What is Heroes & Other Worlds?

Heroes & Other Worlds is a game of adventure inspired by Metagaming's classic Melee/Wizard/TFT system combined with inspiration from the Moldvay edited basic game. The rules are easy to learn and use standard six sided dice. The system is simple, sensible and flexible in the spirit of classic role playing games from the early 80's. Become a Hero, Other Worlds await!

Wednesday, December 11, 2013

Choose your own adventurer...

I have some extra time off coming up this weekend so I am on track to finish Raedwald layout/editing and then a print test!

So a recent post on Jeffro's blog regarding H&OW lamented that his son found it difficult to make a new character because of all the choices (skills/spells).  Part of what is going into Blades & Black magic are Archetypes for each class (adventurer/wizard).  There are going to be quite a few but the idea is to give Players a hook for their character, and for the referee to use the same info to build NPC's if they'd like to.  Below is a rough idea of how it works:

For Adventurers
Archetype  (this is something like Ranger, Town Cryer, Mason, Sailor, etc.)

Skills-this will list 6 skills common to this archetype, (a player can pick or randomly roll 1d6)

Starting Equipment-this will list the starting/common gear for this archetype.

For Wizards
Archetype (Summoner, Pyromancer, Witch Hunter, etc.)

Skills (list of 6 player should choose 1 or roll for 1)

Spells (list of 6 player should roll or choose)

The one issue for wizards is they should probably all come from the core rules spells list, but obviously ownership of the Magi Carta vastly expands the potential/specialization.

In addition I am consider an optional "background" chart. This can be used to determine if your character comes from a village, town, or city and only certain archetypes come from each location.

Anyway, its a work in progress, I just wanted you to know the work is ongoing and there is more stuff to come!


  1. I can't believe it when my sketches goes into your blog.

    1. Robertson your work kicks ass sir!

    2. It's funny when you are the first one to inspired me doing rpg of my own. lookie here http://experimentalplayground.blogspot.com/2013/12/savage-flower-kingdom-version-2.html

      and Thank you, Sir!

    3. Great stuff Robertson! It's pretty cool to see my wee works inspired your games (SFK is really cool!) and your art inspires me to create new ideas! That is a chocolate and peanut butter combination my friend!

  2. So I guess you would roll 1d6 to determine which starting skill you DON'T have, right? It beats rolling six times (or more, considering duplicates). I like the idea, though. Could the background tables be a little more detailed, maybe with a two-part table so you could get "religious city," "magical village" or "tyrant's town."

  3. You could certainly do it that way (roll to see what you don't have)! The goal was to create a focused skill set for an archetype to pick from and the "die roll" is and option if you don't feel like picking!

    Yes additional detail is certainly possible in the background tables.

  4. Much as I like the idea of career paths and cascading tables I wonder if a set of pregen character cards with set skills/equipment would be better for that first session with younger players - for example:
    city/adventurer - thief, noble (princess!), guard
    wilderness/adventurer - hunter, beastmaster, explorer
    city/wizard - magician (enchants objects !), alchemist (makes bombs !) , artificer (builds little golem companions)
    wilderness/wizard - druid, shaman, witch

    1. Hey Geordie, Indeed that is also part of my plan.
      A pre-gen for each archetype will serve as either a "pick and play" option for inexperienced or quick play goodness as well as serving as a pre-made NPC for Referee's to use as a stock character for each archetype. So it (should) be a good and useful little reference!