- Worlds of Wonder
Infobox RPG
title=Worlds of Wonder
caption=Worlds of Wonder box cover
designer=Steve Perrin ,Steve Henderson (game designer) ,Gordon Monson ,Greg Stafford ,Lynn Willis
publisher=Chaosium
date=1982
genre=Multi-genre
system=Basic Role-Playing "Worlds of Wonder" is a
1982 multi-genrerole-playing game produced byChaosium . It is a boxed set consisting of four 16-page booklets:Basic Role-Playing , Magic World, Superworld, and Future World, an even shorter pamphlet on joining the settings together, a sheet of cardboard figures for each setting, and dice. The authors on the box are credited as Perrin (Steve Perrin ), Henderson (Steve Henderson), Monson (Gordon Monson), Stafford (Greg Stafford), and Willin (Lynn Willis).Multi-genre
"Worlds of Wonder" is considered the first commercial multi-genre system, predating Steve Jackson's
GURPS by 4 years. The idea, as stated in the pamphlet, was that characters could be created in any of the three settings, or even Basic Role-Playing, then physically travel to any of the three adventuring settings. The pamphlet proposed a neutral area that had magic connections to each of the worlds. Money from each setting would be valuable in the crossroads, at various conversion rates, and characters would be able to physically travel from one world to another.Each setting booklet, however, was effectively a game in itself, with different (though mostly compatible) character generation and rules.
Magic World
The "Magic World" booklet is an attempt to bring the "Basic Role-Playing" basis of "
RuneQuest " closer to the popular "Dungeons & Dragons " rules. Fact|date=June 2007 Character abilities are based on individual skills and percentages, and initial characters can start as one of 4 professions orcharacter classes . "Warriors" start with more fighting skills, "Rogues" with adventuring skills, like stealth, "Sages" with non-combat knowledge skills, and only "Sorcerers" are permitted magic spell casting. Only Characters could also be members of the standardTolkienesque fantasy races, such as dwarfs, trolls, goblins, and elves.Casting spells in "Magic World" is a skill, and "Sorcerers" must succeed with their skill roll in order to cast it. This system was later incorporated into "RuneQuest".
"Magic World" is also the basis of the first version of the Swedish role-playing game,
Drakar och Demoner (Dragons and Demons ). Fact|date=June 2007Steve Perrin andGordon Monson are credited as authors of this booklet.uperworld
"Superworld" is a generic
superhero game in a modern setting, in many ways similar to "Champions". Superpowers are bought with Hero Points at character creation time. These points can also be spent to raise characteristics like strength or dexterity. Additional Hero Points can be gained by taking disabilities like blindness or vulnerability to certain attacks.Unlike "Champions", starting points are not fixed for each character, but instead are based on the total of each character's characteristics.
Steve Perrin and Steve Henderson are credited as authors of this booklet.Superworld is the only one of the three genre settings to see later life as a standalone roleplaying game.Future World
In the same way that the other two booklets took inspiration from other popular existing genre systems, Future World (or Future*World, as it is sometimes written in the game pages) was partly inspired by the then most popular
science fiction role-playing game, Traveller. Like the Traveller background, Future World hypothesized a huge interstellar empire, and like its character generation rules, Future World characters started as members of one of six professions (Army, Civilian, Criminal, ICE, Scouts, or Science), and learned skills during "terms" of character generation.Unlike Traveller, though, non-human characters were encouraged, and
robot s, and several alien races (ursinoids,insect oids, andsauria ns), were presented as character possibilities. Also unlike Traveller, travel between planets was by means of interstellar teleporter gates, maintained by ICE, the Imperial Corps of Engineers, not starships, changing play dynamics considerably. Rather than wandering the galaxy in their own spaceship, player characters would presumably be government or corporation associated explorers.External links
* [http://www.maranci.net/rqpast.htm The History of RuneQuest]
* [http://basicrps.narod.ru/index-wow.html Worlds of Wonder] Fan site.
* [http://www.perrinworlds.com/ Steve Perrin's Worlds of Wonder] The game designer doesn't talk much about this game, but did name his web site after it.
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