damage or armor bonus they might give. Dungeon World isn’t built on balancing treasure against character level, for example, so just look through the adventure for items that seem cool or fun or interesting and create new magic items (with custom moves as necessary) wherever you think it’s needed. This is possibly the easiest step of conversion. Again, you can leave yourself exploratory room, here. Make notes to yourself like “the wizard has a magic staff, what does it do?” and find that out in play. Ask the players about it, see what they have to say. Let Spout Lore do some work for you. “You’ve heard that the wizard here has a strange magical staff. What rumors have you heard of its origins?”</p>
<h2>Introductory Moves</h2>
<p aid:pstyle="NoIndent">This step is entirely optional, but can be really useful when running through an adventure for a convention group or other group where running through a full “first session” process just isn’t possible. You can take variables of the adventure and create “hooks” for that adventure, writing custom moves to be made after character creation but before play starts. These moves will serve to engage the characters in the fiction and give them something special to prepare them or hook them into what’s about to happen. You can write one for each class, or bundle them together, if you like. Here’s an example:</p>
-<p aid:pstyle="Example">Fighter, someone who loves you gave you a gift before you left for a life of adventure. Roll + CHA and tell us how much they love you. On a 10+ pick two heirlooms, on a 7-9 pick one . On a miss, well, good intentions count for something, right?
+<p aid:pstyle="Example">Fighter, someone who loves you gave you a gift before you left for a life of adventure. Roll + CHA and tell us how much they love you. On a 10+ pick two heirlooms, on a 7-9 pick one . On a miss, well, good intentions count for something, right?</p>
<ul><li>a vial of antivenom</li>
<li>a shield that glows with silver light</li>
<li>a rusted old key in the shape of a lizard</li></ul>

0 comments on commit 3138770

Please sign in to comment.