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01:29, 8th May 2024 (GMT+0)

Starting the Worldwalker Game.

Posted by PlaytesterFor group public
Playtester
GM, 1 post
novelist game designer
long-time gm
Sat 22 Jan 2005
at 06:58
  • msg #1

Starting the Worldwalker Game

I'm starting a multi-genre game using a quick & dirty version of the Multiverser(r) rules, and their multiverse in order to playtest some world settings for possible use in downloads.

I will prominently thank any who play, and who wish to be so thanked, in the downloads. And I would appreciate, as we play, any comments on world design you care to share.

This is predominantly an "I" game, but there are provisions for playing other humans, and others...but I prefer you play it as an "I" game.  One thing that may assuage some worries is that this game allows fairly rapid skill advancement, and improvement in attributes so there is no reason a weak starting character cannot eventually be wrestling with Hercules.  And its background of weirdness can be more easily absorbed, and reacted to, IMHO, when you are not asking yourself what would "Joe the Merc" do, but are instead offering up teh much richer character possibilities of what would "Sam the really smart, and slightly overweight Windows programmer do when he finds himself stuck in an Ice Age"?

Which brings up the second rather unique feature of this game.  Scriff.  Because of it, you die, and you land in another universe.  Not Heaven or Hell or Oblivion, but another physical reality.  So if Sam got stomped by a mammoth, well, he still learned how to throw a spear, and lost a few pounds, and that will serve him in good stead since he's been recruited to join the Roman Empire's Army and fight off an invasion of space aliens.

Which brings up another point...every story is true somewhere in the Multiverse.

Now some player is no doubt already asking, but what happens to the party when Sam gets killed, and Ellen the former skateboard punk and now chief medic to the tribe is still back in the Ice Age?  Ellen stays, and Sam goes.  This game pays little heed to worries of party unity.  Occasionally, the party does get back together again in what is known as a gather world, but that is infrequent.

The game also offers a means to keep the space marine a marine in Magic Land while not letting him tromp all over everything, and vice versa when the wizard visits the space station.

You do not need to buy the Multiverser rules to play since I will be playing with a Q&D version of them influenced by AD&D.  In fact, even if I were running straight from the rule book, it would not be necessary as all you need to know is the answer to the eternal GM's question "What do you do?"

But I would not object if you did buy the book, in fact I'd be happy as they are good people.  If you want to be a co-gm, I think such an investment would be necessary.  Also co-gm's would need to play at least one world under me before I turned them loose.

I'm hoping to get a small group of regular posters, and I plan to try to post once a day M-F.  I would hope players can commit to a minimum of two posts per week.  Five posts per week per player would be ideal.

I can start with one player, and work my way up easily (the game is set up that way).  The initial start world (after Earth) will be on a volcanic island alone in the sea...

Post in reply, and I'll walk you through character generation.

To those who made it this far to the bottom, thanks and happy gaming,
Playtester
Playtester
GM, 2 posts
novelist game designer
long-time gm
Mon 7 Feb 2005
at 03:25
  • msg #2

Re: Starting the Worldwalker Game

I've had three players rtj me that they want to join.  So I'm reactivating this game.

Playtester
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