In a few weeks, I’d like to make an update to the rules of Worlds of Adventure.

In a few weeks, I’d like to make an update to the rules of Worlds of Adventure.

In a few weeks, I’d like to make an update to the rules of Worlds of Adventure. Make some adjustments, add some things.

I know what I’d like to change or add – but what about you? What has, or hasn’t, worked for you? I understand there are some people playtesting the game, here and now, but I’d love to hear some specific feedback!

Alright the holidays are really the only time I have off to work on side projects for myself so I went ahead and…

Alright the holidays are really the only time I have off to work on side projects for myself so I went ahead and…

Alright the holidays are really the only time I have off to work on side projects for myself so I went ahead and created Flags for all Worlds of Adventure Playbooks. Additionally I created a Monk playbook and both a Wizard and Cleric sans spells. Please take a look. Any feedback will be appreciated and I will be play testing these tomorrow.

https://drive.google.com/drive/folders/1Jw-2zyoQZTNu9kRdZf26mwwYmOLYPjqe?usp=sharing

EDIT: Forgot to mention that the Monk class is heavily inspired by the Prisoner Monk and other found at this link. https://www.reddit.com/r/DungeonWorld/comments/3d34ab/monk_class/

https://drive.google.com/drive/folders/1Jw-2zyoQZTNu9kRdZf26mwwYmOLYPjqe?usp=sharing

Great job on v0.2. I just finished reading it and wish I had a group ready to play at this moment.

Great job on v0.2. I just finished reading it and wish I had a group ready to play at this moment.

Great job on v0.2. I just finished reading it and wish I had a group ready to play at this moment.

Have you thought about adding Flags in? I think it will be something I myself add in if/when I run this.

Another thing is that I prefer to play without spells for both the Cleric and Wizard. Is this something that has been considered at all? For me spell lists limit my players’ creativity. When we play DW I offer the Priest and the Wizard sans spell list instead of the traditional option.

Hi.

Hi.

Hi. Nice work on this new ‘edition’! I’ve been looking at the various playbooks and I just want to give you a little feedback while I go through them.

Specifically, I wanted to bring your attending to the Paladin’s “I am the law” move. As it stands, it does very little for the player. In particular, the choices presented are more of a hinderance than anything. I understand that they are there to work with Judge and Jury, which happens to be just as clanky. It might be hard to keep the balance between moves and this has the possibility to upset things are than most, but I feel you should consider revising it.

Oh, as a side note, perhaps you could bundle together the devout virtues and the chains of faith moves, to reduce clutter even further.

For those wanting a little more in-depth look at the changes in v0.2, here are some of the big ones.

For those wanting a little more in-depth look at the changes in v0.2, here are some of the big ones.

For those wanting a little more in-depth look at the changes in v0.2, here are some of the big ones.

Bonds have been reworked. They now have two marks; at one mark they don’t count towards your total (but can still be salvaged with the Forge a Bond or Mending Bonds moves), and at two marks they are erased from the playbook. This makes them a bit more robust, and better gels with the “Bonds As Resource” approach of Worlds of Adventure.

Similarly, Break Their Bonds has been replaced by Test Their Bonds, with the focus shifted from erasing their Bonds (now a function of Use Up Their Resources) to introducing circumstances where Bonds can be tested.

Finally, instead of getting experience for making new Bonds, you just get experience for expressing a bond (any Bond) during play, similar to how one might resolve a Bond in traditional Dungeon World. References to players expending Bonds have been cut due to functionality reasons; we couldn’t integrate them deep enough into the mechanics to really make that approach work.

The new Grevious Wounds move should aid GMs (and players) to better tie their dwindling HP into the game’s fiction. Likewise, the new Adventure Moves (drawn from and inspired by Jason Lutes’ fantastic second edition playtest of Freebooters on the Frontier) should engender a better travel experience for all.

Some playbooks have had moves altered, removed, added, or replaced; the changes are too many to count. The Cleric has received the biggest rework, and they should now be a little more unique and distinct from the Wizard. Making a deity is now its own insert, too!

