|

About Frontier
Frontier is a DungeonWorld open-ended 7-Day module,
designed specifically for people who want to play *faster*.
Running weekly will mean that anybody who signs up will
need to be prompt about sending orders and suchlike,
but if you are up for the challenge its a great way
to play! Since Frontier is a DungeonWorld module, it
cannot be played without an understanding of the main
game rules. We therefore suggest players try a DungeonWorld
adventurer position first, unless confident enough to
jump right in!
The Setting
Frontier is a strange jungle land far to the South-East
of Bereny, populated by fearsome native tribes, savage
jungle creatures, hideous new monsters and dinosaurs!
Although it has been travelled to before by a few intrepid
explorers, these have been a very few, very brief trips.
It is mostly unexplored... and extremely dangerous!
There are many reasons to travel to Frontier. Some go
to find lost treasures so that they can return, rich,
to Bereny. Others go for adventure and exploration.
Many choose to move to a place where there are no laws
and no rulers to tell them how to live. Such a life
comes with a price! No laws means no protection. What
is yours is yours only until somebody stronger than
you takes it away! Only the hard survive in Frontier!
Getting To Frontier
To reach Frontier, travellers must first cross over
1000 miles of terrible wasteland, with temperatures
ranging from freezing (when they first leave) to blistering
heat. Monsters, very little food and a long and terrible
journey make this impossible for most. Only a very few
brave adventurers, seeking to carve out a life in the
'New World', ever make it. Those who join the game are
assumed be some of the hardy few who have successfully
completed the journey and have arrived at the *only*
major settlement, a village called Bordertown.
Bordertown
Everybody who comes to Frontier arrives here first.
(Usually half-starved and barely-alive.) It is the only
major settlement in Frontier and the only place to receive
regular supplies from Bereny. Some settle here. Many
move on to explore, get rich, build homes... or die!
The Great Guild Race
Presently there are no guilds in Frontier, although
many of the major guilds of Bereny are looking to expand
there if and when some sort of civilisation begins to
form. Consequently, new arrivals can be made guild members
of any Berenial guild on the *first turn only*. Thereafter,
until such guilds have formally 'set-up' a branch in
Frontier, they cannot join guilds. If they choose this
option they can be a member of only *one* guild, no
matter what the exclusivity of that guild normally is.
They are assumed to be a 'guild representative' looking
into the possibilities of the new land on the guilds
behalf. This is an important position because guilds
will not be allowed to 'set-up a branch' in Frontier
until an area of the land has been significantly tamed
and settled, and until they have a reasonable 'presence'
in the land already. The potential riches of the lost
world of Frontier are of interest to many guilds in
this respect and everybody wants to be the first to
get there!
Building A Home
It is entirely possible in Frontier to build a 'base
of operations' which you can call home. Of course, you
should not expect it to remain unmolested. Everybody
will want what you've got and many will go to great
lengths to achieve it. In later stages of the game players
will be able to (if they choose to play this way) set-up
control and run an entire village, or more!
Law & Order
There is none. Except that which you make with your
own strengths. *All* character types will be set up
with the same general alliegance so they will not auto-attack
one another. But bear in mind that there is *nothing*
to stop them writing specific orders to do so, and we
strongly expect player conflict in a world where there
is no law. If this is not to your taste, you should
not play Frontier.
Religion
Priests and Crusaders from Bereny are considered to
be 'pilgrims', spreading the true religion in a foreign
land. The Aslani worship aspects of the Gods of Light
already. Tribal characters worship 'animal spirits'
in bloody rituals involving sacrifice and other such
bizarre practices.
Magic
Magic functions strangely in Frontier. Safe Haven and
the ilk cannot be reached at all. Other spells have
uncertain results. There are rumours that entirely new
scrolls can be found, written in blood on animal skin!
But first the mages must learn to read them in the native
tongue... a task that is a quest all alone! Tribal Witch
Doctors start with four special scrolls all their own.
Politics
Unlike Bereny, there are no leaders in Frontier (although
the King of Bereny does lay claim to the land, there
is no easy way to enforce it.) Therefore, we fully expect
players to take control of any emerging positions of
power as the game develops. Of course, this won't be
to liking of their rivals, but in Frontier there are
always options. Remember, there's no law!
RESTRICTIONS
Frontier is recommended for experienced players only.
For the first six-months of play we will *only* accept
players who are already playing the main game of DungeonWorld
and you must remain in Game 5 if you wish to continue
the position. This is because we do not wish to encourage
a 'rush' of players out of the 'main' game (even if
that is unlikely) who may then find Frontier is not
to their liking and will have dropped good game 5 positions
for no reason. However, with the influx of a lot of
new blood into the game, and Game 5 already extremely
busy, we feel there is space to run this 7-day module
as well. As with Game 5, a maximum of three positions
each with ten main characters is allowed in Frontier.
©
1991-Present, Madhouse UK. All Rights Reserved.
This web site is
best viewed at 1024 x 768 Using Internet Explorer 5+
and Macromedia Flash Player
Your screen resolution is:
|
|