I’m so excited to get the new PDF! It looks good, as did the preview version.

I’m so excited to get the new PDF! It looks good, as did the preview version.

I’m so excited to get the new PDF! It looks good, as did the preview version. 

I’ve been giving some thought to a Pirate World/Inverse World/Grim World mashup. Has anyone given thought to “racial” moves for the Inverse World blessings?

7 thoughts on “I’m so excited to get the new PDF! It looks good, as did the preview version.”

  1. I dislike “racial” moves because it seems to put too much power on the idea that what you are is correlated to what you are born as.

    Not having racial moves seems to be a deliberate choice for Invells, as the text states that being born into a species is dependent not on any sort of genetics, but is reliant on the spirits that are around at the time. Indeed, an earth-blessed goblin can take the role of the Walker, even if logic states that they would be too heavy. Angels might have wings, but it doesn’t mean that they all can fly.

    However, that doesn’t mean that you can’t make your own.

  2. You could do a world – hopping game where the characters might go through a portal between worlds, with noticeably different tones, so long as the players are on board with the concept ahead of time.

  3. I don’t think blending Inverse World and Grim World requires any world-hopping at all, actually. At its core, Grim World encourages a dark fantasy story, but mechanically, there is nothing that requires it. My takeaway on a Grim/Inverse mashup is to allow whatever combination of race/class makes sense– a takeaway that also makes sense in Invells, where your race/blessing specifically does not have bearing on your class.

    An earth-blessed goblin can still become the Sky Dancer– but why can’t he also have a racial move that says he can speak to metal and ore? It doesn’t mean that what you are is tied to how you’re born, but it does give a nod (and a single move) to the blessings you were given at birth.

  4. True. I’m pretty comfortable blending the tone in an extended campaign, though– some parts of Invells can be dark and gritty and terrifying, and some parts are full of light and laughter. Exploring them is what makes the story fun. 🙂

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