We reviewed Inverse World this morning. It’s a really cool and, in the best sense of the word, fantastical DW supplement that I can’t seem to stop playing: http://www.gamer-xp.com/reviews-flying-high-with-inverse-world/
Anyone else familiar? Our playtest group has been pretty rabid about it since we discovered it, and I’d love to hear other peoples’ thoughts.
http://www.gamer-xp.com/reviews-flying-high-with-inverse-world
Stephanie Bryant Alberto Muti ti
I’m running a biweekly(ish) game with some friends of mine. It’s easily my favorite Dungeon World setting, in part because there’s the right combination of “things to explore,” and “things that are known.”
I did rewrite a couple of things for my campaign to make it more exploration-focused. For instance, we no longer “overcome an enemy” for XP. Instead, we “change a place, for better or worse.” And I’ve incorporated my Investigate a Scene move, because I like to run mystery stories.
There’s also an Inverse World community here on G+, too.
I really like that XP hack, Stephanie, I’m gonna have to steal that for my own game.
I actually think the alternate XP made it into the final book, if I’m not wrong.
There are mechanical changes to the core game in the book?
Pretty sure it’s in the Additional Rules section, I think.
Need to check again. Maybe I don’t have the final PDF on my computer
…
It’s on page 188, and it replaces “did we loot a memorable treasure?” Overcoming a monster or enemy is still there. Considering the loot-focused nature of Inverse World (captain has trade, the collector collects things, etc.), I keep the treasure XP and ditch the monster XP. For us, the game isn’t about killing things. It really shouldn’t be about taking stuff, either– I might rewrite that one as well to something like “did we make an ally or enemy”? to push a social XP on the PCs.
Inverse World seriously rocks. This is the game I had been waiting for. Kudos to Jacob.