This is a hack about adventure; about exploring a post apocalyptic fantasy world in which, after humanity corrupted earth, air and water with its technology in the past age (much like our modern age), now knowledge has been divided among tribes to prevent another disaster. This age is known as The Age of Great Guilds.
The players are journeyman; recently graduated from their apprenticeship, each in one of the different guilds (the game's classes), entitled to freely roam the world perfectioning their arts. Far from being actual real life workers, these "guilds" have perfected their crafts to a point in which their works and teachings delve deeply into the magical, so each class is in itself its own kind of wizard.
Weavers; that can spin and stitch the threads of fate, and alter the fabrics of reality to their whim
Glassmakers; that can reflect themselves as dopplegangers or look through people's hearts and learn their secrets
Miners, those that dig for the treasures of the forgotten era; and that know how to fix and use them
Shepards; who know magical songs and are spiritual guides of their flocks (human and animal)
etc.
I take inspiration directly from the Loom Videogame (i opened a thread some time ago for a specific question regarding combat); even what i want to build is more related to a colorful-post apocalyptic adventure time mixed with some ryuutama (japanese rpg, check it if you haven't done yet).
My first question that i have is: Would be very bad having a strong, well defined setting when making a *World game? i mean; Dungeon World or Apocalypse World have very "generic" settings, and i love the work they do into creating a setting through game. In the other hand, i have made a guild list, and i've written specific traits for each guild that make each one interesting (assassins guild is composed entirely of tree people; miners cant stand sunlight, etc). That backgrounds reflect on the moves, and some of them would make no sense if leaving them too generic.
My second question/idea:
I'm making a set of fixed questions, the same ones for each character. The questions will be something along:
-What's the most important teaching of your master?
-What's the goal of your pilgrimage?
-What thing you despise?
-What thing inspires your craftings?
-What is the deepest scar in your heart?
-What was the hardest part of your apprenticeship?
-What is your ultimate dream?
This questions must not be answered when the character is created, but left blank by the moment. (The player has assigned his stats and its eager to play). Instead, he can at any moment of the game reveal the truth about any of this questions to re-roll the dice after a bad throw, this time with a +1 on it (the roll must be related to the answer the player has given). You always have a +1 if you can relate it to an answer of your past.
This way, the past of the character is revealed at the same time as his present (like they do on tv series like LOST, Walking dead and such); and the player adds to the world's lore and mythology. The GM, of course, is encouraged to catch this answers and build the future of the character around them.
The third question is about explorational games in general, and on how would a game around exploration be treated like on the *world format. In next post, i'll write the basic moves i have as now.