Itch.io Release & v.3.0


Hello there

This project is a couple years old now, but this is the first time it has come to Itch. So most of these changes are probably only really interesting if you have tried previous version of the hack.

But there are a lot of changes, so I might have missed some in the change log below.

GENERAL
  • Made a document containing the various aspects of the hack, along with credits. Much like other DW hacks.
  • Changed the stats to, Mighty, Agile, Versed, Spirited into: Might, Agility, Wisdom, and Spirit. This is base on the stats from Worlds of Adventure.
  • To save some space, all the mentioned stats for moves have been shorten to: MIG (Mighty), AGI (Agility), CUN (Cunning), WIS (WISDOM), SPI (Spirit).
  • The mechanics "Take best" and "Take worst", have been replaced by Advantage and Disadvantage, which people are more familiar with. However, there are no dis/advantages effects for move rolls, except for Aid/Interferer. Otherwise, the only things now that use it, is damage rolls. Just like in vanilla Dungeon World.
  • Gear has been changed to something that looks more like the one in Stonetop, were there isn't a specific number of "gear-picks". This was changed because when it comes to items in DW, balance isn't really a thing, especially when there was penalty for having to much. So it makes for more interesting story that the characters has what is needed. Small items however has a pick limit, but mostly because that could become pretty wild.
  • The icons for gear have been changed to diamonds and boxes. This in part is to differentiate between gear and small items. And I recently learned how to do it.
  • Some people had trouble reading the playbook text, so I have changed it to something much closer to black.
  • Changed "*On a x" text into "On a xx" but bolded, since it saved a little space.
  • Replaced the follower mechanics with the one from Stonetop, which was simplere and had the group look more at the fictional position of the follower, rather than their stat. They still have Loyalty, but that is now a hold that can be spend.

GM SHEET
  • Reworked the Follower section since followers have changed somewhat. I also added additional example tags.
  • Added a Dungeon Sheet with the mechanics from Unlimited Dungeon to explorer dungeons. I have not changed the rules for it, so I have not included these in the document, and encourage people to give Unlimited Dungeon a read. I have though added a section for "Tension Clocks". For measuring specific things that may be happening.

BASIC MOVES
  • Hack & Slash and Volley: These two have been merged together to "Do Battle". The reason for this is that many other PbtA games have a combined combat move, which works quite well.
  • Spout Lore: The text have been replaced by one from Fantasy World, which encourages the player to express what it is they want to know.
  • Make Camp: Did some changes making it similar to the one from Stonetop, making it so not all debilities can be cleared and that the +1 forward comes naturally from resting in a peaceful or comfortable place.
  • Recovery: Has been swapped out with one from Homebrew World
  • Discern Realities: Reworded the trigger. As it was, it triggered in a charged situationen. Now it works when closely observing a situation or subject.
  • Resupply: Has been be reworded a little to fit the new way gear is handled. But it is from Homebrew World
  • Order Follower: Has been replaced with one from Stonetop.

* New *

  • Strengthen Your Bond: A move that to give some mechanics to followers loyalty. The move is from Stonetop
  • Added the Dungeon Crawl moves from Unlimited Dungeon.
Removed Basic Moves
  • Draw them Out: It could be covered by Defy Danger or Parley.
  • Call for Assistance:The new Order Follower move covers what Call for Assistance did.

PLAYBOOKS
  • Most of the core and advancement moves have been changed from previous. 
  • To make it easy to locate, Improved Stat have been moved to the top af the advancement list.

= BARBARIAN =

  • Added more appetites to give a more varied palette for the wild folk to indulge in.

* New *

  • Indestructible Hunger: Added to give a more "unstoppable warrior"-feel. Especially when in relation to their appetites

* Removed *

  • Mighty Thews/Panterish Grace: When it came to tropes, these served the same purpose of Herculean Appetite. Gear also works differently now. The Paragon advance move have therefore been removed.

= BARD =

  • Replaced the core move with one from Fantasy World, which leaned much more into "touch the feelings of others", which seemed more fitting to the tropes of the bard. The advancement moves relating to these have likewise been removed.
  • Reputation: This move have been replaced by Well Travelled. It basically does the same thing, but the connection is more personal, which I find more interesting than the person just having heard of the character.

