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Worlds to Follow

A classless, magic-focused tabletop role-playing game, designed to be mostly setting-agnostic.

Worlds to Follow

For years now I’ve been running a D&D 5e campaign (titled “After the Fall”), and it’s finally coming to a close. We’ve seen the characters grow from level 1 up to level 17, and both saved and doomed the world on more than one occasion. It’s been so much fun playing Dungeon Master for my weird little friends, and I have no intention of giving up the art. Worlds to Follow is my sequel - every little issue I’ve had with D&D, every idea I’ve had in the last two years, and a kitchen sink full of everything I think sounds cool all bundled up into a new TTRPG intended solely for me (and perhaps, if you’re still reading, you).

Game Introduction

  • This game is 2d6 based. Compared to d20 systems, this provides considerably less variance on your rolls: you’ll be more consistently good at things your character is good at, and more consistently bad at things they’re bad at.
  • This game is magic first. Every player character can cast spells, and I make no guarantee that non-magic-focused characters will feel as powerful or fun as spellcasters. I recommend that you create characters with some balance between physical ability and magical power.
  • This game is classless - everyone can do a little bit of everything, including casting spells (your skills determine how good you are at whatever you try). If you want to follow the path of a traditional RPG class, go ahead — but if you want to branch out a bit, that’s allowed too.
  • This game is intended to be re-flavoured. Feel free to re-skin anything in the game’s rules to fit whatever concept you have for your character or world (just make sure to maintain the underlying mechanics of any feature you change).

Worlds to Follow

View this project on Codeberg

This post is licensed under CC BY 4.0 by the author.