World vs. Hero - Download as PDF File .pdf), Text File .txt) or read online. World vs Hero RPG VS game. Watermarked PDF. $ 1 2 3 4 5. Average Rating (10 ratings). World vs. Hero. World vs. Hero is the two-player storytelling game system that. World vs. Hero is the two-player storytelling game system that pits the World Player's insidious conflicts against the Hero Player's bold champions in a duel of strategic creativity! From magical fantasy to superhero action to mind-bending horror, World vs. Hero is fully.
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World vs. Hero is the two-player storytelling game system that pits the World Player's insidious conflicts against the Hero Player's From magical fantasy to superhero action to mind-bending horror, World vs. PDF bookmarked and layered. Welcome to World vs. Hero, the strategic storytelling game! In WvH, two players pit their wits and imaginations against one another to create the adventures of. Has anyone played World vs. Hero? I can say, having bought and read a hard copy/the PDF, I enjoy the concept and I think I would have a lot of.
He is just one of the players Now we reach the fourth chapter and the heart of the book: Playing the Game. As we've seen, one of the needed elements of WvsH is a deck of cards. The cards will be sorted accordingly with the book, shuffled and on the end you'll have 40 cards that must be used during the whole game, five cards a time consisting an entire round of play.
So, after those 8 rounds, the game and hopefully the story will be over. Basically a round follows the sequence below: 1. The World Player draws 5 cards at random, placing them between the players; 2. The Hero Player establishes the adventure location describing how the heroes get there and sets the overall tone of the round ; 3. The World Player accesses 1 card, using its face value to initiate a conflict remember the Conflict List has 10 entries, each one numbered , narrating a scene involving it; 4.
The Hero Player accesses 1 card, using its suit to activate one of the Suit Abilities of his heroes, narrating how the conflict is dealt with. Return to 3 while there are cards to be accessed.
So, while both players have narrative control during their turns, the cards on the table limit what they can do, forcing them to focus on them. This way, it doesn't matter if the World Player put a "9- Meteor Shower" on his Conflict List if there are no 9s on the table now. But as the Hero Player doesn't have access to the list--yet he will have access to the effects of the cards, so indirectly he will access the list.
That's the beauty of WvsH. The book goes on with a chapter dedicated to Optional Rules--including clever ways to use WvsH with published RPG Campaign Settings and, my favorite, play by email tips--and ends with an Appendix with lots of examples of World Premises and pre-made heroes and a Glossary.
The rules of the game are illustrated with actual gameplay — an adventure in an exciting world of high fantasy action! Along the way. Other genres are far too subjective to be as efficient. It is both time and place. If one person is given the honor to be sole creator of the world. Most everyone can visualize the saloons. Failing at any of these challenges might not be fun.
Genre Genre refers to a category of fiction determined by the style and subject matter of the story. There are physical challenges like climbing monkey bars. Although the idea of building a world might seem intimidating at first.
On the playground. It must hold the promise of renown for intrepid adventurers and terrible penalties for those who fail. When science fiction meets horror. Mention the fantasy genre to a diverse group of people. The world of a storytelling game is the setting that exists to challenge heroes and stimulate the imaginations of the players. Some genres have time and place practically built right into them. The world of an adventure must be the ultimate playground of mystery. Building a world is a lot like building a playground.
Hero is to build your world.
World vs. Hero
With bits of history. It must contain vivid language that conjures up clear images of what the place is like. Our storytelling imaginations need more detail to really be able to get down to business! If a larger world is preferred. So long as the broad strokes of the world are colorful and bright enough to inspire the World Player to invent interesting adventures.
It is up to the players to decide if a small stage is all they need for a big show. Using sensory details. Genre is a good place for players to begin the creation of their playground. Tease secrets.
Kingdoms and continents are as valid as galaxies or alternate realities. The action of a story could easily take place in a specific and limited area which is perfectly appropriate to the scope of an adventure. World Descriptions offer opportunities for great tales to be told about the characters within them. The World Description must allow the freedom for the World Player and the Hero Player to devise their own stories during gameplay.
The world of the adventure may be as cozy as a village or as restrictive as the interior of a space station. The best part is that none of it is so definite that it cannot be utilized in unique and personal ways by imaginative players.
Greedy Tannaron Lords scheme to retake their power. What follows is a World Description that is an excellent example of how to start a game of WvH.
One month later. The world of the story can be described with as much detail and data as the players prefer. Consider the following questions derived by the description: Who are the Lords of Tannaron.
