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Maze World - Fantasy Roleplaying Game

By: Jasper Winter

Type: Hardcover

Product Line: Role Playing Games (Jasper Winter)


Product Info

Title
Maze World - Fantasy Roleplaying Game
Publisher
Author
Jasper Winter
Publish Year
2023
Pages
184
Dimensions
8.5x11x.75"
NKG Part #
2148137873
Type
Hardcover

Description

Maze World is a hack of Dungeon World.

Maze World is a Dungeon World hack. A revision of the Dungeon World text, rules, moves, chapters, and class playbooks, to make the game lighter, easier, clearer, more accessible, flexible, and serious. In letter format (8,5 x 11 inches) with new color art and more character classes.

What’s Different?

New art and layout. Take a look at the preview. 15 Playbooks in total. 9 classic playbooks (Barbarian, Bard, Cleric, Druid, Fighter, Paladin, Ranger, Thief and Wizard) and 6 new playbooks (Berserker, Enchanter, Gunslinger, Mask Master, Monk and Shaman).

Without Ability Scores (3-18), only modifiers (-1, +3). Less noise.

Without shared worldbuilding. First Session has been removed, and some “moves” have been revised. The players are in charge of their characters. The MC is in charge of the world.

Some parts of the text have been rewritten. Less humor, less repetitive, more concise.

Drives instead of Alignments. Same mechanic, but with less constraint. A wider range of moral choices during play.

Backgrounds instead of Races. Choosing a background gives you an advantage, and “race” is just part of your look. So there are no "race" and "class" restrictions.

Without “move” terminology. Now there are talents, actions, events… Easier to understand for new players coming from other more traditional games.

Some moves have been rewritten. For example, the Defy Danger trigger now is "When danger looms, the stakes are high, and you act anyway". This makes it clear that any danger is not enough; there must be a lot at stake.

Some moves have been renamed. For example, “My Love For You Is Like a Truck” now is “Awesome Strength”. Same mechanic, but more serious text.

Some moves have been removed.

  • Carouse. Rumors and contacts are a source of adventures; they should not be tied to a roll. The GM should provide them with “Present riches at a price”, “Reveal an unwelcome truth”, or “Present a challenge to one of the characters”.
  • Encumbrance. Defy Danger when you are overloaded is more interesting than a -1.
  • Supply. Now the GM is in charge of each merchant's merchandise. If you want a better price, you can try Persuade.
  • Recruit. If you're looking to hire help, pay for the service. If you want to negotiate, you can try Persuade.
  • Outstanding Warrants. If you cause trouble in a civilized place, the GM should create a new front or danger.
  • Take Watch. Too restrictive on how the character will react. When something approaches the camp, the GM “Show signs of an approaching threat”; the player describes what his character says or does.
  • Bolster. It doesn't push fiction into interesting situations; it just encourages power gaming.

    - All the text is offered under CC BY-SA 4.0 license. So you can create your games, hacks, and other compatible materials using the text of this game.
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