I’ve tried to find info on how people in general use portents in their dangers/fronts, but haven’t found more than…

I’ve tried to find info on how people in general use portents in their dangers/fronts, but haven’t found more than…

I’ve tried to find info on how people in general use portents in their dangers/fronts, but haven’t found more than what’s written in Dungeon World (yet, still waiting for my AW 2ed and Urban Shadows books to arrive).

To anyone GMing DW – how do make the most of portents and how do you prefer to implement them in your GMing?

EDIT: Used the wrong word. It should read Portents, not dangers. Sorry.

14 thoughts on “I’ve tried to find info on how people in general use portents in their dangers/fronts, but haven’t found more than…”

  1. A lot of people ignore them. I think if you use them try are basically a prompt you can reach for when you need one.

    Portents are ominous events the characters observe happening in the world. It may or may not be obvious that they are due to a specific danger that is escalating. The danger could be a witch in the woods; a portent could just be hunters arguing whether to hunt there. I think the goal of expressing a portent is to deliver a call to action. If the players refuse the call then they are giving you a golden opportunity.

  2. A lot of people ignore them. I think if you use them try are basically a prompt you can reach for when you need one.

    Portents are ominous events the characters observe happening in the world. It may or may not be obvious that they are due to a specific danger that is escalating. The danger could be a witch in the woods; a portent could just be hunters arguing whether to hunt there. I think the goal of expressing a portent is to deliver a call to action. If the players refuse the call then they are giving you a golden opportunity.

  3. I think they help when starting from scratch. But I usually have that planed out before hand and skip the fronts step. Maybe if something new is introduced in play you can begin to flesh it out using that method

  4. I think they help when starting from scratch. But I usually have that planed out before hand and skip the fronts step. Maybe if something new is introduced in play you can begin to flesh it out using that method

  5. True Phillip Wessels, I can see the clear guiding purpose and I could definitely see myself using them as a guide for easy improvising. The call to action part is important though, a key thing Is say. Good point!

  6. True Phillip Wessels, I can see the clear guiding purpose and I could definitely see myself using them as a guide for easy improvising. The call to action part is important though, a key thing Is say. Good point!

  7. I just use it to frame a sequence of events, and change them as the fiction changes. Like, a campaign front is a ticking time bomb, where each adventure front has an effect on it, positively or negatively. Either way, however, the players march toward the epic conclusion of the campaign front… which is essentially just a framework for a story arc.

  8. I just use it to frame a sequence of events, and change them as the fiction changes. Like, a campaign front is a ticking time bomb, where each adventure front has an effect on it, positively or negatively. Either way, however, the players march toward the epic conclusion of the campaign front… which is essentially just a framework for a story arc.

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