List of Hero System Products
Fantasy Size: Kingdom and countryside When the evil minions of the Vampire-Princess Qala attacked the kingdom of Brightmoor. The World Player and the Hero Player should be able to envision a multitude of scenarios about such an exciting place and devise their own plots as they play. Hex Masters practice terrible rituals learned during the War. The potential of WvH is such that it might produce from a World Description like this an intimate tale of disillusioned heroes seeking redemption amid corruption.
The Good Saints intervened to help mankind.
World vs. Hero
And so began the War of the Crooked Saint. If the players continue to have adventures in the same world. To start adventuring. This is an important step and an exciting one. In advance of hero creation. The following are examples of hero types. Who are the Good Saints? Who was the Crooked Saint? What kind of magic do Hex Masters wield? What other horror genre elements like zombies and vampires are among the threats to Tannaron?
How will the faithful of Qala lengthen the darkness of night? Who will rise up and save Tannaron? When a single paragraph can generate that many intriguing story questions. Hero Types. This association could offer a benefit to a hero or help to define his or her relationship to the world.
Seeking Profit 9. Of course.. To illustrate the concept of the Hero Profile. WvH starts with heroes ready for action! The Hero Player is encouraged to create heroes who are prepared from the first moment of gameplay to perform great deeds of daring! We need heroes! Whereas many RPGs prefer to make players start with fledgling characters who will one day become great heroes after many adventures. Mysteries will need to be solved. The system used to build heroes in WvH is simple. Listing every possible mundane skill a hero might possess is not necessary.
This is typical of every good Hero Profile in WvH. Sword Master. Lord Crowley. From his somber past to his gift of werewolf transformation. They will need remarkable skills. To begin the hero creation process. Night Stalker. Becomes a fierce werewolf warrior Though brief. Chosen of Luna. Sir Charles now roams the countryside on his warhorse. Having been called by the goddess Luna to serve as her champion.
Sir Charles de Ruelle is an intriguing individual ready for dramatic growth and epic action! Sir Charles questioned his own views on fealty to men and kingdoms. Sir Charles de Ruelle may be a noble without a lord. Be evocative and provocative. Names are just as important in WvH. Brainstorm how extraordinary a person would have to be to become a hero in that particular setting. Beyond that. Give the hero a title that can imply much about him or her for use later during gameplay.
It becomes a hook upon which a viewer may place expectations. As long as there is enough information to give the Hero Player a solid handle on the character. Into what noble family had de Ruelle been born? What was so traumatic to him during the War of the Crooked Saint? Why has Luna picked him to be her champion?
Is he on bad terms with Lord Crowley? Does he ever collaborate with For Sir Charles de Ruelle. Once a hero concept is in mind. This is similar to the advice about not inventing every little detail of a world in advance.
Allow the story to take your character to places of reflection. Consider the opening scenes of a movie or the first few chapters of a novel. Like a World Description. Each element fulfills its own function during gameplay. When choosing a hero type. In fiction. In the case of Sir Charles de Ruelle.
The description does not need to be an exhaustive one. A player has a starting maximum of five points to distribute among all Suit Abilities. Depending on the world. Impact Levels The impact levels are as follows: What evils in the night does he hunt? Discovering their answers during an adventure makes playing WvH even more exciting!
Suit Abilities represent the incredible skills. Black suits represent physical abilities.
Clubs represent strength and physical presence. Hearts represent wisdom and qualities of spirit. No Suit Ability may be greater than . A hero may be given different Suit Abilities that use the same type of suit. Diamonds represent intelligence and mental faculties.
for Two Players
The higher the number assigned to a single Suit Ability. Spades represent agility and adroitness. In general. Each individual suit carries its own special traits of the physical or metaphysical aspects. It all starts with how magical abilities are expressed in the World Description. Because it is a storytelling game. Special FX moments are rare occasions in WvH.
This does not mean that heroes cannot be injured or killed during a game.
WvH takes that notion very seriously. Choose any face card to represent it. In meaningful stories. Imagine the impact that such a transformation would have during a dramatic gameplay moment! As is the case with all aspects of WvH. It just means that there are more appropriate times in a narrative for harm to strike a hero down.
Such an effect would be a far more dramatic one than he would be able to create with his other two abilities. The Hero Player should be free to create spell effects in the moment or. Since the Hero Profile serves as guidance for what a character may do during game play.
This would not be just a cosmetic change. Hero Advancement After overcoming the odds and outwitting the villains. Whether spontaneous or planned. Another way to advance a hero is to increase the impact value of one Suit Ability after an adventure. Improving one and only one existing Suit Ability may be done after an adventure has been completed if that Suit Ability was used at its maximum possible impact value in at least three different rounds during that If Sir Charles had been given the power to cast spells instead of being a master swordsman.
