So I’ve been working on an RPG system for a while, which I’ve been calling the Wanderer System.

So I’ve been working on an RPG system for a while, which I’ve been calling the Wanderer System.

So I’ve been working on an RPG system for a while, which I’ve been calling the Wanderer System. It’s got a few good ideas, including using 2D6 of different colors to activate the enemy’s attacks off of how well you roll (you only ever make one roll per round), a series of what I was calling Burdens, which can be both positive and negative, and allow you to sacrifice something good in your life to stay in the game, as well as very easy-to-generate monsters.

Anyway, out comes WiP and I realize that the street-level supers setting (among many other settings) I was working on is now useless. The Dungeon World system does a lot of what I was hoping to do in the Wanderer System, with Bonds working similar to burdens.

This has made me realize that I should probably just keep the best ideas I had for my system and use them to create a DW/Fate hybrid/hack. Anyway, the moral of the story is that WiP is a fantastic system.

3 thoughts on “So I’ve been working on an RPG system for a while, which I’ve been calling the Wanderer System.”

  1. Glad you like it, but I think the AW system benefits from constant change and innovation (and obviously so did WiP, being able to build on all kinds of great stuff). If you’ve got cool ideas to implement and hack into, I say go for it! 

  2. I’m going to do it. I was just going to originally have it be its own system. Basically, what I’m keeping is the easy monster generation (one roll), the one-roll combat round (where your NPC allies act on high black die rolls and the enemies act on low-to-high white die rolls), and the burdens, which are a souped-up version of Fate’s consequences (that provide good things).

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