Summary: The Wild New World is a living sandbox campaign using the Dungeon World system.
Key themes: discovery, conquest, expedition planning, survival of the fittest (or best prepared), frontier economics, seeking out strange new life and new civilisations – and then killing them taking all their stuff.

System: The Dungeon World system is very rules-lite and requires no prior experience. However it also requires a lot of player input into worldbuilding e.g. If you are The Cleric, expect to be asked what gods exist and how they interact with the world.
The ‘flavour fiction’ is the in-game reality, and as GM I will exploit and build from that e.g. If you are a hulking brute, you will simply not be able to fit in the same small spaces as your lithe halfing companion. [c.f. p162.]

Suggested prep:

  1. Read the introductory campaign flavour text on Obsidian Portal here
  2. Choose a preferred character class (aka playbook): Note, only one player per Class, so please be flexible! Non-standard Playbooks found elsewhere may be allowed at GM’s discretion.
  3. Think about your background and other interesting character and world fiction. In particular answer:
    • What drives you to adventure in the Wild New World?

Campaign setting rules & tips:

  • You are an adventurer because you feel a strong call in your bones to adventure. The boredom of a calm life doesn’t appeal to you – you are driven to leave behind the safety of civilization and explore the wilds to make your name. Regardless of what drives you, you are driven.
  • You do feel bound in some way to stick with your fellow adventurers, at least for now. Intra-party conflict is ok, provided you remain a party.
  • You choose where to go and what to do. The obvious action is usually the best one, unless you can think of a better one. The adventure is in your hands.
  • Tips for surviving the Wild New World

Rules References

More worldbuilding questions

  • What knowledge or rumour of an opportunity, quest, McGuffin, task or job do you have?
  • What NPCs do you know and why do you care about them?
  • What history do you have with [other character]?
  • Knowledge or rumour of a danger or threat, including monsters.
  • What rumour or legend have you heard about a location in the New World?
  • What drives you to adventure in the Wild New World?
  • What makes you think you can survive on the frontier?
  • What special item do yo have that caused fellow passengers to say you had wasted your baggage allowance?

The Wild New World

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