I’m going to pretend that someone besides me cares about hacking Worlds in Peril and post some of my ideas here.

I’m going to pretend that someone besides me cares about hacking Worlds in Peril and post some of my ideas here.

I’m going to pretend that someone besides me cares about hacking Worlds in Peril and post some of my ideas here.

I love that it’s PbtA and I love the way powers are abstracted and the push move works great in play. I like that they avoid playbooks. The way bonds work finally made comic book drama a part of the game. That always seems missing.

I just finished my second go at Mask, which I love. It’s great at teen supers team drama, and I can see myself playing a lot of it. But WiP’s is about different kinds of supers and the bonds system both allowed the adult supers success when they really need it and made those Spidey, Aunt May, Mary Jane type scenes happen in our games. Superhero stories have a lot of strained relationships with normal people in them. I like what the bonds do to encourage that to happen.

Also, Imho WiP handles comic action far better than Masks. The Take down Move alone can cover almost any narrative superhero stunt you can describe. And this is pretty important to me.

I would like to hack drives and advancement, because I just could not get any of my groups engage with it. I liked it a lot on paper, but… Nope. It could just be something with the way I explain it. I had the same problem with MHR and milestones.

So think I’m a going to make drives just a phrase (similar to dungeon worlds approach to Alignment) and if the group agrees that a PC acted in it during a session the PC will get an xp at the end of session move.

I also think I’m going to hack advancement with -6 gets an xp and every so many points unlocks an one of the WiP achievements (a la Masks)

Also, the conditions systems was a bit too free form for me. I felt I got a lot of raised eyebrows when I when I tried to explain how the extremity of conditions are determined and that for villians the difference in moderate and critical was only narrative. I understand why it’s that way, but it was a barrier for most of the players I ran it for.

This will likely be difficult, but I think I want to replace conditions with stress tracks similar to cortex plus heroic. (Physical, Mental, Emotional, and maybe a Complications track)

I’m not sure what I’ll do with socal moves but I want a bit more to represent more ways to increase or replace bond as well as moves that hellp inspire and adjudicate social drama. I’ll be running through several PbtA games for inspiration.

I fully get that I may be the only person that thinks any of this is important. I’m not trying to make a product. I’m just trying my hand at getting a game that does exactly what I want it to. I’m prepared to have my heart broken. LoL

Feel free to tell me I’m crazy!