Welcome To Wizard's Lore
In an RPG landscape littered with an abundance of retro-clones, clones of retro-clones, d20 derived games-of-the-week and, of course, Pathfinder, something quietly (almost imperceptibly) stirred this year. Old, it was, and long forgotten by most of the few who even knew of its existence. Yet, like the artful necromancer that he is, Daniel Proctor has raised what was long thought dead. And so, thanks to Daniel Proctor and Goblinoid Games, 2012 saw the re-release of Wizards’ World!
WIZARDS’ WHAT?
Wizards’ World is an RPG written by David Silvera back in 1982. The game itself evolved from AD&D. As the author states in his Q&A “Over the years, we accumulated a growing volume of house rules to help us achieve our gaming goals, until I eventually came to the conclusion that our game was more house rules than core rules. At that point, it seemed at least worth considering publishing our own system. And, of course, it would be really cool to do that…”.
In other words “no clone here” but instead an undeniably old-school RPG, but one that is refreshingly different from its parent game. Although its AD&D roots might make Wizards’ World an interesting option for those of a more old-school bent, its differences are what make the game relevant even after 30 years.
Below is a brief rundown of what Wizards’ World consists of, taken from the Goblinoid Games site:
WIZARDS' WORLD
Originally Published in 1983:
Back in 1983 a small Californian game company, Fantasy Worlds Unlimited, released WIZARDS' WORLD, a fantasy RPG. The result of how the author's home game evolved, WIZARDS' WORLD included several innovations for its time, not unlike other efforts from the 80s, such as The Complete Warlock or The Palladium Fantasy RPG. WIZARDS' WORLD is an important game in the history of fantasy RPGs, because it reflects the design enthusiasm of the early 80s and is an interesting example of how many people at this time were taking inspiration from Advanced Dungeons & Dragons. In many ways WIZARDS' WORLD might be what Second Edition could look like in an alternate universe.
-Goblinoid Games
WIZARDS’ WHAT?
Wizards’ World is an RPG written by David Silvera back in 1982. The game itself evolved from AD&D. As the author states in his Q&A “Over the years, we accumulated a growing volume of house rules to help us achieve our gaming goals, until I eventually came to the conclusion that our game was more house rules than core rules. At that point, it seemed at least worth considering publishing our own system. And, of course, it would be really cool to do that…”.
In other words “no clone here” but instead an undeniably old-school RPG, but one that is refreshingly different from its parent game. Although its AD&D roots might make Wizards’ World an interesting option for those of a more old-school bent, its differences are what make the game relevant even after 30 years.
Below is a brief rundown of what Wizards’ World consists of, taken from the Goblinoid Games site:
WIZARDS' WORLD
Originally Published in 1983:
Back in 1983 a small Californian game company, Fantasy Worlds Unlimited, released WIZARDS' WORLD, a fantasy RPG. The result of how the author's home game evolved, WIZARDS' WORLD included several innovations for its time, not unlike other efforts from the 80s, such as The Complete Warlock or The Palladium Fantasy RPG. WIZARDS' WORLD is an important game in the history of fantasy RPGs, because it reflects the design enthusiasm of the early 80s and is an interesting example of how many people at this time were taking inspiration from Advanced Dungeons & Dragons. In many ways WIZARDS' WORLD might be what Second Edition could look like in an alternate universe.
-Goblinoid Games
Why Do This?
So, you wanna support a 30 year old game no one’s heard of? Why? Well, basically, because it’s an excellent game and one that deserves both attention and support. Hopefully, the more support Wizards’ World gets, the more people will start looking in WW’s direction. As the attention grows, so will Wizards’ World’s fan base. Well, at least that’s the plan.
David has given us a great game and Dan has made it available again, now all it needs now is a little support. And really, who wouldn’t want to support a game with demonic halflings?
WHAT IS DUNGEON DELVING GAMES?
Dungeon Delving Games is a (very) small group of folks dedicated to supporting great games in need of attention. Wizards' World fills both requirements, being both a great game and needing some attention and support.
David has given us a great game and Dan has made it available again, now all it needs now is a little support. And really, who wouldn’t want to support a game with demonic halflings?
WHAT IS DUNGEON DELVING GAMES?
Dungeon Delving Games is a (very) small group of folks dedicated to supporting great games in need of attention. Wizards' World fills both requirements, being both a great game and needing some attention and support.