Where did this dungeon come from that was spiral shaped and contained a statue of Dagon?

I remember there being a dungeon for D&D 5e, possibly as part of an AL adventure (I don’t remember it being in a full published adventure like Out of the Abyss, etc), but if it was AL, I don’t remember which season (probably one of the earlier ones, though), or exactly how long ago it was. Me thinking it might have been AL might be a red herring.

It was a small dungeon, I feel like it only had 8 rooms or so, arranged in a spiral shape, and near the centre of the dungeon, I want to say area 7 but that might be wrong, there was a little alcove-like room with a shrine to Dagon there, and possibly a dead/undead creature or two in there. After this room, there was then the centre of the spiral, which contained the “boss fight” (I can’t remember what this boss fight was either).

I can’t remember what Tier this was for, but it was probably Tier 1, or Tier 2 at most; I don’t think it was higher level content.

That’s all I remember, although comment-questions may prompt me to remember a little more…

How would learning Share Energy unbalance GURPS Dungeon Fantasy/DFRPG?

So, Dungeon Fantasy/DFRPG doesn’t offer Share Energy. To any character. It’s a Healing College spell, and those (barring Lend Energy and Recover Energy) are the exclusive domain of Clerics — but it’s not on the Cleric spell list in DF:1.

Share Energy can only share up to 5 FP, for a single second, at the cost to the caster of twice the amount actually used by the target — it’s useless for enchantment (which isn’t available to PCs anyway, and Q&D was deleted for the DFRPG complete game release; even NPC’s can’t make a simple magic arrow in a day). It’s specifically blocked for Ceremonial spells, where the energy is used gradually, or for Slow & Sure enchantment (same).

The only uses I can see for it in the DF environment are allowing one or more casters to work together for immediate casting of higher-cost spells — large Area spells, for instance, especially the ones with a base cost of 3 or higher.

What am I missing? How would it break the game (specifically DFRPG) to let two characters (at least one a Cleric) cooperate to cast a high cost spell only one of them knows?

Mechanical implication of removing raw stats from Dungeon World

I started to look at DW to see how well the move and general rules work out in real life. Looks good, but one thing bothers me : Why do the stats need a 3-18 value if 9 out of 10 moves and/or rules only care about the modifier (or so it seems from my reading of the rulebook so far)? The main uses for raw stats appear to be Encumbrance and HP computation. The later being done only on character creation.

So here’s the main question

If we assume I would be fine to house rule or eyeball the Encumbrance move to not require raw Strength and that I would use the raw stat once at character creation to compute HP:

What other problems would arise from removing the raw stat? Or what does the game need those stats for?

A personnal note : My original curiosity and question would have been “What was the designers’ intend with the 3-18 stat concept?” (but that is off-topic). I am still curious to know if the concept exists in other PbtA engines and why is it necessary there. So I would be interested in an answer acknowledging this even thought it is not the main question.

In Dungeon World, can the Make Camp move be aborted or interrupted?

The Make Camp moves begins as follows:

When you settle in to rest consume a ration. If you’re somewhere dangerous decide the watch order as well. If you have enough XP you may level up. When you wake from at least a few uninterrupted hours of sleep heal damage equal to half your max HP.

It is unclear to me when exactly this move triggers. Does the party “settle in” simply by deciding to do so, or does some in-fiction event need to happen? Once the decision to make camp is made, can the move be interrupted or aborted by outside influences?

For example, if my PCs have the XP needed to level up and decide to make camp but are immediately attacked or otherwise harassed by monsters/NPCs – they certainly don’t get a few hours of uninterrupted sleep – do they level up or not?

Updated: The Level Up move description independently resolves my question as it applies to leveling up specifically. Restoring HP is also explicitly tied to uninterrupted rest. I do not know if there are other mechanical effects tied to Make Camp, but if there are this is still a worthwhile question.

How can I help my players make meaningful choice during dungeon navigation?

Foreword: I run a D&D 4e campaign, but I think that this question is overall system-agnostic.

Recently I’ve somewhat shifted my D&D campagin towards a more traditional dungeon crawling style. However, a problem I’ve noticed is that when the PCs are exploring a dungeon, they have no way of choosing where to go next except by random chance. For example, if the current room has two exits, they have will have no way to choose which door to go through except by flipping a coin.

I’d like to change this, because I don’t want the players to be forced to act at random. I want the players to have enough information that they can make strategic decisions about their movement through the dungeon, but I’m just not sure how to do that.

