Phantasmal Dreams

A Closer Look at Travel Events

Table of Contents

  1. Mundane & Mysterious
  2. Levers of Torment
  3. Instant Effects
  4. Choices
  5. Problems
  6. Opportunities

Overview

The game His Majesty the Worm, written by Joshua McCrowell AKA RiseUpComus, revolves around the nitty-gritty of dungeon exploration; more than just presenting a list of exploration procedures, the game is designed to evoke the “human element” of delving into depths unknown. While the need for rations and rest are common elements of the dungeon crawl experience, less common are events like getting a rock stuck in your boot or having your pack’s shoulder strap snap.

The main way Wormgame handles events like these is the Travel Event, a type of result on the game’s Meatgrinder Table (drawn from every watch). The following article is an attempt to look at the various archetypes of these Travel Events, and the possible levers a clever GM can use to both torment their players and make the world feel ever more real.

Travel Events are often considered the hardest Meatgrinder result to write, and I’d say that’s for good reason; there are tons of resources on writing interesting encounters, and it’s not hard to write a little flavor for a Curiosity. Travel events are a lot more unique and specific, and require you to write something dangerous but not deadly, impactful but not enough to be a room key. They’re tough!

So, I went ahead and catalogued all of the officially published Travel Events (and then some) in order to break them down into categories (as inspired by the excellent Anatomy of a Wormfiend). My hope is that this helps people out!

Generally, I have organized them by mechanic and type of situation. I try to offer various ideas and guidelines I’ve noticed commonly occurring in each category.


Mundane & Mysterious

Travel Events are best used to explore the experience of being a normal person, or to characterize the mysterious and dangerous elements of the dungeon that those normal people traverse.

Mundane and Plain Events

Mundane events are an excellent inclusion because they are universally applicable; many well-written mundane events could occur in just about any dungeon the guild enters. I like to think of these events as being internal, in the sense that they could happen to anyone, anywhere, rather than being driven solely by the outside magic of the Underworld.

When writing a mundane travel event, excellent sources of inspiration include… well, pretty much every minor discomfort you’ve ever experienced. Especially while taking a long walk (or even better, going for a proper hike).

Experiences such as these are important and helpful for immersion; they remind the player that their adventurer is a living, breathing human (or elf, dwarf, etc.) that has similar needs to their own. Far from being a superhuman in a world deeply unlike our own, the adventurer’s worst nightmare (perhaps after a grue, at least) is a wet sock. For a game about exploring strange and dangerous locations, mundane events like these make it feel almost cozy.

Mysterious and Magical Events

Not all events should be mundane, however; this is an adventure! And it should feel like it! And that means encountering things strange and unknown and dangerous. I think of these events as being external, in the sense that they can only really happen in the dungeon (especially that specific dungeon); they draw us out of ourselves and into a world much unlike our own.

When writing a mysterious travel event, the best source of inspiration is what you’ve already worked on: the very character of your dungeon itself, especially your room keys. You know your dungeon better than anyone else, and that means you know what sucks about it. If you know it’s full of toxic plants, then why not add a particularly nasty one as a Travel Event? Make note of every room idea you end up not using; those make perfect travel events!

Mysterious events like these help sell the atmosphere of your dungeon; it isn’t just a series of rooms with goblins, it’s a reeking goblin warren full of rusty bits of metal. The adventurer is the player’s portal to a world more interesting and exciting than our own, even if it sometimes (often) kinda sucks. The suck is part of the fun!


Levers to Torment The Guild

What I hope you think about as you read this article (and get to the examples) isn't about just stealing the examples directly (though you certainly can and should); instead, try to strip away all of the flavor and look solely at the mechanics and how they interact. What is the difference between a curse that makes the Wounded bleed, and leeches that seek out the already Wounded? Very little, once you get to the mechanics! When in doubt, mechanics first, then flavor.


Types of Travel Event

In many cases, the differing types of Travel Events are defined solely by the harm they cause; this is especially common with things that apply instantly with minimal interaction (such as Stress). I’ve loosely categorized them below in a way that makes sense to me (and hopefully to you)!

Instant Effect

The Instant Effect type of Travel Event is relatively plain, and are briefly described in the paragraph above. An instant effect event immediately causes a specific effect to happen, with minimal direct room for interaction or player creativity. They are mechanically simple and a little boring (but boring can be good at times), and often exist as an “advanced curiosity,” that is essentially unavoidable. The severity of them determines the number of targets, but Stress and Inventory trouble is common enough for groups. Serious harm should rarely be used here.

