That's an excellent point!
amag111
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This is really cool, and I love that the setting isn't as dark as a lot of the other hunts I see out there. I 100% think this would be a great mini-campaign for my group, I'm excited.
That said, the actual book and hunts are in 'dark mode' - would it be possible to upload printable versions with black as the text color rather than the background color?
Someone made a really cool set of character sheets:
https://windowdump.github.io/posts/wodu-remix-character-sheet/
With Tam's help, I was able to make the abilities into printable cards.
https://amag111.itch.io/world-of-dungeons-remix-ability-cards
I created a printable booklet version of the playbooks in Typst, a markdown-style language with scripting. The source is designed to make it really easy to localize the game, or reskin it for other genres.
Quick mini-review: I was really intrigued by the idea of this, since I recently got The One Ring and felt it was a little too mechanical for my tastes and wanted something lighter. Wilderlands isn't that thing, for me, but perhaps it will work well for others.
The game as a whole is very combat oriented, probably 75% of the rules text is devote to that, and it turns out "songs" are basically combat-relevant spells. Characters really are most defined by their combat abilities and weapons, in spite of a brief OSR-y note about problem solving and avoiding fights. I felt like the social coming together aspect of both songs and Sagas (which are literally described as "abilities you find") was really missing, though the random encounter lists have some nice social encounters on them. That said, I did like the art and production, and the whole thing was very easy to read and follow, and I'm sure it would be easy to implement all the rules in play and find exactly what you need in the booklet.
Anyway, if you're looking for a general OSR-ish game with a slightly less "unhoused treasure seeker" vibe, this might work for you (though it's possible you already own such a thing). If you're looking for a "The One Ring"-type game with some lighter mechanics, this may not be what you're looking for.
Played this with 2 six year olds and an adult, with another adult as GM (goblin master?). It was a lot of fun. The kids got the idea of switching and things sometimes not going as planned. They had a blast and we made it from sneaking onto the train to parachuting out in takeout boxes using a wizard's hat as a parachute.
However they were pretty cooperative, and I think for a more cooperative table you might want to adjust the result bands to make mixed success more common, since extra D10s are pretty powerful.
The end game mechanic could use a bit more clarity - does it simply become impossible to succeed? What does that mean? Should they just use the tokens to get an automatic success? I feel like they need some way to still succeed with the dice once the tokens become limited. Though maybe the ceiling is on individual dice rolls, but you can still add multiple? It just wasn't very clear in the rules.
Finally it might be helpful to have a page of inspiration for things that can happen due to failure, like a pbta GM moves list, since a low prep high improv game can have a high cognitive load.







