We are proud to announce the first ever public playtest of Worlds of Adventure!

We are proud to announce the first ever public playtest of Worlds of Adventure!

Originally shared by Yochai Gal

We are proud to announce the first ever public playtest of Worlds of Adventure!

What is this?

Worlds of Adventure is an ongoing project to present a simplified, tightened ruleset for Dungeon World that builds on the strengths and themes of the original game, while incorporating newer ideas and designs made popular since the game’s original release. In Worlds of Adventure, we try to enhance those rules that facilitate roleplay, simplicity, and flexibility, while keeping true to Dungeon World’s’ roots. The ruleset for Worlds of Adventure is meant to both supercede and take precedence over those of Dungeon World.

You can read a summary of these changes in the Introduction section of the document.

Please remember that this is just an early playtest; many of these rules are expected to change and adjust based on community feedback.

Thanks, and please send us your comments & suggestions!

Our team: Muggins AU, Nicolas Derom, Greg Soper, & me, Yochai Gal

https://drive.google.com/open?id=0BzeF5GXNEsnfRWxmN3U3QW5MTVk

28 thoughts on “We are proud to announce the first ever public playtest of Worlds of Adventure!”

  1. Thank you! I’m working on my own Dugeon World inspired hack with similar principles (and also inspired by Blades in the Dark) and it’s great to see someone else’s solutions to the questions I, myself, have been tackling.

  2. Thank you! I’m working on my own Dugeon World inspired hack with similar principles (and also inspired by Blades in the Dark) and it’s great to see someone else’s solutions to the questions I, myself, have been tackling.

  3. I’ll gussy it up and post a google doc link sometime soon. I’m worried it’s not yet completely accessible to people who aren’t familiar with both systems (Blades and Dungeon World) and I’m currently experimenting with some brand new mechanics for Blades including alternative HP and stress mechanics, etc.

  4. I’ll gussy it up and post a google doc link sometime soon. I’m worried it’s not yet completely accessible to people who aren’t familiar with both systems (Blades and Dungeon World) and I’m currently experimenting with some brand new mechanics for Blades including alternative HP and stress mechanics, etc.

  5. Regarding my own mashup project (which I’m planning on using for a home-brew campaign).

    docs.google.com – Dungeons in the Dark

    If the mechanics don’t immediately make sense, I’m working on it. Currently I’m most proud of having gotten rid of some of the more boring Dungeon World moves (+ Damage, etc.)

    The rules I have in mind are more akin to Blades than Dungeon World, but bring th the structure, mechanics, and themes of DW to that system.

  6. Regarding my own mashup project (which I’m planning on using for a home-brew campaign).

    docs.google.com – Dungeons in the Dark

    If the mechanics don’t immediately make sense, I’m working on it. Currently I’m most proud of having gotten rid of some of the more boring Dungeon World moves (+ Damage, etc.)

    The rules I have in mind are more akin to Blades than Dungeon World, but bring th the structure, mechanics, and themes of DW to that system.

  7. Feedback just from looking at the core mechanics…

    1) I’m not sure how to feel about replacing die types with a static +1 increase… It seems weak, but I may be wrong.

    2) Keep the name Starting Moves for core playbooks moves, as to not confuse them with the Basic Moves everyone has.

    3) I’m personally not a fan of the idea of giving players Principles as well. It feels like more work for the newcomer, and it could be confusing and/or overwhelming. In a similar manner, the Spotlight should not have strict rules either.

  8. Feedback just from looking at the core mechanics…

    1) I’m not sure how to feel about replacing die types with a static +1 increase… It seems weak, but I may be wrong.

    2) Keep the name Starting Moves for core playbooks moves, as to not confuse them with the Basic Moves everyone has.

    3) I’m personally not a fan of the idea of giving players Principles as well. It feels like more work for the newcomer, and it could be confusing and/or overwhelming. In a similar manner, the Spotlight should not have strict rules either.

  9. Maria Rivera I think those are good suggestions. I’m a bit biased on the die type thing because I will always associate those crazy dice with the wonder and thrill of my first encounters with the hobby. I totally agree with the idea that streamlining the dice can be helpful but an assortment of odd-shaped dice really does add to the fun for me.

    I’ve only just skimmed so far but I’ll look a lot more closely and chime in again later. I really love a lot of the ideas here.

    Thanks Yochai Gal and team for sharing this with the community!

  10. Maria Rivera I think those are good suggestions. I’m a bit biased on the die type thing because I will always associate those crazy dice with the wonder and thrill of my first encounters with the hobby. I totally agree with the idea that streamlining the dice can be helpful but an assortment of odd-shaped dice really does add to the fun for me.

    I’ve only just skimmed so far but I’ll look a lot more closely and chime in again later. I really love a lot of the ideas here.

    Thanks Yochai Gal and team for sharing this with the community!

  11. Dice are this weird area where I feel SOME people have a very nostalgic draw to them and others see them as unnecessary or even a barrier to entry.

    (How do I find these dice? Will I have to go into the dark and unwelcoming local game shop? Do I even have a local game shop to purchase them from?)

    My personal favorite solution to this is Tables. I tend to prefer games that don’t use a bunch of disparate dice but for those moments I’m feeling nostalgic, I bust out the random tables.

    For this hack, funneling everything into a d6 seems appropriate. It means you can bust out some character sheets and play Worlds of Adventure nearly anywhere, which advances the appeal of the original DW game.

  12. Dice are this weird area where I feel SOME people have a very nostalgic draw to them and others see them as unnecessary or even a barrier to entry.

    (How do I find these dice? Will I have to go into the dark and unwelcoming local game shop? Do I even have a local game shop to purchase them from?)

    My personal favorite solution to this is Tables. I tend to prefer games that don’t use a bunch of disparate dice but for those moments I’m feeling nostalgic, I bust out the random tables.

    For this hack, funneling everything into a d6 seems appropriate. It means you can bust out some character sheets and play Worlds of Adventure nearly anywhere, which advances the appeal of the original DW game.

  13. I like the threat type-moves, also the details for followers-animal companions & familiars is good.

    With bonds I think they should evolve, resolve or dissolve-based on the roleplaying done.

    Principles for players-give to experienced players, or newbies you could bring them up during the first 2-3 sessions, show not tell.

  14. I like the threat type-moves, also the details for followers-animal companions & familiars is good.

    With bonds I think they should evolve, resolve or dissolve-based on the roleplaying done.

    Principles for players-give to experienced players, or newbies you could bring them up during the first 2-3 sessions, show not tell.

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