First draft of the player’s guide for Licensed Adventuring Company, a DW campaign/loosely-defined setting that…

First draft of the player’s guide for Licensed Adventuring Company, a DW campaign/loosely-defined setting that…

First draft of the player’s guide for Licensed Adventuring Company, a DW campaign/loosely-defined setting that combines heroic adventure with some humor. It includes a full version of my build-your-own-class character creation system, plus many new racial moves.

Eventually I might make a full doc with lots of GM tools and advice, etc. Comments welcome, of course.

7 thoughts on “First draft of the player’s guide for Licensed Adventuring Company, a DW campaign/loosely-defined setting that…”

  1. That was a fun read — I especially liked the flavour text on the “Reading the Contract” move.

    There’s a nice selection of racial moves, interesting to see them free of class orientation.

  2. I like the idea mentioned in the fluff for the races that these particular people might be less appealing. Could be a good opportunity for some kind of negative racial ability? (Something like “haughty beyond belief” for the elf maybe, or “gets underfoot” for the halfling.)

    Also, I didn’t really grok the methods for picking starting moves. Maybe it would be easier to suggest players pick these in a way that seems fair and let groups work out their own methods?

    The goblin racials are great, really evocative! Overall a great read. Looking forward to seeing more.

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