Instant Effect (w/ Room to Avoid)

Some instant effect events allow for an opportunity to avoid the harm or discomfort; the exact method may differ. What’s important is that this type of event is essentially binary and provides minimal room for player interactivity; it always happens, and the only outcomes are “you experience it,” or “you don’t experience it (as much).” The more dangerous the poor outcome, the easier the method to avoid it should be (or the fewer adventurers it should target).

Generally, the more specific the trigger for the negative effect, the more likely you should write it to affect the entire guild (if it only affects dwarves, and it randomly selects 1 non-Dwarf member, that can be lame).

Attribute Checks

Attribute checks are especially binary, and can take the form of either a test or checking the attribute’s actual value. I suggest tests be the more common of the two, as checking an attribute directly in this context can feel arbitrary (attributary :^).

Gear Check

Gear checks look to see what an adventurer is carrying (or isn’t carrying). The binary outcome is determined based on things like the presence of anti-magic armor, holding fragile items such as glass, and so on. Gear checks can make for a good opportunity, by rewarding adventurers who are well-equipped. When it leads to serious harm, however, the threats should be defined by the dungeon itself (providing advance warning).

Other Ideas

Choices

Some Travel Events require the guild (or a member of the guild) to make a choice. These events are still (often) binary, but allow for some creativity and decision-making. Because choices allow the adventurer direct control over the situation, they are a fine method of pressuring the guild. While most travel events can prompt a decision, these travel events force a decision to be made.

These are an easy inclusion; you will never suffer from having too many choices on your Meatgrinder table. Instead, you’re free to focus on the variety of choices (rather than the variety of results).

Obvious Choices

Obvious choices are simply choices where the two primary options are clear; these are best used when both options are bad and of relatively equal value. The current circumstance will determine what an adventurer values more (their gear or their health?), leading to a fun and variable dynamic.

Some choices can double as an opportunity, but still exist in a binary state like this. In order for the choice to not be obvious, there should be a downside to the opportunity. Alternatively, make them a choice between two opportunities!

Secret Choices

One particular lever that can be interesting to pull here is the unknown. The adventurers do not always need to know they are making a meaningful choice; you present the event as optional to engage with, but refusing to do so leads to a worse punishment. Alternatively, the two choices are obvious, but one of them leads to a positive outcome. I suggest secret choices provide hints if a secret outcome is particularly brutal; proper signposting is key, even if the specifics are hidden.

Problems

I like to call the more intricate Travel Events problems. They’re puzzles to be solved, more open-ended, and allow the guild to express their creativity. They may begin with an instant effect or require a choice, but then are let loose to solve the problem themselves. Another feature of the problem is that they can be optional; a navigation hazard is a common type of problem. A good method of creating a problem is making sure it finishes off with a question without a binary solution.

In my opinion, problems should be a common type of travel encounter (with more complex or potentially damaging ones being less so). Problems require creativity to solve, and creative problem-solving is as core to the ethos of Wormgame as… uh… nothing? Because creative problem-solving is probably #1. However, overuse of problems can lead to exhaustion; the guild needs easy scenarios too, lest every room become a puzzle to solve.

Opportunities

The final category I’m going to discuss is the opportunity. An opportunity is an event that provides a positive boon to the guild, above all else. Some opportunities happen instantly, while others may require creative thinking. Some may even require the guild make a choice (and perhaps, a choice that seems harmful). Other opportunities may be a ruse and simply lead to harm!

In my personal opinion, opportunities should be the rarest - at least, unless they’re given as part of a complex choice. Too many opportunities can turn the meatgrinder into a meatsoother, and that’s not what adventure is about! It’s about suffering in the pursuit of glory, treasure, and one’s personal goals!


Summary of Tips

  1. There are more levers than just Stress and Pack Slots; travel events are an opportunity to mix-and-match the game’s mechanics and allow yourself some creativity.
  2. Discarded room key ideas (couldn't flesh out enough for a whole room) make for easy travel events! Alternatively... just remove a room key (and make it empty) and use that.
  3. More dangerous consequences should allow more room for avoidance, starting with tests and ending with more free-form problem-solving.
  4. Choices make for interesting travel events, and Problems for even better ones. A healthy mix of simple events and complex events makes for an engaging meatgrinder.
  5. Don’t be afraid to give the guild a boon. They deserve it (sometimes).

With all that said and done, I hope the article is of use to the good Wormers of His Majesty the Worm! Without the excellent travel events written by RiseUpComus and the community as a whole, this post wouldn’t be able to exist.

To leave us off, I write an overly complicated Travel Event:

Happy Worming, all!

#Analysis #HisMajestytheWorm #TravelEvents