Ive wanted one of these ever since I didnt buy one back in the 80s when I saw it for sale in my FLGs. Well, I finally decided to stop waiting and. The Worlds of Wonder boxed set included Chaosium’s Basic Role-Playing System booklet and three game settings designed for use with it: Magic World, a fairly. : Worlds of Wonder (Superworld): Chaosium Superworld Worlds of Wonder (VG/VG+) (uncut) Manufacturer: Chaosium Product Line: Superworld.
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So I understand your preferences. The main issue two is one of presentation and focus.
Chaosium has made the 16 page BRP book an integral part of their products. To me it is obvious the Chaosium approach with BRP is much more attractive to gamers either learning roleplaying or coming in from other systems. Chaosium’s recent and excellent generic Worldd rulebook contains practically all the options from Worlds of Wonder. I recommend you take a look at it, if you haven’t already.
GURPS Lite is a pretty good product and I’ll admit to having been tempted to use it in the past, but there’s just something about GURPS — it’s “gear-headiness,” to invent a term — wondfr rubs me the wrong way. It reminds me unhappily of HERO, with its obsession over points totals and comprehensiveness.
That just doesn’t appeal to me. But I will defend SJ Games in that it always been optional. I know more than a few that use GURPS Lite either 3rd or 4th edition and bolted the stuff they wanted from the core books and the supplemental books. I agreed that Chaosium need to still have that 16 page BRP in print updated to whatever the current rules are if it needs that.
Relying on the big thick BRP would be a mistake for the system as a whole. I think the designers of Universal systems need to be careful in how they present their system.
That the history of nearly every universal RPG publishers has caused their games to be steadily become less accessible. For example GURPS would be better able to draw in new fans if they have a core system with the same complexity as 2nd edition. Not the 2nd edition rules there were some true issues that were later fixed but the selection of skills, advantages, and disadvantage. Worlds of Wonder was a go to fill-in game for me back in the 80’s.
We played superworld the most and futureworld the least. You made a slight omission if the character types for MagicWorld; while folks could choose Warrior, Rogue and Sage they were also able to choose Sorcerer as a profession.
Still, I can’t help but think that Chaosium’s approach of having a very basic — in the “foundational” sense of the term — set of core rules, with each game built on their foundation adding specific complexities, is a better approach than a huge, sprawling “generic, universal” philosophy I believe this is how the current World of Darkness line does it. I was working from memory, so I’m probably mistaken, but I thought a “sorcerer” was merely a character of another profession who’d gained admission to the Sorcerer’s Guild and thus the ability to learn magic and related skills.
Could you start the game as a sorcerer? One of the reasons I like Savage Worlds so much is that it is based entirely on the concept of having a solid basic rules set while allowing for individual settings to add complexities. I appreciate this same quality in BRP. BRP’s reliance on percentile probabilities adds a nice intuitive touch to the system. BRP isn’t perfect, but it is quite good and its flexibility goes a long way to explain its longevity. I’m not as critical of the new BRP book as many.
It is attempting to be a replacement for WoW and as such has sections on Superpowers etc. Chaosium used to include a free random book from one of their games if you placed an order.
That was how I was first exposed to Worlds of Wonder. Eventually, I bought the complete game. The overall connection between the games other than BRP – that the players are playing characters who are entering different “worlds” for entertainment purposes – reminds me of Dream Park by Larry Niven and Stephen Barnes.
They do have a “BRP lite” booklet available, weighing it at 48 pages: I don’t own it, so I can’t speak to what it does and doesn’t include. I’d probably buy one as a table copy for new players, however. Perhaps there just isn’t a market for that these days, however.
Of course, one way to deal with the BGB is to remember that one doesn’t have to include everything: By making some decisions at the start, a GM can decide which chapters to trim and thus lighten his load.
I haven’t seen WOW in years. The fantasy options sound interesting to me now, as do the SF.
Never appealed to me, although friends made abortive attempts at running it. As someone posted, there’s a free BRP intro pdf still available.
I like the new BRP book, and it’s intended as a menu system. It’s a little intimidating in that you have to read through all the options if you want to make informed decisions as to what you want to include.
There are a slew of genre books out for BRP now, and again, you can go with “Lite” either with the free PDF or by picking out the components you prefer from the big book. All in all, I hope BRP’s popularity grows. Maybe Mongoose will help that process along. Wodner, it is presented as a toolkit system that requires some small work from the GM to ‘focus’ it – if they want to. There is no extensive number crunching, or hundreds of component entries to familiarize yourself with Ads, Disads, Powers, etc.
Available now to GMs that don’t have easy access to those older, out-of-print game lines. I don’t think I was suggesting that unless you meant that for someone else? I agree it’s quite easy to pick up and just use the parts you need. There are a slew of genre wondr out for BRP now, Sorry about the confusion.
About 3 years ago I saw a shrink-wrapped copy of Worlds of Wonder in a game store off the beaten path. I was tempted, but, of course, thought “eh, I’ll pick it up next week.
