Monday, November 3, 2025

1979: WORLD OF DUNGEONS, REVISITED



If you don't know about this game, go download it right now. It has got a lot to love, it's free, and its 4 pages + the Character Sheet. I loved this game and played with its rules at the time (as with everything, never ran it without changing most of it). I went back to check it out after all this years, and I saw so many things so clear that I had to write them all in here. I will from now on assume you have read the rules aforementioned. Here I go. 

1. Get rid of the big 6 attributes (str con dex int wis cha). Instead, each PC rolls 3d6 in order for their skills: +1 bonus for each 6 rolled, -1 if you roll only 1s, 2s or 3s. At each level up, there is a random chance to level up one skill. 

Athletics - Awareness - Deception -Decipher - Heal -Leadership - Lore - Stealth - Survival 

Right now, there are attributes on top of skills, on top of special abilities, with classes somewhere in the middle of the ladder. 

2. Decipher is kind of strange actually, maybe its not very useful unless there are a lot of scrolls in the game; and maybe there should be. It can also be tied to the way that you can learn about new spirits to summon (by reading about them in scrolls). OTOH, Leadership becomes the "willpower save".

3. Having armor soak 1 to 3 damage, and having weapons (and special abilities) increase in damage as flat bonuses over a d6 makes an ugly dynamic of one offsetting the other. I'd implement Into The Odd's same armor approach vs different damage dice (d6 for small weapons, d8 or d10 for big ones, having d4 and d12 for impaired or enhanced attacks). 

4. Not just that, but adopting Into The Odd's combat mechanic of just rolling damage and never to-hit fixes the monological combat, leaving the 2d6+bonus mechanic for doing stunts during combat (for example, athletics roll to climb over a colossus, or stealth roll to achieve extra damage). Complete it with an "athletics save" at 0 HP, with a 7-9 result being just incapacitated.

5. Rework of at least half of the special abilities is mandatory; but as this is a quick entry I will only really do it if somebody shows interest on it XD. Autowins like scout and reflexes are not interesting to keep, neither flat bonuses from Slay or Volley. Those are much better done by adding an extra d6 to damage, for example.

6. A small bestiary of around 12 entries (1d6 + dungeon level, for example) with some number appearing, treasure type, etc would help a lot. 

7. Drinking quicksilver as an extended practise amongst magicians does not suit my aesthetics, nor has any paragon in any related fiction. No real rules are given for quicksilver overdose, nor on how hard it is to get a spirit into an object. (Which is cool and leaves the details to the table or the GM, following the idosincrasy of the game) But it would be the easiest shit ever to emulate the same practical result without the quicksilver and just saying that "you can only do X instant summons per day due to the nature of magical rules"

8. The most important: Somebody should make a list of 36 6 spirits to summon by mixing 1 pokemon + 1 pagan deity or creature from a real world folklore, and put that into the PDF instead of dedicating a whole page of a total of four to FUCKING NAMES.

2 comments:

  1. Hey, I like the true names list! It got this implied world feel.
    Also, pertinent suggestions, though I'd probably keep the six attributes and ditch skills.

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    1. Hahah but 12 names are probably enough, there are more names than rules.
      Six attributes can surely work too, but skills feel wilder. Its like I don't know how its gonna work but I'd love to find out
      PS i edited a couple of things

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