WONDERFALL v1.2

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WONDERFALL is set in The Shattered World, a fantasy post-apocalyptic THE GAMEPLAY CYCLE:

land inhabited by sentient, cartoony, anthropomorphic animals. You’ll In a City (or elsewhere), Accept or Create a QUEST; or FIND A PROBLEM

WONDERFALL
travel across your island (represented by a hex grid), cataloging everything Explore the World and Solve Problems to complete the Quest
you discover and experience along the way. Return to the quest-givers
Earn and spend Experience Points. REST in a City to recover Health
The gameplay is based on interacting with random TABLES 6 to generate Repeat the Cycle until you discover how to solve your driving problem, or
locations, people and situations. Tables are evocative enough to guide your retire and leave your experiences as a legacy to your community
play, but vague enough to let you interpret them and give them meaning.
Their results present a base for each scene - what mostly catches your Tables
attention, but not necessarily the only things there. Play requires filling in
the blanks and worldbuilding. Location Roll 1d6. (1~4 = Wild, 5~6 = CITY 6)
To play, you will need this pamphlet, a few 6-sided dice (d6), a small
laying Game
token of your choosing to represent your Wanderer's position, and a Solo Hexcrawl Rolep Biome Condition Climate
way to record detailed accounts of the world and your experiences. 1 Below 1 Overgrown 1 Hot
THE BASIC RULES: 2 Currents 2 Flourishing 2 Cold
During your travels, you’ll find QUESTS, with PROBLEMS between your 3 Plains 3 Stable 3 Dry
goals. Each Problem has a COMPLEXITY Track (how many SUCCESSES you 4 4 4
Vegetation Decaying Wet
need to solve them) and a DANGER Track (how many times you can afford to
FAIL before the task can no longer be completed). Whenever you attempt to
5 Peaks 5 Destroyed 5 Clear
solve a Problem, perform an ACTION ROLL: 6 Above 6 Blighted 6 Stormy
Describe your action. Roll a number of d6 equal to the STAT (the aptitudes,
personality and methods of your Wanderer) that better fits that action. City You may roll 1d6 to determine the City's size.
You may roll +1d6 for each appropriate PERK: thematic descriptors
representing your characteristics and skills - they contribute dice to Hallmark Activity Goal
rolls whenever you can justify their relevance (ex: using your Wings to 1 Science 1 Production 1 Security
fly, or your experiences as a Botanist, an Archaeologist or a Singer) 2 Mysteries 2 Hunt/Gather 2 Well-Being
You may add +1d6 for anything you experienced on the current hex that
3 Trade 3 Research 3 Progress
would help your action.
Check the result of your highest roll: 4 Politics 4 Development 4 Tradition
5 Art 5 Entertainment 5 Peace
Action Roll 6 Forces 6 Connection 6 Power
1 - CRITICAL FAILURE: Trigger 2 Consequences
2, 3 - FAILURE: Trigger 1 Consequence
Encounters
4, 5 - SUCCESS (AT A COST): Make 1 Progress, trigger 1 Consequence What Wonder Meaning
6 - SUCCESS: Make 1 Progress 1 Person/Group 1 Appearance 1 Secret
2 Landmark 2 Origin 2 Memory
CONSEQUENCES are events that make the problem tougher to solve.
3 Product 3 Purpose 3 Opportunity
Unexpected developments; things going wrong; bad news. They manifest as
the effect that makes more narrative sense from the following list: 1 progress 4 Fauna 4 Effect 4 Celebration
The Calamity broke the world, but the
on the Danger Track; lose 1 Health; lose 1 progress on the Complexity Track; world survived. 5 Flora 5 Behavior 5 Negotiation
next roll becomes RISKY. Knowledge was forgotten and communities 6 Architecture 6 Influence 6 Conflict
When rolls generate a Consequence, that means the approach didn’t work. were separated. Those
who remain prefer the safety of city After generating each Encounter, Roll 1d6 to determine its current
The next roll must use a different Stat. walls - but you are a Situation (1-2: Stable / 3-5: With a PROBLEM 6 / 6: With a QUEST 6 )
When an action is too dangerous or unlikely to succeed, the roll becomes resourceful Wanderer, traveling through
one of the many islands
RISKY: discard the highest result, but receive 1 Experience Point (XP) for of The Shattered World to reclaim the won
what was learned while attempting to do the impossible. land, rediscover its knowledge and trad
ders of your people’s People You may roll 3d6 to determine their Origin Perks and species
itions, and to help your
people rebuild and reconnect after being apar Personality Drive Trait
STARTING THE GAME: t for so long…
Create your WANDERER, filling the Wanderer Sheet. Give them a 1 Explorer 1 Memories 1 Gloomy

Catscratcher
Background and Goal: what led them to a life of exploration (ex: Following a 2 Analyst 2 Feelings 2 Unpredictable
Mentor; A Wondrous Discovery; A Mysterious Calling)? What do they hope 3 Diplomat 3 Thoughts 3 Casual
to accomplish (ex: Preserve Our Knowledge; Solve A Specific Problem; Unite 4 Guardian 4 Words 4 Focused

