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Which rules could you use?

At this point, you have probably understood that DwarvenWorld is not keyed to any rule-set; we personally use a custom set of rules we think fit the setting; however, if you want to employ something more traditional, we advise you to follow some guidelines:
  1. Reduce and restrain the magic-using classes; for example, a troubadour (the character whom you'd call a bard in an ordinary RPG) in DwarvenWorld should not use magic, and one of the rare magicians certainly wouldn't leave his profession temporarily to train as a fighter
  2. Set roleplay, and social interaction, rather than combat as the main focus of the game. To build an equivalent of an existing system, mastering in DwarvenWorld is very similar to mastering a mediaeval version of Call of Ctuluh: conspiracies are ripe in this decadent world, while monsters and magic rare and dangerous.
Rulebooks with a careful treatment of skills probably fit more the spirit of the setting, but are not strictly the only ones you can use.
That said, there are several rule-sets you can consider adopting; among these are: