
DWE Encounters - plus Dynamic World Engine 0.8
Content Name: Dynamic World Engine and DWE Encounters
Content Type: Module and Companion Module
System: DWE is agnostic, DWEE is D&D5e
Description:
DWE Encounters
A 5e encounter tool that pulls from your living world instead of a static bestiary. It has two halves.
Combat builder. Build faction rosters by drag-and-dropping actors into the menu, then go to Pick a difficulty and get a fight that scales to your party's level and size. It builds from a faction's own roster, so Caesar's Legion fields legionnaires, attached to the roster as Gladiators, Veterans, Guards, Warlords etc. Drop the result onto the scene with control over placement, disposition, whether tokens start hidden and/or in initiative.
Situations. 47 scene types past combat: ambushes, checkpoints, interrogations, hazards, wildlife, travel trouble, quiet mysteries. Each one reads your DWE world and casts it from your factions, settlements, and recent events. A raid last week surfaces its aftermath. A plague surfaces a quarantine. A drought surfaces scarcity and the relief convoy limping toward it. A cult in the area throws up anomalies and recruiters; a crime syndicate brings shakedowns and tails. It's designed to be simple and agnostic until you plug in your worldly variables, and open enough to tailor further through good RP.
Every situation gives you resolution paths with 5e skill DCs scaled to level, a one-click hand-off to the combat builder when a fight's on the table, loot-integration (Currently non-functional as it's reliant on a module i'm working on), and a button to post the scene back to your world as a rumor. Type a seed to replay any encounter exactly.
Dynamic World Engine: what's new since 0.7
- World events. Droughts, floods, earthquakes, wildfires, blights, plagues. Also the good kind: bumper harvests, gold strikes, abundant shoals. And omens: blood moons, auroras, falling stars, mana blooms. Most of them linger. A drought chokes the harvest for weeks, then breaks with word that the rains came back. Active ones sit on your dashboard.
- Seasons. Spring through winter, with food swinging across the year and seasonal events only striking in their season. Winters suck; autumns fill the granaries.
- Trade. Settlements ship surplus to neighbours who need it. Hostile borders get their caravans raided on the road. A town that can't feed itself calls out a shortage.
- Factions react to disaster. Send relief to a stricken power for goodwill, or fall on a reeling rival while they're down.
- Groups. Split the world into regions so factions act within their own corner. Built for large or multi-world settings. Especially cool with big world maps with Hexplorer by the Ripper; when you enter into a territory a banner flashes.
- Types. Tag factions and NPCs (guild, cult, military order, agent, zealot) and it shapes what they do. A military order wages war and fortifies; a guild trades and builds.
These systems, economy, trade, world events, seasons etc are all toggleable.
Most of the new content lives in plain data files you can edit. Add your own world events, faction types, or encounter situations, and the module checks them when it loads.
Both are live now, It's still early access, but I've made it available for the Adept Tier. Grab them below, and let me know in the comments or in DM's how it goes.
Link: Patreon