So, I recently got together with some friends, and with their encouraging, finished a playable first draft of my Dungeon World hack, Adventure World. The key difference between the two is that Adventure World moves the focus away from dungeons, monster-slaying, and getting loot, and towards high adventure, cool ways of solving problems, and inter-character drama. I’m working on writing up a play report, but in the meantime I thought I’d share a little preview of what I’m working on with Adventure World, to help give context to the adventure’s I’ll be describing.
This includes the first page of basic moves, and the first page for each class. Notice that I’ve changed the ability scores around (all the “physical” stats have been compressed into “might” to give room for the completely new stats “moxy” and “magic”), and replaced the HP with something very close to AW’s Harm mechanic (to encourage less frequent but more serious wounds). I’ve also removed the race section—in my own world, the majority of adventurers are human, and I eventually plan on replacing the racial moves with a variety of background moves.
These are six out of the planned ten base classes. Four of these are completely original work, the Druid is pretty much straight from the original, and the Mage is a modified version of gnome7’s class of the same name.
The Veteran (as posted here a while ago), is the battle-scarred tough guy who’s seen it all. It is one of the more combat-oriented classes, and serves to give a party a person who can get into a straight-up fight and win handily.
The Hero is centered entirely around the Artifact, which is a highly open-ended magic item that tends to create as many problems as it solves.
The Witch is heavily inspired by Willow from Buffy the Vampire Slayer, and serves as the spell-list spellcaster, with a strong theme of the temptations of power, and the risks/rewards therein.
The Priest is the “cleric replacement”, and is very dependent on the whims of its deity. I designed this class to evoke the feeling of a spellcaster who really isn’t self-sufficient the way the Mage or the Witch is.
All of these classes are, of course, rough drafts. I’ve had a chance to playtest the Hero, Witch, and Veteran during my most recent games, but I’m a long way off from actually producing anything. Eventually, I’d like to compile a full document for Adventure World, complete with advice on running with the new moves and classes, modified and expanded GM principles, new ideas for Fronts and Steadings, and lots of other fun stuff.
Questions and critiques are more than welcome, and I’ll get to work on giving some examples of what this has looked like in play.