In traditional RPGs. As they move on to new adventures. Advance the ability by increasing its impact value by . Imagine the impact a flying werewolf warrior would have on the adventure! Whether your heroes are created for a single quest or an epic campaign of great exploits. For example.
All your heroes need now is an adventure… If they decided the latter. If Sir Charles had lost his sword but was able to get a suitably similar melee weapon. WvH gives you the freedom to take them in whatever direction you wish.
As long as the players deem that the hero could operate this new implement with proficiency. A way to add a new Suit Ability to a hero is when that character comes into possession of a powerful weapon or artifact.
This means that the World Player will have to be a cunning. The GM structures a plot for the players to follow. Above all. Hero creation precedes adventure design for a reason — to enable the World Player to devise conflicts that will draw heroes into the action more meaningfully through personal struggles.
Adventure design is a process that must promote opportunities for a plot to emerge during gameplay rather than fabricating the plot in advance. At the start of a game. The Adventure Premise To begin creating an adventure. In a traditional RPG. Much like the World Description. Because of the random nature of gameplay and story development in WvH. The Hero Player may be given some or all of the associated game information concerning this location before gameplay.
In the above Adventure Premise. The World Player could have more ideas in mind beyond those expressed in the Adventure Premise. Adventure Locations come in these three types: Known Locations are sites that are familiar to heroes.
An Adventure Location could be a dungeon for exploration. Like the blurb on the back of a novel. Crowley has ordered all followers of Luna to be arrested on sight. The details. As in any strategy game. Adventure Locations After the Adventure Premise is created. But is Crowley right about the Moon Wraiths.
The Siv [secret. Hopshire Village [known] — a typical medieval village. It should not be necessary for heroes to travel to all of the Adventure Locations in order to tell a great story. The Hero Player is told nothing about this location except that it exists and that clues to its existence will be mentioned at other locations.
This all illustrates yet another reason why over-preparation on the part of the World Player should be avoided. Little Church of Luna [known.
So much drama might occur in a single location that the Hero Player chooses to remain there for a longer portion of the game than the World Player might have expected. Secret Locations are sites that are not familiar to heroes.
The full descriptions of Hopshire Village and the Church of Luna would also be given. Tied Locations are Known or Secret Locations that are connected by the World Player such that heroes may only travel to one of those locations after first traveling to the other for at least one round. Though three Adventure Locations have been created. The Hero Player would be told the titles of the first two Adventure Locations and would be informed that the Church of Luna was tied to a secret location. Conflict Lists Once the locations have been stated.
Changeling Mercenary. Evidence of ritualistic activity left behind possibly by members of the local Church of Luna. Conflict Lists are kept secret from the Hero Player. The entry at the tenth position will be the greatest conflict that the heroes could face at that Adventure Location. Physical Ability — Hand-to-hand Combatant. The World Player is free to dream up any sort of conflict without having to worry about how his or her creation might translate into game statistics because there are no statistics.
The entry numbers of the list correspond to the numerical rankings in a standard deck of 52 cards. For each location. The only values that must are placed on conflicts are in terms of impact — low. Her soul has been removed from her body. Conflict Lists are based on elements derived explicitly or implicitly from the Adventure Premise and may also be inspired by elements from the World Description or Hero Profiles.
Warding symbols — on objects or on the person of a villager — against the influence and magic of Good Saint Luna or her followers. Conflict Lists represent the adversarial entities that oppose the heroes during each round of storytelling gameplay.
Veteran of the War of the Crooked Saint. Hex Dispeller. The Siv entrance. Little Church of Luna 1. Soul Stealer. Magical defensive measures. Little Church Leader.
Physical Abilities — Floater. Ceremonial materials that match the evidence of ritualistic activity left behind in Hopshire Village.
Metaphysical Abilities — Spirit Summoner. Human Hex Master of Hopshire. Metaphysical Ability — Secret Seer — notices hidden things with ease. Slasher Bone Claws. Physical Abilities — Sword Wielder. Saint Seer. Ancient decorative symbols of Luna on the walls that are beginning to change their shape. Metaphysical Abilities — Terrorizer. Human Cavalier. Maybe the Church of Luna is really behind it.
Perhaps the village Hex Master Augustus has gone too far practicing the magic he learned during the War. Physical Abilities — Constrictor. Mindless Beasts. Winding passage headed deeper into the earth. Chamber of artifacts resonating with arcane energy. Since conflicts arise randomly during a game of WvH. Physical Abilities — Incessant Biter. Ooze Trailer. With noise. Perhaps the answers are waiting at another location. Dead end. The Siv 1. What exactly is causing the Moon Wraiths to attack this little village?
