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!

Friday, June 27, 2014

Quite soon

As I mentioned earlier in the year I worked ahead a bit on two projects so I could keep new product coming this year as I grind away on some other HOW projects.

So In the next few days I will have a new adventure module available!  It will also include simple HOW rules for turning the undead!

I am focused on getting the Terrors and Treasures book done this year.  I think its a more necessary core book to the game than Blades & Black Magic.  That being the case, the terrors and treasures book will be the next big core release for HOW...and it will happen this year! Thanks for you support and thanks for your patience, I endeavor to make each release worth the wait!


  1. Great news on both scores. Adventures and monsters are always welcome.

    Interested to see your rules on "turning undead". I've been wondering how this would work in HOW as the two "Dungeons & Dragons" statistics that account - in my view - for "strength of personality" (Charisma and Wisdom), which I feel are key to 'turning' by force of will and faith, are, of course, absent here.

    1. Thank you Tim!

      My goal with "turning" is not to emulate the restriction/procedures of d20 games, but to instead create a similar result/opportunity with simple and clean mechanics.

      Like so much of HOW, any hero may potentially turn undead (if requirements are met) but a hero who is a priest/cleric concept will be best at it with special results.

      In addition an evil priest/cleric will also have a unique effect on the undead...

    2. One of the (many) things I like about HOW is that it is close enough to old school d20 games (and TFT, of course) that I grew up playing, but its rules are different enough to inspire me to think of new and creative ways to bend and reshape them to my own evil ends.

    3. That is extremely high praise Tim, thank you very much. It is what I am striving for, something similar to games we all love, but with some differences to foster/provide opportunities for individual creativity...for your own evil ends. :)

      I think D&D back in the day did that wonderfully, but as it matured it grafted on so many additional rules and sub systems it became bit too clunky for me. B/X D&D hit the sweet spot for rules and inspiration, but I found the underlying system to be not as clean, clear, constructive and concise as Melee/ Wizard. My inspiration was, "What if these two kind of came together?"

      HOW strives to be the best of what inspired me in both games mushed together like chocolate an peanut butter. Glad someone else likes it too!

    4. Oh, I think a LOT of us like it!

      I first learned to roleplay when my brother and I accidentally picked up a copy of M.A.R. Barker's Empire of the Petal Throne thinking it was a new wargame (!) We both eventually sort of figured out what was going and and actually built dungeons for each other to work our way through (it was fascinating to see the differences in the way we two thought -- his dungeon was very psychological and fiendishly mental whereas mine was very mechanical and fiendishly physical). A few months later, we picked up a copy of the D&D White Box, and a couple of years after that I stumbled across Melee, followed shortly thereafter by Wizard and the rest was history. So I think most of us following this blog feel the same way you do about smooshing D&D and TFT together to get the "Reese's" goodness from them! ;-)

    5. Nice bit of history Jeff, thanks for sharing it! Thanks for your support as well!