Studio
Two People That Were Separated)?
5 Creator 5 Actions 5 Cheerful
Roll 1d6 + 2d6 to determine the coordinates of your initial CITY 6 on the
hexmap. Place your Wanderer Token there and DISCOVER THE HEX as usual.
Accept your initial QUEST 6 to kickstart the adventure.
#1pRPGjam 6 Catalyst 6 Dreams 6 Curious
Roll 1d6 to determine their Attitude (1-2: Friendly / 3-5: Neutral / 6: Uneasy)
From:

HEXMAP
Unknown
To:

Wanderer Sheet GENERATING QUESTS:


Quests are missions or requests given to Wanderers by other people
(or goals they take up themselves). Completing Quests puts
Name / Pronouns
TRAVELLING: Wanderers closer to uncovering knowledge, preserving traditions
The Wanderer always has (or can find/create) whatever they need to travel and solving the problems that plague The Shattered World.
Background / Goals and solve Problems. You can only move to an ADJACENT HEX.
DISCOVERING A HEX: When you enter a HEX for the FIRST TIME, use the Quests always have a few conditions. After venturing forth and
LOCATION 6 tables to see what you find. Name it and draw it on your map.
completing them, a Wanderer must return to the quest-givers to
EXPLORING A HEX: When you enter a HEX, generate an ENCOUNTER 6.
Health To retreat from an Encounter/Problem, make an Action Roll, escaping share their discoveries and results, earning 3XP.
Physical and mental; how much you endure to explore and face problems.
To rest in a City, make an Action Roll describing what you do to recover
cleanly on a 6, or lose 1 Health Point to escape with a Consequence.
Quests
your energy. Recover HEALTH POINTS equal to the number of Successes. Mission Subject Goal
If Health reaches 0, return to your initial City - lose 1 Permanent XP F 1 Commune 1 Artifact 1 Nourishment
Mark or retire.
1, 12 2, 12 3, 12 4, 12 5, 12 6, 12 2 Study 2 Information 2 Safety
Experience 3 Retrieve 3 Resource 3 Leisure
What you learn by living and interacting with the world and its people. U 4 Stabilize 4 Person/Group 4 Culture
Solving a Problem: +1 XP | Completing a Quest: +3 XP
1, 11 2, 11 3, 11 4, 11 5, 11 6, 11 5 Correct 5 Activity 5 Connection
6 Build Up 6 Feeling 6 Understanding
When you fill your Experience Tracker, create 1 New EXPERIENCE PERK
or INCREASE A STAT BY 1 (maximum of 6). Make 1 Permanent Mark on E
the Experience Tracker - developing new skills becomes easier.
Condition (solve a Problem…) Drawback (optional, +2xp)
1, 10 2, 10 3, 10 4, 10 5, 10 6, 10
Once you completely fill your Experience Tracker with Permanent 1 In A Specific BIOME 6 1 Deadly: Complexity 5, Danger 1
Marks, you have enough knowledge, resources and relationships to 2 In The Furthest Known City 2 Demanding: 4 is not a Success
V
solve the problem that made you start adventuring in the first place. 3 In The Furthest Explored Hex 3 Punishing: 1 triggers a Consequence
How did you do it, and how did your experiences shape this solution? 1, 9 2, 9 3, 9 4, 9 5, 9 6, 9 4 4
In 2 Different Hexes 2 Hexes Apart Exhausting: BODY rolls 1 Less Dice
5 In 3 Different Hexes 5 Puzzling: MIND rolls 1 Less Dice
Stats Distribute 7 POINTS between the 3 Stats. D
6 In Your Current Hex, 4 Times 6 Haunting: HEART rolls 1 Less Dice
1, 8 2, 8 3, 8 4, 8 5, 8 6, 8
Body Mind Heart GENERATING PROBLEMS:

0 0 0 W Problems are obstacles that block or hinder the Wanderer’s progress


and travels. They can show up randomly while exploring, be sought
1, 7 2, 7 3, 7 4, 7 5, 7 6, 7 directly as part of a Quest, or be found if the Wanderer is looking for
Origin Perks Characteristics of your species. Roll or Pick 3 something in particular. Roll on the PROBLEM 6 tables - then, roll
C 1d6 to determine its COMPLEXITY, and 1d6 to determine its
1 Wings 1 Claws 1 Heigtened Sense
1, 6 2, 6 3, 6 4, 6 5, 6 6, 6 DANGER.
2 Fins 2 Fangs 2 Symbiosis
3 Legs 3 Antennae 3 Extra Limbs
X Problems
4 Arms 4 Gills 4 Special Skin
5 Tail 5 Glands 5 Enhanced Function 1, 5 2, 5 3, 5 4, 5 5, 5 6, 5 Type Cause Complication
6 6 6 1 Availability 1 People 1 Time
B 2 Accessibility 2 Geography 2 Interference
Experience Perks Skills, contacts and resources. Create 1 3 Means 3 Nature 3 Condition
1, 4 2, 4 3, 4 4, 4 5, 4 6, 4
4 Opportunity 4 Artifacts 4 Escalation
Y 5 Knowledge 5 Mysteries 5 Inconstance
6 Safety 6 The Calamity 6 Misfortune
1, 3 2, 3 3, 3 4, 3 5, 3 6, 3
Complexity (Successes to solve) Danger (Failures you can endure)
A
1, 2 2, 2 3, 2 4, 2 5, 2 6, 2 1, 2 1, 2
3, 4, 5 3, 4, 5
Z
6 6
1, 1 2, 1 3, 1 4, 1 5, 1 6, 1

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