The playtest of World of Ultraviolet continues, so I wanted to write a bit about what has changed so far. This includes hit points, a slight tweak to talents and abilities, and an important set of additions to the main resolution mechanic.
We've started playtesting World of Ultraviolet (World of Dungeons in Ultraviolet Grasslands) and the game is starting to shape up a little more.
I put together my first playtest document for World of Ultraviolet this weekend; we'll give it a shot this coming Saturday. Here are the principles behind it and a quick summary of how it works.
Initial thoughts towards modifying World of Dungeons to fit Ultraviolet Grasslands.