In this Conflict List. Loose earth caving in under foot which may moderately injure victims and leave them stuck until they can work themselves free. Physical Abilities — Flyer. Once all of the Conflict Lists are complete. As much detail can be added to the Conflict List entries as the World Player would like. Adventure Locations. Action Scenes are created in alternating turns by each player. Shuffle each of these decks. This gives the players two decks — one with 40 cards.
Remove four cards from the card deck. Do not look at them. The Game Deck Remove the face cards from a standard deck of 52 playing cards. Even though both players will want the adventure story to come to an exciting and satisfying conclusion.
When the game has ended. As the game proceeds. During the game. The first steps to playing WvH have been discussed at length in the previous sections. Once all of those materials have been assembled. Place those cards in a face-down discard pile.
The World Player discards the Tableau. To make an Action Scene. If there is no dispute. Those cards may or may not have markers on them already. Players take back their markers.
Each player gets five poker chips or similar markers. Once both players have each accessed all five cards. The non-active player may dispute the Action Scene. The Hero Player makes an Action Scene establishing the location for this round. Both players must access all cards. If there are still cards left in the Game Deck.
The active player declares what other cards in the Tableau he or she is using with the accessed card. The remaining eight face cards are placed face-down in the discard pile and will not be used in the game.
The active player makes an Action Scene. Five cards are drawn each round. This is the Game Deck. Remove four face cards from the card deck without looking at them and shuffle those four cards into the first deck. The World Player draws the top five cards from the Game Deck and places them face up in a row on the table. The following is an overview of what occurs in each round: Steps In The Game Round 1.
Starting with the World Player. Sir Charles touched the pommel of his sword knowing full well that prayer alone would not purge the darkness that Each may scan previous scenes to find story elements that might be exploited in the moment or later.
Written Action Scenes are best for more serious storytelling sessions. An Action Scene must be one or more sentences long and may be made of several paragraphs. Evil had come to Hopshire. Simply put. That accusation worried the brave Cavalier most. As he whispered a prayer to the half-moon above. Hopshire was under the threat of terrible creatures that stole souls in the night. Verbal Action Scenes are best for casual.
During such games. Writing Action Scenes also makes playing online in e-mails or within forum posts easy. Sir Charles knew what this meant. Hero Player — Round 1. Sir Charles de Ruelle could feel the dread that hung over the little village. If the stories he had heard back in Covington were true.
Whether spoken or written. The worldly Cavalier climbed down from his horse and observed his surroundings carefully. The night was unnaturally quiet. Within them. This includes any heroes. The World Player takes the top five cards from the Game Deck and places them face up on the table for both players to see.
As the round progresses. Play alternates scene-for-scene. Sir Charles has arrived in style as the Hero Player sets an ominous tone for the action to come! After the location has been established. He gritted his teeth. Both players have the same objective during a round: All Action Scenes made during a round include the following: In a storytelling game.
Location details — landscape. Locations may be visited again even after leaving them in previous rounds. Once at an Adventure Location. Between rounds. The basic idea is a simple one. Moon Wraith s. The World Player places a marker on the 3 of Clubs. This is a definite advantage. Basic impact is not static.
Accessing a card on each turn is mandatory! The World Player. Once a card is accessed. That means that the basic Low Impact of Entry 3 may be increased one impact level by accessing one of the 3-cards and by using the other!
Entries at positions one. For every additional matching rank card used with the first accessed rank card. Any follower of Good Saint Luna would also feel his very faith shaken within his breast at that terrible thought. Though the crystals and candles were strewn about the ground as if scattered in a hurry. Wisps of smoke continued to exude from the blackened wicks. Its appearance there could only mean that the rumors of the local Church of Luna being involved in the attacks of the Moon Wraiths might very well be true.
This incriminating Action Scene would most certainly fall into that category. With that Action Scene. Notice what the World Player has done. This includes any heroes, conflict characters, or conflict elements mentioned thus far.
Accessing a card on each turn is mandatory! The World Player takes the first turn after the Hero Player establishes the rounds location. This is a definite advantage; getting the chance to access the Tableau first will put the forces of evil in control of the opening direction of the story! The card ranks in this Tableau give the World Player permission to access four different entries on the Hopshire Village Conflict List, including Entry 3: Evidence of ritualistic activity left behind possibly by members of the local Church of Luna, including white candles, sacred circles, or moon crystals; Entry 4: Warding symbols on objects or on the person of a villager against the influence and magic of Good Saint Luna or her followers; Entry 7: Augustus, Human Hex Master of Hopshire; and, since Face Cards count as 10s for the World Player, Entry Moon Wraith s.
