Forget if they mention it in the book or not but I think the Perilous Wilds exploration rules pair really well with random exploration tables. Especially if you work off of 2d6 or 3d6, since you can make events more or less common using a bell curve and change it over time
"Pedantic shitlord" absolutely needs to become a homebrew baddie. I wanted to say thanks for sharing knowledge, but also for being fucking hilarious at the same time!
Very nice. Still loving the outro. I agree with you on the book. Helpful for a newer DW GM but if you have been doing it for a while now its not as useful. I also love random tables they are just fun to roll to find out =) Thanks for doing the doing.
The Perilous Wilds is possibly the best single volume ever published for Role Playing Games. Ever. The instant dungeon build and the mechanisms for finding monsters, wonders, dangers, etc. is the bomb. The DungeonWorld specific stuff easily converts to other systems. You can run an entire campaign with like zero prep, using this.
I only have one Dungeon World supplement and its this one! (Despite having borrowed Class Warfare a bunch) Being honest I've used it way more for not Dungeon World than with Dungeon World. I find it really handy to have the neat, tidy good advice in one little zine to work out of. That and the dungeon generation is top notch! If you do want to become Glenn from Cresting Feast, I did buy this game called Realms of Peril recently that really impressed me. It's Dungeon World but more OSR-y with an explicit focus on West Marches style games. Probably not going to have the time or players to run it any time soon sadly. T_T
Perilous wilds is one of my 2 fav supplements of dungeon world- the other is the planarch’s codex
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Curiously I used this book for several games I played, mostly solo, but not in my campaign of Dungeon World... The dangers, discoveries, monster, and dungeon generation rules are worth every penny spend on this product, regardless of the game you use.