Who’s going to buy that out-of-print game? How wrong I was. Established MW character can also attempt to join the guild and become a sorcerer. One isn’t stuck in a profession forever but a sorcerer is limited in how high non-sage skills can advance. Just pulled out the booklet to make sure, I haven’t played the game in over a decade. There’s wirlds in the new BRP core book that hasn’t been presented before; as has been mentioned, it’s just a collection of all the available BRP “dials” between chaosim covers.
I always thought they would have benefited from skills painted in broad strokes, and then the character could perhaps specialize with a couple skills that fall underneath that umbrella. It was easy to make a character, and you could have a game up and running in 30 mins or less. You might well be right that I am doing the new edition of BRP a disservice.
I don’t own chsosium copy but have seen it in game stores and I find its format and length quite off-putting. In fact, the first edition of the game was a straight translation of the BRP rules combined with the MW booklet.
Wednesday, May 12, Retrospective: Chaosium’s Basic Role-Playing which I’ve lauded previously was extracted from the rules of RuneQuestsimplifying and genericizing them in order to serve as a foundation for other RPGs.
The first woner to explicitly do so was ‘s Call of Cthulhuwhose rulebook, unlike that of its contemporary Stormbringerreferred back to Basic Role-Playing for an understanding of certain foundational mechanical concepts. BRP was thus intended as a “high level” document, establishing only the most basic principles of the game system, such as characteristics and skill rolls, while individual games dealt with the specific details of expanding upon those principles.
This boxed set came with four short booklets three are 16 pages in length and one is 18 pages. The first is BRP itself, while the other three each presents a different “world” i. Of course, “complete” is a relative term and there’s no question that by most standards even back inthe world books chaosoum more like the skeletons of games rather than fully-fleshed out, ready-to-go games.
Consequently, Worlds of Wonder has an “experimental” feel, as chaoosium Chaosium were words the waters to see if how much BRP could be stretched beyond its roots in RuneQuest. Not huge nods, to be sure, but Magic World is very traditional in its presentation, largely lacking the idiosyncrasies that make RuneQuest so appealing to its fans and frustrating to its detractors and might-have-been fans.
As a BRP derivative, it’s skill rather than class-based but starting characters must choose one of three “professions” — warrior, rogue, or sage — which determine the starting skills to which the character has access.
Worlds Of Wonder RPG by Chaosium , including dice
Interestingly, the default assumption is that a new character wprlds a rogue, as it has no entrance requirements, while becoming a warrior or a sage requires a roll to be accepted for training. As in RuneQuestnew skills are acquired through training which costs moneywhile old skills are improved through use. Magic is potentially available to all, but it requires admittance to the Sorcerer’s Guild to learn again, with entrance requirements. Spells are divided between sorcery and ritual magic, with the former being magic one can cast on-the-fly and ceremonial magic requires greater time, expense, and concentration.
Magic World includes a small selection of monstrous opponents, pretty demanding that referees either create their own or swipe them from other BRP games. Future World is the longest — and densest — of the three world books, presenting fhaosium science fiction world in a “galactic empire” vein, with the PCs assumed to be agents of ICE — the Imperial Corps of Engineers, which, despite its name, is in fact an eclectic collection of troubleshooters for the Empire.
Like TravellerFuture World wonxer begin play with prior experience. However, there’s less randomness and more breadth to this chaoeium experience, with players choosing which skills they wish their characters to have and the ability to switch professions multiple times, thereby allowing “cross training. Several sample alien races and robots cuaosium presented, as is a great deal of equipment.
Worlds of Wonder
Combat and other mechanics receive some large expansions, mostly due to the highly technological nature of weaponry. There are no starship rules — travel is assumed to be via gates and ICE missions are all planet-bound, it seems — or any planetary creation guidelines. There is a sample adventure included, which is odd, given its length nearly five pageswhich in my opinion could have been more profitably spent on including a few other sub-systems of use to science fiction gaming.
Far moreso than Magic World, Future World very much feels like a sketch of a game rather than a complete game in its own right. Superworld which would later be expanded into a full game of the same name is a BRP treatment of the superhero genre.
Adding together one’s characteristics gives a pool of “hero points” with which skills, superpowers, and even characteristic boosts can be purchased. Hero points can also be spent on “energy points” by which superpowers function. More hero points can be acquired through taking on “disabilities” or in some way limiting a character’s superpowers — all standard fare for superhero RPGs.
Superworld describes about 30 powers, many of which are quite broad and in fact encompass several sub-powers. Combat receives some modifications in order to better simulate four-color action with knockback, etc. There’s a very short sample adventure more a slugfest than a true scenario and some notes on various topics of interest referee’s advice more or less.
Also included are some designer’s notes by Steve Perrin, who explains that Superworld grew out of his dissatisfaction with Superherowhich he found contradictory and unsatisfactory to his needs.