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At a certain point I felt the need to update the book. This revised edition improves those aspects which I feel needed it most. Notably:  \n^ The dungeon generation procedure (page 58) has been completely rewritten.  \n^ The PDF version now includes linked page references.  \n^ Text has been edited for clarity and consistency.^ Layout has been cleaned up.  \n^ Due to shifting space constraints, some of the original illustrations have been removed, but new illustrations have been added.  \nThanks to everyone who has supported this project and offered feedback over the years!  \n— Jason Lutes November 2022  \nContents  \nIntroduction ..................................................................... 7  \nLearn the Language A glossary of terms and tags ............................................ 8  \nDraw the Map  \nMaking the world together .............................................. 14  \nLead the Way  \nAlternative rules for followers .......................................... 22  \nSee the World  \nTraveling from place to place ........................................... 28  \nWeather the Storm Simple moves for handling weather ................................. 36  \nLive to Tell the Tale Compendium classes ....................................................... 38  \nAsk the Fates  \nRolling dice to reveal the unknown ................................. 44  \nPlumb the Depths Creating dungeons ........................................................... 58  \nTrust Your Gut Advice for the GM .......................................................... 68  \nName Every Person  \nA collection of name lists   72  \nIntroduction  \n\n| This supplement details a system for creating and exploring a campaign setting using the Dungeon World rules. As such, it presumes familiarity with those rules.\u003Cbr>Herein you will find guidelines for building a world from scratch, fleshing out the geography of a preexisting setting, and/or exploring terra incognita on the fly; new rules for wilderness travel, exploration, and hiring followers; a system for generating random encounters; and a variety of other resources.\u003Cbr>Many of these different rules are codependent, but not inextricably so. You should find it easy to choose which ones you want to incorporate into your own play, and which ones to ignore. |\n| --- |\n| Ask, say, or roll |\n\nUnderlying nearly every aspect of this rules supplement is a basic philosophy of collaborative world-building that can be summarized as,“Ask, say, or roll.”  \nA particular strength of Dungeon World is the way in which the Principle,“Ask questions and use the answers”shifts creative responsiblity partly off the GM and helps players become invested in the world of the game. With that in mind, the first step of worldbuilding in The Perilous Wilds is to ask.  \nThe GM should ask the players questions about the their characters and their surroundings whenever the GM feels like it, knowing that every answer deepens the involvement of everyone at the table. Some believe that, in the interest of player immersion, the GM should only ask a player a question to which their character might conceivably know the answer; others treat any question as fair game, making the players and GM co-authors at close to the  \nsame level. Wherever your group falls on this spectrum of play, ifa question that demands an answer arises, someone (usually the GM) should probably ask it.  \nIf there is no desire or call for a question, but the fiction demands answers, it becomes someone’s job (again, usually the GM’s) to say: to consider what’s been established, draw upon their improvisational instincts, define ","cbCaikJAk0LCU2JQ","https://ap.wps.com/l/cbCaikJAk0LCU2JQ","pdf",6306605,"English","# Contents\n## Introduction\n## Learn the Language\n### A glossary of terms and tags\n## Draw the Map\n### Making the world together\n## Lead the Way\n### Alternative rules for followers\n## See the World\n### Traveling from place to place\n## Weather the Storm\n### Simple moves for handling weather\n## Live to Tell the Tale\n### Compendium classes\n## Ask the Fates\n### Rolling dice to reveal the unknown\n## Plumb the Depths\n### Creating dungeons\n## Trust Your Gut\n### Advice for the GM\n## Name Every Person\n### A collection of name lists\n# Introduction\n## “Ask, say, or roll” philosophy\n## Worldbuilding steps: ask, say, roll\n## Maps and regions as core structures","[{\"question\":\"What is the core world-building philosophy used in The Perilous Wilds?\",\"answer\":\"It is summarized as “Ask, say, or roll,” where questions pull answers into the shared world, narration (“say”) advances established fiction, and dice (“roll”) creates discovery when uncertainty remains.\"},{\"question\":\"How does The Perilous Wilds structure an overland map?\",\"answer\":\"It uses named regions divided into areas, steadings, and/or sites, where regions and their internal units are collectively treated as places for play and exploration.\"},{\"question\":\"When should the GM ask questions versus narrate or roll dice?\",\"answer\":\"If an answer is needed and questions are appropriate, the GM should ask; if the fiction demands answers without questions, someone should narrate (“say”) based on what is established; when no one knows ahead of time, dice are rolled to drive unexpected outcomes.\"}]","The Perilous Wilds - Revised Edition - Overland adventure for Dungeon World | PDF",1791247875,123]