Dragon World Hack (v0.1)January 8, 2012
Dragon World is my Apocalypse World hack for stuff inspired by 90s comedy fantasy anime, and to a lesser extent the silly parts of a typical D&D campaign. I was most directly inspired by Dragon Half and Slayers, but quite a bit of other stuff crept in. This is a very silly game, and the MC (or rather the “Dragon Master”) section is in part a distillation of what I learned from running Toon and Maid RPG.
I decided to put a rough version of it up on the site for people to enjoy and hopefully play a bit. This is the “hack” version, which lacks explanations of some of the basic rules, such that you’ll need a copy of Apocalypse World (or at least to be well-versed in the basics of AW) in order to play. It’s had a little bit of playtesting, such that I refined the basic moves and the Pure Sacrifice, Dumb Fighter, and Conniving Thief character types a bit, but there’s also a lot of stuff I finished up in one big rush over the weekend.
I’m pretty happy with the selection of character types here, but I literally have about 30 ideas for others, plus I’ve found that the game very frequently inspires people to suggest new ones as well. If I publish a proper book, there’s a very good chance I’ll end up doing some kind of compendium of character types as a supplement. I’m also going to be working more on a few other possible things for the rules, and a section with setting and NPC ideas.
“Story moves” are kind of a neat little thing I came up with the other day but haven’t implemented yet. I’ve been reading through the Discworld novels from the beginning (which is why stuff like Failed Wizard, Oblivious Tourist, and Octogenarian Barbarian crept into my list of possible character types), and in the first two books there’s the thing about how Rincewind has one of the eight great spells from the Octavo stuck in his head and all the trouble it causes. A story move is a thing like that, represented as a special move that at turns helps and hinders the character, and also has an end condition of some kind, after which you lose the move and get a free advance.
Steven Savage suggested adding a wealth system, which would basically be a special stat shared by the group that would fluctuate depending on when they bought major stuff or found treasure, and there would be treasure with associated custom moves to make their lives more interesting. It could fit in nicely with Temptations and make room for some kind of merchant character type, but I’m still thinking about it.