Worldwizard - Player Reference_9bJ11o.pdf
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Map Icons
Use these icons to indicate different types of terrain and features on the map. If a
given type of terrain covers a large area, you don’t thave to draw an icon in every sin-
gle hex; just draw an outline of the region and draw a few icons within that outline
to indicate the overall terrain. Invent new icons as needed.
worldwizard
player reference
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PRINCIPLES OF PLAY
Keep these suggestions in mind as you build your world together:
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Ask questions.
If you’re unsure about anything at all, just ask. If
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terrain
Mountains
Major peak
Volcano
Hills
Tablelands
Canyonlands
Wasteland
River
Forest
Evergreen
forest
icon
terrain
Jungle
Fungal forest
Dead forest
Swamp/marsh
Flood plain
Grassland
Farmland
Desert
Tundra
Ice/snow
icon
feature
City
Keep/castle
Tower
icon
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Temple
Town
Road
Bridge
Ruins
Battlefield
Mine/quarry
Dungeon
Cave
Hallowed
Cursed
Portal/vortex
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you can’t find an answer in these rules, discuss the question and
draw your own conclusions.
Respect boundaries.
The game has some built-in guardrails, but
it never hurts to check tomake sure you’re not messing with
another player’s hopes or plans.
Maintain the tone.
As you add to and change your world, be
conscious of your agreed-upon thematic touchstones.
Follow your instincts.
Do what you feel would be most interesting
or fun without too much second-guessing.
Be decisive.
Strong, clear choices will give your contributions
more character.
Make connections.
Establishing elationships between the contri-
butions os various players will help to make your setting more
engaging and memorable.
Lean into drama.
Seek opportunities to create tension and con-
flict between the various peoples, factions, and avatars.
Share the spotlight.
When it’s your turn, don’t always look out
for your own stuff; consider actions that would add drama or
attention to someone else’s creations.
Embrace disaster.
A “bad” roll or turn of events that puts one of
your creations in jeopardy is an opportunity to deepen and enrich
the story of your world.
Stay flexible.
Be willing to adapt if your plans don’t go as hoped.
Play to find out what happens!
“Prudence is greater than fate.”
ACTION GUIDE
create MOUNTAINS
(AP 0/2/3/-)
Add a mountain range to the map, covering an area of any size. Describe anything notable
about your creations.
create RIVER
(AP 0/2/3/-)
Add a major watershed to the map, starting at its source and ending at a sea or other
body of water. Remember that rivers always find the lowest path through the landscape.
Describe anything notable about your creation.
create TERRAIN
(AP 1/2/3/-)
Choose or roll a type of
terrain
(see table on page 14) you wish to add to the map.
Then, roll 1d6 add your chosen terrain to that many different areas of the map. Each area
you add may be of any size. Describe anything notable about the areas you add.
CREATE NATURAL/ARTIFICIAL FEATURE
(AP 0/1/2/-)
Choose or roll a natural or artificial
feature
(see table on page 14) and add it to the
map. A given feature may occupy an area 1 to 10 hexes in size. Describe what makes your
creation dramatically significant.
CREATE AVATAR
(AP -/1/1/1)
When you create an Avatar, you become their Steward. An Avatar might be a hero, queen,
great monster, elemental entity, demon, or even the earthly incarnation of a god. Choose
a hex on the map as the place where your Avatar first becomes known. Describe them, or
roll on the
avatar
table (page 16) for ideas. Choose and record their starting alignment
(good,
lawful, neutral, chaotic,
or
evil),
and give them a name or basic descriptor (you can
always name them later).
do a deed
(AP -/1/1/1; +1 if you are not the Avatar’s Steward)
Choose an Avatar in play and describe a significant deed that they accomplish. They
might discover an artifact, lead an army to conquer a City, oversee the construction
of a great wonder, forge an alliance with another Avatar, or anything else you can
think of. The only requirement is that their deed be significant; the making of histo-
ry, if not legend. If you need ideas, choose or roll on the
deed
table (page 16).
The Avatar accomplishes the deed, unless doing so would impact an element of
which another player is Steward, in which case you must roll:
on a 10+,
the deed is
accomplished as described;
on a 7-9,
the deed is accomplished, but with a tradeoff of
the other player’s choosing;
on a 6-,
the deed can be accomplished, but only at great
and irreversible cost—the other player says what that is, and you must choose to
accept it or fail in accomplishing the deed.
CREATE PEOPLE
(AP -/2/3/4)
When you create a People, you become their Steward. Choose a hex on the map as their
point of origin. Choose or roll their characteristics on the
people
tables (page 17) and
alignment
(page 17). A People starts as
nascent,
the first of 4 possible levels (nascent
>
developing
>
advanced
>
transcendent).
Finally, choose a real-world language to act as a
linguistic basis for their naming of things, and give the People a name.
shift alignment
(AP -/0/0/0; +1 if you are not the People’s Steward)
Choose a People in play and shift their alignment one step (good <>
lawful
<>
neutral
<>
chaotic
<>
evil).
Explain why this change occurs.
EXPAND TERRITORY
(AP -/1/1/1; +1 if you are not the People’s Steward)
Choose a People and expand their territory according to their level:
level
Nascent
Developing
Advanced
Transcendent
base hexes
1d6
2d6-1
2d6
3d6
additional hexes
You may pay 2 AP to claim 1d6 additional hexes.
You may pay 1 AP to claim 1d6 additional hexes.
You may pay 2 AP to claim 2d6 additional hexes.
You may pay 1 AP to claim 2d6 additional hexes.
If your People’s territory expands into that of another People, war commences; roll to
determine the end result:
roll war outcome
2-6
7-9
10-12
Aggressor may claim territory according to their level, but only at great
cost—the defending player says what that is, and you must choose to accept
it or fall back without claiming defender's territory.
Aggressor claims territory according to their level, with a fictional trade-off
of the defending player’s choosing.
Aggressor is victorious and claims territory according to their level.
endeavor
(AP -/1/1/1; +1 if you are not the People’s Steward)
Choose a People already on the map and choose or roll one of the following:
1d100
endeavor
effect
01-30
Found Faction
A subgroup of the population organizes into a faction.
Choose or roll on the
faction
table (page 18) and
align-
ment
(page 17). Describe the faction's goals.
31-60
Found City
61-80
Advance
81-100
Other
A center of culture and commerce comes into play. Place it
on the map, give it a name, and describe its significance.
The People advance one level.
The People undertake an endeavor of your choice (e.g.,
constructing an artificial
feature).
If you need ideas, roll on
the
deed
table (page 16).
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