So I was reflecting on how in Inverse World, vehicles have 3 stress unless otherwise noted, it takes 10 points to drop it by 1 stress, and removing all stress destroys the vehicle. Presumably they thought something was to be desired with vehicles that Dungeon World left out. I wasn't really satisfied with this static number because I felt that it fell a little flat on granularity between smaller and larger vehicles. I also saw potential to use it for buildings, but no building was gonna take 30 damage and call it a day. Thus, I decided on an expanded Stress Modifiers list
- +1 per Occupant (Occ. Includes very basic but accommodations)
- A bedroom is 2 Occ.
- A booth table or pew is 4 Occ.
- If a complex consists of multiple rooms, minimum occupancy is the number of rooms
- +1 per point of Armor
- +1 per notable feature, even if it’s decoration
- +1 per Move an occupant can do (needs 1 Occ. per move unless otherwise stated. Any staff can tend to the number of people stated, multiplied by a relevant stat)
- Armory
- Kitchen and/or Dining Hall (waitstaff serves 4 people)
- Infirmary (1 Nurse can tend to 1 room 2 Occ.)
- Lore Library
- Move like a vehicle (has additional stress of 1 per Control Stat)
- Mystical Library/Laboratory
Material Armor
Particularly thin Wood
or particularly thick Paper 1
or particularly thick Paper 1
Wood 2
Iron or Stone (wood and
drywall counts as “or stone”) 3
drywall counts as “or stone”) 3
Iron and Stone (structural
steel and concrete
probably counts) 4
steel and concrete
probably counts) 4
Magical Protection Varies
After some experimentation with converting Dungeon World coin to other currencies (I put a coin equal to 500 yen to get prices that neared those in the Persona series for another project I'm working on) I came to about a coin for 500 yen or 5 dollars, I assumed a 1 room cottage was 2 stress, and at 2500 coins, Thus would make each point of stress is worth $12,500.
This runs into problems. For example, take a 3 bedroom 2 bathroom house with drywall interior. It can be assumed to have:
- space for 6 occupants
- A kitchen
- 3 armor
That would be 10 stress and $125k, which works for cars, but it's been over 20 years since that conversion rate made any sense for a house. For a GTA based game I created a while back, I thought 50k was a fair price per bed, bath, or other significant features. That would put this same house at 500k, but research suggests that a house with those features is between 3-400k.
I have further thoughts on this on: https://steelsmiter.blogspot.com/2016/09/collateral-damage-deeper-look-into.html where I basically peg "Basic Amenities" as an x20 multiplier.
I have further thoughts on this on: https://steelsmiter.blogspot.com/2016/09/collateral-damage-deeper-look-into.html where I basically peg "Basic Amenities" as an x20 multiplier.
For games that feature low "Harm" scores like Monster of the Week, 3 points of DW damage is 1 point of Harm. This isn't as much an attempt to convert to any particular system as much as it is a quick generalization. Feel free to make it 2-5 to better suit your game's survivability.
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