In 1983, Chaosium published Worlds of Wonder, a multi-genre RolePlaying game using the BRP System. Worlds of Wonder consisted of three campaign settings including Magic World (a high fantasy setting), Future World (a science-fiction / space opera setting), and Super World (an iconic superheros setting). Each of which were true masterpieces of creativity and awesomeness. However, Worlds of Wonder soon went out of print and was left to die.
Now I plan to update Worlds of Wonder to the 4th Edition BRP rules, re-imagining the settings and providing a whole new way of looking at the classic RPG. I give you...
WORLDS OF WONDER REBORN
Worlds of Wonder Reborn (WoWR) is a fan-made revamp of the classic RPG. It not only contains the Worlds of Wonder settings updated to BRP 4th Edition, but fresh new options, ideas, and perspectives to keep your worlds of wonder game fresh. WoWR is truly a labor of love and I hope you enjoy it.
WoWR mostly not only updates the rules and statistics from the classic Worlds of Wonder, but also improves and refines the adventures, settings, and descriptions; stripping out what's not needed to make room for new and better content while preserving the best of the original.
What Do I Need to Play WoWR?
All you need is the BRP Core Rulebook and this GitP thread. Although if you what to try BRP before you buy the core book, you can get a free demo PDF here.
Magic World is a high fantasy setting that combines the most iconic fantasy elements from popular media. The players take on the roles of adventuring heroes in the mythical world of Tzand, where ruins of a long dead empire cover the landscape and struggling city states constantly rise and fall, fighting with each-other over resources and territory. Fantastical creatures such as dragons and minotaurs are commonplace and magic is as everyday as there as computers are in our world.
The world of Tzand is a vast untamed wilderness filled with crumbling ruins and forgotten cities, where monsters are everywhere and no one survives long outside the safety of civilization.
Most of the world is a bumpy, mountainous landscape covered in thick, monster-infested forest. A few winding dirt paths cut through the primal jungle, but even they are suicidal to travel on without armed escort.
Most of Tzand's cities are built on ruins of sprawling metropolises left by a now long-dead empire, and are nearly lawless, filled with gang-warfare and conflicting factions.
The god of the sun, healing, justice, protection, fatherhood, and agriculture. Pelor is god most often worshiped by peasants, protectors, healers, and heroes. He is also known as The Sun Father.
Freya is the goddess of fertility, nature, wisdom, warriors, hunting, the moon, motherhood, and animals. She is the goddess most often worshiped by mothers, hunters, warriors, druids, and hermits. She is also known as The Moon Mother.
Thaz is the god of tyranny, torture, hell, pain, enthrallment, fire, imprisonment, black magic, cannibalism, and fear. He is worshipped by demented cults, power-hungry grand viziers, torturers, madmen, and monsters. He is known also as The Father of Evil, The Demon King, and The Lord of Hell.
Magic World has dozens of semi-omnipotent demigods. Gods of thievery, magic, elves, ect. The GM should feel free to make up their own.
Tzand is populated by many races including humans, dwarves, elves, orcs (also known as goblins), halflings, and trolls. These races do not live in harmony. And with the exception of halflings, they all hate, or at least dislike each-other.
Nearly half of Tzand's inhabitants are proficient in some kind of magic, otherworldly power being somewhat commonplace.
In Magic World, it is reccomended that the following optional rules are used during character creation: Magic, Full Hit Points, Higher Starting Characteristics, Allegiance, and Nonhuman Characters.