An article about the architecture of superheroes powers in Worlds in Peril by my friend Luca Maiorani.

An article about the architecture of superheroes powers in Worlds in Peril by my friend Luca Maiorani.

An article about the architecture of superheroes powers in Worlds in Peril by my friend Luca Maiorani. It is in Italian but, you know, maybe Google Translator… 😉

I feel like I have an understanding of two things in the rules (especially after reading some of the posts here),…

I feel like I have an understanding of two things in the rules (especially after reading some of the posts here),…

I feel like I have an understanding of two things in the rules (especially after reading some of the posts here), but I have enough uncertainty I will ask…

The first is simple. Beginning characters start with none of the moves from their Drive book, they must unlock them and get Achievements in the process, right?

The second is more conceptual. As I am reading the materials surrounding Difficult and Borderline power descriptions seem to me to represent situations where players are “looking to the GM to find out what happens”, and therefore an opportunity for the GM to make a Move. Using a Difficult or Borderline power is the equivalent of asking the GM “how difficult is this, really?” or “how close to the borderline am I, really?” The main GM Move I am thinking of would be “Tell the requirements or consequences and ask”, but any Move, or no Move at all, is reasonable depending on the circumstances. Does that sound right? Or am I missing something important?

If you’re going to Breakout Con and want to catch a game of Worlds in Peril, Hans Messersmith is going to be running…

If you’re going to Breakout Con and want to catch a game of Worlds in Peril, Hans Messersmith is going to be running…

If you’re going to Breakout Con and want to catch a game of Worlds in Peril, Hans Messersmith is going to be running a game from 4 to 8 PM on Saturday:

Worlds in Peril: Centurions UK

When danger threatens swinging London, in the form of super-powered crime or magical incursion or vestigial Nazi science, it is the Centurions that defend the greatest city in the world. Super-powered action in 1960’s Great Britain using “Worlds in Peril”. Rules will be taught and customizable pre-generated characters will be provided.

https://breakoutcon.com

About time travel as a power

About time travel as a power

About time travel as a power

During the last session we started character creation. One of my players chose time travel as a power for her character.

Have you any suggestion to deal with such a power during the game? I mean: time travel always implies more than one timeline and this could be difficult to deal with.

I would only like to hear if you had superheroes with time travel powers and how did you managed them.

If anyone has an rpg.net account and wants to talk about or voice any thoughts about Worlds in Peril I’m sure it’d…

If anyone has an rpg.net account and wants to talk about or voice any thoughts about Worlds in Peril I’m sure it’d…

If anyone has an rpg.net account and wants to talk about or voice any thoughts about Worlds in Peril I’m sure it’d be much appreciated. I’m guessing they’re looking for actual play experience from people other than the designers of the game!

http://forum.rpg.net/showthread.php?776368-Thoughts-on-Worlds-in-Peril-RPG

For italian speakers and readers, I have wrote this article, called the reasons why you have to play Worlds in Peril…

For italian speakers and readers, I have wrote this article, called the reasons why you have to play Worlds in Peril…

For italian speakers and readers, I have wrote this article, called the reasons why you have to play Worlds in Peril at least once

It’s not a review of the game, but a way to intrigue the players of the Italian scene, where the game is not well known yet. 

Worlds in Peril won both the Gamer’s Choice award and the “I Have to Play This” Game awards at the Bamfsies this…

Worlds in Peril won both the Gamer’s Choice award and the “I Have to Play This” Game awards at the Bamfsies this…

Worlds in Peril won both the Gamer’s Choice award and the “I Have to Play This” Game awards at the Bamfsies this year! Thanks to all the fans for voting for us, and to Judge Christopher Helton for picking WiP out from a ton of awesome games this year.

One more question! Powers.

One more question! Powers.

One more question! Powers.

Push is a move that allows you to try additional things that are not actually on your powers profile. Is there any mechanical difference between powers already on your power profile at different levels?

For example, if I have “Wipe the floor with the world’s best fighters” as my Simple and “Dodge out of the way of bullets” as my Difficult do these powers work in any way differently from each other or are they simply areas that I can compare to when I Push?

Thanks!

Hey all! Just got my hard copy a few weeks back and decide to crank it open finally!

Hey all! Just got my hard copy a few weeks back and decide to crank it open finally!

Hey all! Just got my hard copy a few weeks back and decide to crank it open finally!

I had a question about powers (forgive me if it has already been asked!). I understand that the level of power you use to push (simple, difficult or borderline) determines the severity of condition you take off you fall. Where does Possible come on? What happens if you push a power that is in the possible category? Does it function simply as a gatekeeper for things you can and can’t push?

Any help would be much appreciated!