Wyrdworld 2: Wordesley
Writers | Marcus Streets |
---|---|
Publishers | Strange Acorn Games |
Publication | 1987 |
Genres | Role-playing |
Wyrdworld 2: Wordesley is a generic fantasy role-playing game adventure published by Strange Acorn Games in 1987.
Plot summary
[edit]Wyrdworld 2: Wordesley is an adventure in which the player characters in the town of Wordesley investigate an idol which has been stolen, as well as an evil cult.[1] Rather than using a specific set of role-playing rules, this adventure is generic, and includes notes on how to convert it to popular RPGs of the time such as Advanced Dungeons & Dragons, RuneQuest, and Rolemaster.[1]
Publication history
[edit]In 1987, Strange Acorn Games published the first in what they hoped would be a series of RPG adventures, Wyrd World 1: Wintersfarne. They quickly followed this up the same year with Wyrdworld 2: Wordesley, a 32-page book by Marcus Streets.[2] A further two adventures, Wyrdworld 3: West Haven and Wyrdworld 4: Whitewood, were planned, but were never published.[3]
Reception
[edit]In the May 1987 edition of White Dwarf (Issue #89), Graeme Davis thought the production values of this adventure maintained the solid if unspectacular fanzine quality of its predecessor, Wintersfarne. He likewise thought the computer-generated cartography "perfectly adequate." He did warn that because the adventure was generic, the gamemaster "will have to do a certain amount of preparation." He concluded with a positive recommendation, saying "Not one for the hack-and-slay brigade, but like Wintersfarne, worth a look if you happen to like thoughtful investigative adventures with the accent on roleplaying and problem solving rather than all-action dungeon bashes."[1]
References
[edit]- ^ a b c Davis, Graeme (May 1987). "Open Box". White Dwarf. No. 89. Games Workshop. p. 4.
- ^ Schick, Lawrence (1991). Heroic Worlds: A History and Guide to Role-Playing Games. Prometheus Books. p. 180-181. ISBN 0-87975-653-5.
- ^ "Strange Acorn Games". afterglow2.com. Retrieved 2021-01-09.