* New *

  • Battle Steward: Added a slightly changed Battle Steward from Fantasy World.
  • Show Off;: From Fantasy World
  • Charming and Open: From Class Warfare.

* Removed * 

  • Irresistible: Was very niche and often wasn't fun and there are much more interesting moves.
  • Words of Fire: The new core move now works in a similar way.

= CLERIC =

  • Say a Prayer: Reworded the trigger slightly along with the choises to make them seem more like the cleric asking the deity to act. What they do is still the same.
  • Add a penalty for ongoing magical effects, because people seemed like it was to strong. I might change this in the future.

* New *

  • Welcome the Faithful: This gives the cleric a move to gain followers to the religion.
  • Sacred Place: Inspired by a move from Fantasy World, but has been reworded to fit the mechanics.
  • Heaven's Weaving: A from Worlds of Adventures. Gives the cleric some social grace. But might remove if it doens't seem to fit.

* Removed *

  • Lead the Flock: Was neat, but what it did, seemed like it could be covered by Defy Danger or Parley.

= DRUID =

  • Shapeshift was missing the bit about any form you take will have the characters tell.

= FIGHTER =

  • Backgrounds: Due to the new gear mechanics, the Veteran has been reworked a little.
  • Change the small item picks a little to give the fighter something a little more unique an interesting.

 = PALADIN =

  • Changed the Paladins oath a little, allowing them to gain Resolve, which can be used in a varity of ways that relates to the oaths.
  • Changed the Charge move a little, making it use a 1d4. This may be changed later if it doesn't feel right.
  • Changed Aura of Courage so that it expands the paladins Conviction ability to their allies.

* New *

  • Conviction:, which makes the paladin immune to fear.
  • Quest: which had a lot of rp and story potential.
  • Speak Truth To Power: This move leans into the "inspire others by following virtues"-stick.

* Removed *

  • I am The Law: I felt that what it did was basically just what Defy Danger or Parley would.
  • Aura of the Guardian. It was OK, but I felt the space could be used for something better

= RANGER =

* New *

  • Path of the Hunter: A core move that helps define HOW the ranger hunts. This is move is unique to Mixed Adventures, but I got help from the Dungeon World discord server in making it. It takes the place of the old animal companion move, which I liked, but it was incredibly limiting in regard to what kind of ranger the player could make.
  • Through Thick and Thin: A move from Fantasy World that encourages to explorer the rangers past.
  • Gods of the Wild: This move lets the ranger really lean into the unknown, primal things that can rule in the wilds, inspired by the Barbarians Ancestral Visions. Not sure if it I will keep it. Depends if people like it.

* Removed *

  • Called Shot: If a player wanted to play a melee ranger, this move didn't do much. Instead, the "feel" of the move have been moved up into the Path of the Hunter.
  • Pack Mule>/strong>: Since gear have been reworked, this one needed to change or be removed. And I was sure there was more interesting moves, so I decided to remove it.

= THIEF =

  • Added more Roguish talents. 
  • Moved Deep Pockets to the advancement list, because it felt like it clashed with the feel of pickpocket (good at stealing, but not good at hiding it).
  • Moved Backstab over as an advancement move, and renamed it to Ambush from Stonetop. Which seems much less limiting in how it looks in the fiction.

* Removed *

  • Eye on the Door: It was okay, but I felt it was very niche, and there was room for more interesting moves.

= WIZARD =

  • Add a penalty for ongoing magical effects, because people seemed like it was to strong. I might change this in the future.

Files

Mixed Adventure - Single Pages.pdf 243 kB
Nov 04, 2023
Playbooks - MA.pdf 536 kB
Nov 04, 2023
Basic Moves - MA.pdf 117 kB
Nov 04, 2023
Gamemaster Sheet - MA.pdf 136 kB
Nov 04, 2023
Dungeon Crawl Sheet.pdf 159 kB
Nov 04, 2023
Follower Book - MA.pdf 154 kB
Nov 04, 2023
Playbook - Blank - MA.pdf 236 kB
Nov 04, 2023

Get Mixed Adventures

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