Just a design question I’ve been curious about…

Just a design question I’ve been curious about…

Just a design question I’ve been curious about…

I’m getting to know all the flavors of *World, and I noticed that for many versions players choose characters from a buffet of character “classes.”

How come you didn’t go that direction with Worlds of Peril?

You could have easily identified super archetypes, like the Energy Controller, the Size-Changer, the Martial Artist, etc.

Okay, here’s my first pass at an original character for my Brine Bay setting.

Okay, here’s my first pass at an original character for my Brine Bay setting.

Okay, here’s my first pass at an original character for my Brine Bay setting. His name is Newton and he’s a member of a squad of scientists.

https://docs.google.com/document/d/1nUAoJ9VGQlaDJ38QOiP8sV-7pN6pBdqRu5Aku9CbGXI/edit?usp=sharing

I’m far from proficient in this system but it seems to me that a player might want to make custom “power” moves.

I’m far from proficient in this system but it seems to me that a player might want to make custom “power” moves.

I’m far from proficient in this system but it seems to me that a player might want to make custom “power” moves. Is that in here?

For someone who’s a newbie to this type of system, would someone suggest a place to start?

For someone who’s a newbie to this type of system, would someone suggest a place to start?

For someone who’s a newbie to this type of system, would someone suggest a place to start?

I’m reading the Worlds in Peril rules, but is there another source I should look at?