How can I give my players hints as to what they’ll find in different dungeon paths, so that they can make logical decisions about how to explore the dungeon?

Do the dungeon modules from the old Basic D and D work with the new Basic D and D?

I am old and I haven’t played D and D seriously in many years. But I remember it.

My 12yo son has a crew that want me to DM a game for them.

In the interest of leveraging my (limited) existing knowledge, and because I have some of my old Basic D and D modules (B1 Search of Unknown and B2 Keep on Borderlands, complete with old writing all over it from 12 year old me), I wanted to use Keep on Borderlands with these kids but since the old Basic D and D set (which I also have!) is kinda limited, I wanted to use it with the new “Basic Rules for Dungeons and Dragons” — this: https://dnd.wizards.com/articles/features/basicrules — which is, aweseomly, a free PDF!

I browsed it, and it seems pretty close to Basic D&D ca 1981/82 but it is different enough that I can’t tell if it will work.

What changes would I need to make, if any, to make this rulebook work with B2 Keep on the Borderlands? (Or any others in the B-x series?)

What things are in the Essentials Kit but not the Player’s Handbook and Dungeon Master’s Guide?

The Essentials Kit was published on June 24th 2019 (available everywhere on September 3rd of the same year) and some of the rules in it are different from how they appear in the PHB (even post-errata). I’m wondering just how many of these there are and what they are as they may result in certain rules being overturned.

I’ve currently provided my own answer with the things that I have found, and welcome anybody to edit in other examples throughout the books. Note that I’m not looking for things that are missing from the Essentials Kit, but things that are only in the Essentials Kit.

How can I have a sentient dungeon (or race thereof) in my story?

Lately I have seen many books (e.g.) that work on the premise of a dungeon being a sentient creature. In those books dungeons are large crystals that are capable of creating monsters as well as traps through various methods. They are killed when their crystal is destroyed.

How can I have a similar setting element in my own story? Is there a race similiar to those dungeon crystals or is there a spell that can be used to create a living creature that will control a certain building, doing repairs to it and expanding it whilst protecting it from intruders? Homebrew races are also acceptable.

What are the major innovations in Dungeon World compared to D&D 3.5/Pf/4e?

In various comments on this site, DW was mentioned as

[Dungeon world/Apocalypse World] is really more required reading for any designer today working on innovation in mechanics

Having read the ruleset, I do not (yet?) see why some posters feel this is such a major step forward.

A few examples of mechanics mentioned as innovations are those:

Moves, unified power mechanics

There is a unified mechanic for ‘doing stuff’ called ‘moves’. Reading the moves, this sounds like 4e powers or 4e monster powers to me. While this unified mechanics is certainly a good thing, it’s hardly an innovation of DW. What makes moves special?

Hard boundaries on scaling

There is (almost) no scaling, and hit/miss is not dependent on enemies, but only on attacker. A cornerstone of many rules-light games, and something that can certainly be seen as a good thing. What’s different or noteworthy about DW’s implementation?

No initiative

Why is this a good thing? I know it from rules-lite games; when I’ve experienced this it often lead to a situation where a small part of the group had the majority of the spotlight.

Less tactics

No flanking etc. In-combat positioning and grid-based combat are a cornerstone of dungeon crawls and D&D forever, war game roots and all. How is this supported in DW? Does it even make sense to use a battle mat or grid for DW combat?

XP for misses

Trying to soften the blow on failure is certainly a good goal, but again – nothing unique. It also reminds me a bit of Burning Wheel’s “You can only advance through failure” – which I felt was detracting from good game experience.

So…what am I missing? What are the major innovations in Dungeon World compared to D&D 3.5/Pf/4e? Why is Dungeon World (or Apocalypse World) considered a seminal work for innovative mechanic design?

A good answer would contain a short discussion of each of the major innovations of DW over older D&D variants, and what problem this change solves. This also applies if the mechanic itself is not new but is used in a novel way.

Starting with D&D: Starter Set vs Dungeon Master’s Guide

For some time I have been GMing Call of Cthulhu 7th ed. and now, to try something different, I would like to go with D&D 5.0 since in a few weeks it will be available in my native tongue (the DM Guide is coming in few weeks, the Monster Manual and Starter Set are already translated and easily purchasable).
But I wonder if I should buy the Dungeon Master’s Guide or should I start with Starter Set?
I don’t mind waiting for the book to be available so it’s not an issue of any sort.
I just wonder if it’s better to start with the Starter or the Guide?
I suppose the Starter is easier to swallow, but what is your experience?