New devlog alert: a solo playtest experiment featuring giant robots! https://wonderxworlds.itch.io/wonder-worlds/devlog/1111038/wxw-playtest-experiment-soloaigiant-robots
wonderxworlds
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If you've downloaded Version 2.0, let me know what you think and consider rating the game.
If you playtest it, you can also help continue to improve the game by filling out the feedback survey.
I appreciate the feedback. The game's toolkit is definitely optimized for GMs and solo players who enjoy worldbuilding. By design, it leans toward flexibility over a fixed setting or pregenerated experience. That can mean a bit more to digest and build up front, but it pays off in more creative control. Thanks again.
I’m glad you are liking it so far…and I hear you on levels. The good news is: it’s all up to you! You can choose a starting baseline of creation points that fit the desired power level of your game, design PCs around them, and ride the builds out for the entire campaign. You can also choose to offer the PCs upgrades to weapons, powers, artifacts, etc. organically through the narrative without resorting to levels. Anything goes!
Great questions!
For normal use items, you can just make and use them for free as narrative flavor. For example, you can have a med kit that (descriptively) is the way you make the Heal Attribute Move. However, if you want it to create a bonus (1Aad6) when making that Move, you should treat it as an Artifact and spend 2 Creation Points to acquire it. Similarly, a rad suit that provides 1Ad6 to Resist Attribute Moves in hazardous environments would be an Artifact.
For grenades, thrown daggers, etc., just make them as a normal thrown weapon and assume you have enough to continue using them. However, if you want them to have a special add-on quality (e.g., a smoke grenade that obscures the environment), feel free to make them as an Artifact with a finite number.
In terms of level 10, you’ve found a typo! It should be Attribute not Ability. I’ll update the file this week.
Hope that helps! Thanks!
Good question. At a physical table, different colored dice (or using tokens to represent Advantage, Disadvantage, or Flat) works well. If you only have a single color of dice, simply put one aside (for the Move die) and use a two-pile system (with Advantage on the left and Disadvantage on the right) to keep track (remember to cancel out Advantage and Disadvantage one-for-one before rolling). Online, rolling a single die automatically means a "Flat" roll. For the other two states, cancel out one-for-one before rolling anything and have the GM (or player) declare whether to take the highest result (Advantage) or the lowest (Disadvantage). On Roll20, Foundry, and Discord (using dice bots), there should also be commands for keeping the highest or lowest results.
All that said, if you come up with another creative approach, please share!
Awesome—I’m glad you are finding the book interesting and the running examples useful! My intention was to use Wonderland City to showcase the system’s adaptability and the game’s rules and mechanics. If you run something, let me know how it goes. And if you have suggestions, consider filling out the feedback survey linked in the “Help Make the Game Better” section above.
Hi everyone, Thanks for supporting WONDER × WORLDS! If you are enjoying the game so far, please consider leaving a rating and comment. If you'd like to help make the game better, consider filling out a feedback survey.
Thanks! The survey is a Google form at the hyperlink in the “Make the Game Better” section above. Here is the link: https://docs.google.com/forms/d/e/1FAIpQLSeKWqbyP_fHRVhOkNl7ReMwaANxEmH6QMDvWCc7Z0O8WeAEug/viewform?usp=preview

