As previously discussed, I have started playing Ultraviolet Grasslands using World of Dungeons as a framework. “World of Ultraviolet” is the working title, because “World of Ultraviolet Grasslands” is just a mouthful.
At this point, we’re on version 0.3 and have played one (1) session, which consisted mostly of character and group creation with some initial patron-seeking at the end. Major changes include:
- No attributes. At all. Not numeric, not qualitative, though some of the talents (abilities) can trace back to them (Agile, Tough).
- No more rolling for armor: the game tries to get away from fiddly rolls and modifiers.
- Pared down the skill list a little more so players can just roll a d20 twice if they want to generate their character randomly. You can get a few more while leveling, but hopefully they (and the talents) reflect in-universe growth.
- Hit dice somehow escaped my attention before. I still don’t love them, and they increase very slowly: we want this game to focus on exploration and interaction, not combat.
I still have some things that could change. “Talents” versus “Abilities” may not matter much, but I keep using them both and should settle on one.
Advancement via XP has two problems. First, the growth happens semi-passively rather than directly in the foreground. I don’t really know how to model characters improving at exploration as they do it more, so this abstraction will do for now. I continue to think about better ways to trigger advances, though.
Second, what does “advancement” really mean? Does constraining players to “HD / skill / talent” really make the most sense, or instead can we have the players set in-universe goals and then work out what achieving that advancement looks like?
If you have thoughts or suggestions, I’d love to hear them!