With the prophesied death of Google Plus, now seemed like the time for me to make some announcements.

With the prophesied death of Google Plus, now seemed like the time for me to make some announcements.

With the prophesied death of Google Plus, now seemed like the time for me to make some announcements.

Firstly, we’ll be moving over to MeWe:

https://www.mewe.com/join/worlds_of_adventure

Not because I particularly like it, but because it seems to be the place where many of us G+ folks are moving to. There, you’ll find a link to a new Trello board containing all the content I’ve been working on for the last year for Worlds of Adventure v0.3.

If you’d rather not join any new social media platforms you can, as always, find me and the project on the Dungeon World Discord too.

Secondly, I’m going to branch this project. The new rules are a drastic departure from Dungeon World. I know that many people liked Worlds of Adventure because it compiled many of DW’s best hacks and supplements, and there’s value in that. I’ll be updating Worlds of Adventure to accommodate you.

http://www.mewe.com/join/worlds_of_adventure

Not sure if this is the right place to ask this…

Not sure if this is the right place to ask this…

Not sure if this is the right place to ask this…

Is there a different HP system that removes HP and uses a Harm-like system (which I’m not incredibly familiar with), such that the only roll you make is Hack & Slash?

Here’s what I’m thinking.

There’s a 5 point HP track

On box cars, player causes 3 points of damage

On a 10-11, player causes 2 points of damage

On a 7-9, player causes & receives 1 points of damage

On a 3-6, player receives 1 point of damage

On cats eyes, player receives 2 points of damage

Yes, this doesn’t take armor or class into account.

I just don’t like HP.

Hello, I’ve been out of gaming for several years.

Hello, I’ve been out of gaming for several years.

Hello, I’ve been out of gaming for several years. I’ve come back a couple of months ago and fell in love with DW for doing what I wanted out of traditional RPGs. Now, I discover this and I think (still trying to figure it out) that WoA does even more of what I’m looking for than DW. So, thanks!

Are there people building supplements out of this material? How do DW supplements work with WoA? Perilous Wilds among other things? Is there a plan to create supplements with this material or does licensing prevent it?

Thanks again!

Hi adventurers!

Hi adventurers!

Hi adventurers! I just wanted to say I’m translating the WoA 0.2 rules to Norwegian. That puts me in a unique spot where I can tailor the experience of newcomers to the hobby.

My favourite Dungeon World play books are the Fighter, Barbarian, Templar, Mage and Priest – I will adapt these to woa2 if necessary, but I am on the lookout for a Hunter type ranger with no animal, any improvement on the druid and variations on the Thief. I want a poisoner and assassin sort of thief with social and acrobatic skill, either separate from a lock picking trap breaking burglar type or in a playbook with options to accommodate both types. Do you fine lot have any suggestions?

I saw an interesting innovation in Warriors of Dyfed.

I saw an interesting innovation in Warriors of Dyfed.

I saw an interesting innovation in Warriors of Dyfed. It uses one of the d6’s in the move roll to determine damage. It made me think of World of Adventure, since the only dice used are d6’s. Perhaps it might look something like this:

When you attack an enemy in melee, roll+STR. *On a 10+, you deal your damage to the enemy and avoid their attack. The damage you deal is equal to the higher of the two dice rolled, plus your playbook’s damage bonus. At your option, you may choose to do additional damage equal to the lower of the dice rolled; if you do, you also expose yourself to the enemy’s attack. *On a 7–9, you deal your damage to the enemy and the enemy makes an attack against you. The damage you deal is equal to the lower of the two dice rolled, plus your playbook’s damage bonus.

Of course, I haven’t figured out how to incorporate the enemy’s damage yet.

Howdy all!

Howdy all!

Howdy all!

This channel has been rather quiet lately, so let me start off with some information regarding v0.3. I’d have updated you folks sooner since the project’s largely my responsibility, but I’ve had other obligations that required my attention and I wanted some proper news to show you folks.

So, here’s some of the stuff that’s currently implemented:

– We’re modifying Drives to have a Key-style “when you act in contrast to one of your drives, mark XP and replace it with another” counter-function. This provides incentive for players to let their characters grow out of old habits or change their ways.

– We’re merging Strength and Constitution. While Con certainly had its uses, it was mostly a passive stat that wasn’t very interesting or deep on its own. This should fix that.

– We’re looking into replacing Bonds with more traditional PbtA-style Introductions – questions between the players (and GM) to determine relationships and world details. We’ll be adding some extra meat to the Make Camp and/or End of Session moves to promote growth in a similar (but hopefully more organic) way as Bonds did.

– We’ve brought over the Thangs system from Spirit of ’77 as a way to organise and provide access to non-playbook-specific moves, of a sort. Stuff like Followers, or a tweaked version of the Reputation move.

And here’s some of the stuff that we’re looking into, but haven’t figured out quite how to implement in their entirety.

– Less extraneous bookkeeping. For one, either removing Rations and Ammo or unifying them under a “Supplies” mechanic alongside Adventuring Gear. For another, replacing Coin with Wealth, which will work similarly to Barter from Apocalypse World and co.

– How to handle Dex-based melee combat moving forward. While the Precise tag is nice, it’s a little fiddly to apply to each weapon individually, with a fair few corner-cases cropping up; perhaps the ability should just be a playbook move instead?

– We might rename or shuffle about the other stats – the mental stats in particular – but we haven’t found a grouping that really plays all that nicely with the current class lineup.

– Descriptive damage as a replacement for rolled damage dice. While rolling damage does make combat unpredictable, I find that it really messes with the flow of combat in games, even with the smaller (but more reliable) damage dice of Worlds of Adventure. I think a mechanic similar to the Descriptive Damage Hack for Dungeon World (https://bit.ly/2M8pLvl) could be a meaningful and functional replacement for rolling damage dice; after all, the combat move involved already determines its effectiveness.

Your input on any of these points is, as always, welcome and appreciated.

I haven’t had a chance to play it yet, but Worlds of Adventure looks great! Any update on the release of v.03?

I haven’t had a chance to play it yet, but Worlds of Adventure looks great! Any update on the release of v.03?

I haven’t had a chance to play it yet, but Worlds of Adventure looks great! Any update on the release of v.03?

Hello.

Hello.

Hello.

I’m reading the documents for v.03 and am seeing that the Defend move was removed. I am curious to know: what conclusion you guys had about this move as to why remove it? Will there be a replacement for it?

Also, I’ve seen that the ammo label has been removed. How will ammo be treated now?

Finally, this project is really nice! Looking forward the definitive version.

Any plans on rewriting the ability scores in WoA or is the plan to keep oD&D 6 classical attributes?

Any plans on rewriting the ability scores in WoA or is the plan to keep oD&D 6 classical attributes?

Any plans on rewriting the ability scores in WoA or is the plan to keep oD&D 6 classical attributes?

Most PBTA games only have 4 or 5 broader stats, the like of Body, Mind, Influence and Perception.