Nothing else from that Conflict List may be used during this round! How much of an impact one of those Conflict List entries actually has on the other story elements is determined by the items placement on the Conflict List. Entries at positions one, two, or three have a Low Impact; entries at positions four, five, and six have a Moderate Impact; entries at positions seven, eight, and nine have a High Impact, and the entry at the tenth position has an Extreme Impact.
Basic impact is not static, though, and may be increased. Once a card is accessed, the World Player may use cards in the Tableau that match the accessed cards rank for an impact bonus.
For every additional matching rank card used with the first accessed rank card, the World Player may increase the impact of an Action Scene by one level, to a maximum of Extreme Impact. So, for the World Player controlling the conflicts that are about to confront Sir Charles, there are some very interesting options available. The one that stands out the most is Entry 3: Evidence of ritualistic activity left behind possibly by members of the local Church of Luna, including white candles, sacred circles, or moon crystals.
When Sir Charles arrived in the previous scene, the Hero Player mentioned that he had whispered a prayer to Good Saint Luna as he embarked on his righteous investigation of the rumors of evil in Hopshire. The World Player, eager to start strong, thinks that chipping away at Sir Charless faith in Luna might make a fitting first strike!
Moreover, there are two cards in the Tableau with a rank of 3. That means that the basic Low Impact of Entry 3 may be increased one impact level by accessing one of the 3-cards and by using the other! Now, the evidence implicating the Church of Luna can have a greater impact on Sir Charles!
The World Player places a marker on the 3 of Clubs, declares what is being accessed and used and at what impact level, and then makes this Action Scene: 31 World Player Round 1, Turn 1 Access 3C, Use 3D Evidence against Church of Luna, Moderate Impact At the opening of Hopshires empty stables not far from the feet of Sir Charles lay a smoldering clutter of white and shiny objects which seemed particularly good at capturing the silvery beams of moonlight cutting through the darkness.
The objects glittering presence would have caught anyones attention, especially anyone surveying the cold, still atmosphere that engulfed the village this very night. The sparkling objects were an array of translucent crystalline rocks and white candles that had only just been burning minutes ago. Wisps of smoke continued to exude from the blackened wicks, and their pale, wax bodies appeared yet to hold some magical glow within them.
Though the crystals and candles were strewn about the ground as if scattered in a hurry, they all still fell within a carefully marked circle of white powder. The white powder glistened like the crystals, reflecting the light of the half-moon with intensified brilliance. Any follower of Good Saint Luna would recognize the trappings of a sacred summoning circle, the ritual that dared to reach into the ether to call upon moon spirits for guidance and appeals.
But any follower of Good Saint Luna would also recognize that in the dirt outside of a stable was no place for such powerful magic. Its appearance there could only mean that the rumors of the local Church of Luna being involved in the attacks of the Moon Wraiths might very well be true. Any follower of Good Saint Luna would also feel his very faith shaken within his breast at that terrible thought. With that Action Scene, the World Player has drawn first blood!
Notice what the World Player has done. Using details from the Hero Players previous scene the half-moon light and Sir Charles surveying the village and then adding the primary subject accessed from the Conflict List the evidence of Church magic , the World Player has woven together an attack on the heros personal beliefs by implying that even Sir Charles would feel his very faith shaken within his breast at that terrible thought of Lunas followers involvement in evil acts.
Though only a moderate attack, the Hero Player will have to counter the implication immediately or accept that Sir Charles de Ruelles faith has been negatively affected by the evidence of Church of Luna corruption! This incriminating Action Scene would most certainly fall into that category.
Now, the storytelling competition really begins! Accessing Suit Abilities When presented with a World Players Action Scene that poses any sort of a problem for a hero which will happen all the time the Hero Player needs to counter with an Action Scene of an equal or higher impact value that describes a course of 32 action that resolves the issue in an appropriate manner. If unable to do so, the hero will suffer the consequences. Sometimes, the cards in the Tableau will only permit a response of a lesser impact value.
In that case, the Action Scene made by the Hero Player must be of an exceptionally clever nature to make up the difference, allowing the Hero Player to argue success in the attempt to resolve the task.
The outcome of the task or challenge would be described in the Hero Players Action Scene as a response to that task or challenge.In fiction. Remove four cards from the card deck.
Can we respond to you about this? In the spirit of the storytelling tradition. See All Reviews. The Hero Player may no longer make Action Scenes once the last hero is killed. Maybe the Church of Luna is really behind it. That's great! Why did the sages forbid entrance into the Wildlands? The World Player discards the Tableau.