Spellcasting has also been reworked; its costs were too significant to be realistic in play, and so now they use a more standard “10+ Yes; 7-9 Yes, but; 6- No” approach. There are also a few extra premade spells for the Wizard and invocations for the Cleric for you to work with, for a total of 12 each.

GM-Side, the Treasure table has been updated and made a little bit clearer. You’ll also find a new Appendix, Records, for GMs who would rather keep their campaign notes, Fronts, and Monsters in a larger format.

Worlds of Adventure v0.2 is here!

Worlds of Adventure v0.2 is here!

Worlds of Adventure v0.2 is here!

We’re proud to announce the second iteration of this ongoing project. If you’re not familiar with the initial Release of Worlds of Adventure, we’re looking to build on the strengths and themes of Dungeon World with a holistic, take-it-as-is ruleset that emphasises functionality and flexibility.

For those familiar with the v0.1 ruleset, here’s a list of some of the broad-strokes changes:

– Updates to some overall mechanics, particularly for Bonds and the Adventure Moves.

– Some small tweaks to items and item prices.

– Updates to each of the classes, some small, some big.

– The Cleric has been totally reworked!

– Spellcasting (for the Cleric and the Wizard) has also been reworked, and there are some extra premade spells and invocations.

Please send us your comments and suggestions. You can contact me, Yochai Gal, and/or the other owners/moderators of this community whom I can’t seem to +tag right now.

https://drive.google.com/open?id=1DPj7XzcpuqItzPqiU0SbzPLYI5ciuAp2

Introducing the Knight Mystic — a swordmage type character compatible with Worlds of Adventure!

Introducing the Knight Mystic — a swordmage type character compatible with Worlds of Adventure!

Introducing the Knight Mystic — a swordmage type character compatible with Worlds of Adventure! I designed this one some time ago for DW and we enjoy it at our table, so I couldn’t resist porting it over.

https://drive.google.com/open?id=1uF_BZrXo6A7Iuk5hiHogUXl9RaZunlRp

This is a really rad revision of the game and is much neater and cleaner.

This is a really rad revision of the game and is much neater and cleaner.

This is a really rad revision of the game and is much neater and cleaner. I definitely really like it, and I look forward to trying it out.

Question: do you have any blank templates for the playbooks, for making custom classes? I love the little fold-in-half layout (making it a little booklet is a joy, and something we’ve been doing at our table for awhile now). We have some custom classes we love using in my groups, and I’d like to try porting them over to the new look, for the sake of consistency.

Second, some feedback regarding bonds. I like that it’s a bit more streamlined but also versatile, and as-is I have no problems with it (on first glance without playtesting, that is). Often I see players reworking bonds into flags, and I have my own self added a “trait” system that works similarly, and I was curious if, since this was meant to evoke Apocalypse World a little more, you’d considered anything like that (Hx) going with bonds.

In the past I’ve used Traits (zealous, bold, stubborn, shy, cowardly, etc.) for players in DW, and something like “when another player triggers one of your traits, their Hx with you goes up by one. When you respond to the trigger, you gain 1 Hx with them.” Then, when they hit 4 Hx, they erase it and write a bond. Aiding gives 1 Hx, interfering takes one away.

I added in some end-of-session moves like “for every player you played with this time, increase Hx by one. For every player you have played with before who wasn’t here, decrease by 1.” Then I also had some rules for doing the same thing with important NPC’s or even entire communities. And when Hx went too far negative, you’d erase a bond entirely.

In this way Bonds remained a narrative resource but also a nice record of standing with players and NPC’s, but they had a bit more of a mechanical tie in, and the traits, in lieu of flags, helped players get into character.

Hello all!

Hello all!

Hello all! I just found out about this project — what a great idea! Love it! I’ve been playing DW since first edition, and have done a couple of little projects for the community so I’m super stoked to come across this.

A couple of thoughts — while I agree with the principle of simplifying both Load and HP with straight static numbers, I’d like to suggest it’s valuable to differentiate a specific character based on their stats. Have there been any discussions about adding the STR modifier to Load and CON modifier to HP? It seems a fair way to reward these generally lesser used stats (and prevents the dump stat problem to some degree). I don’t want to open up an old discussion if it’s already been set in stone, but I thought I’d offer it up.