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Game Rules (PDF) Adventurer's Handbook DUNGEONWORLD The Largest PBM Adventure Game Ever Made! Credits Produced by Madhouse UK Game Designer Steve Tierney Programming Duncan Perham & Steve Tierney Art Director Marie Smith Artwork & Game Graphics Manny Vega Marie Smith Jonas Nelson Lee Fulford Steve Tierney Other Contributors Andy London Lee Beeson Kerry Harrison Dave Versace Michael Harrison Jimbo Versace Mark Adams Mark Howe Proofreaders Sarah Phillips Nemo Nox P.Sykes Dave Massie Andrew Wallis Andy London Duncan Hart The contents of this handbook and the entire game of DungeonWorld are Copyright Madhouse UK 1999 & on, All Rights Reserved. All artwork used in the DungeonWorld game and in this rulebook, with the exception of that produced by Jonas Nelson (used with his kind permission) is Copyright Madhouse UK 1999, All Rights Reserved. Use or duplication, in whole or in part, is strictly prohibited. DUNGEONWORLD Contents The Handbook The Main Stuff The DungeonWorldTM Adventurer's Handbook is Containing an overview of the play-by-mail hobby, an overview designed in such a way as to be flexible and of the game and discussion of the actual mechanics, scale and easy to customise. You can organise the pages play method which govern the game. You should read this section first. in any order you wish. We can send you new pages when we need to. Your rulebook can The Game World grow as the game grows! Containing information on the World of Myriad, the Kingdom of What You Should Receive Bereny, and the overall setting of the game, including a little historical background, the Laws of the Land and a brief discussion of magic and religion. This package should have included a binder, a colour map of the Kingdom of Bereny (in the The Characters back cover of the binder), a colour cover page (in the front cover of the binder), a Guidebook Containing a rundown of all the standard adventurer classes available for Checklist and a complete set of all the current play, including armour/weapon restrictions and special abilities. Guidebook pages. Rulebook revisions (extra pages) will occasionally become available at a small extra charge. The Orders E-Mail Play Containing a detailed description of all the major orders in the game, examples of their use and comments provided by actual players of These rules are also available in E-Mail format the game for flavour and assistance. as a PDF file and can be downloaded for free from our website. Skills & Talents Budget Rules Containing an explanation of the Skill system used in the game and charts showing all skills currently available. Since you start the game with A Budget A5 format of these rules is also no experience points consultation of this section will not be needed available for a lower-cost start in the game and immediately. for use with special promotions. The Budget Rules are not modular. You will still receive new pages automatically but will have to arrange the management of them yourself. We do recommend players purchase the modular rules for ease of use rather than the budget rules, but that is, of course, your choice. Supplements & Merchandise DungeonWorldTM is a big game and as such it has already spawned supplementary books and merchandise. No doubt, as time goes on, even more will become available. The list of what is currently available will also be included on your Guidebook Checklist along with prices. Supplements are *not* essential to play. They are simply provided as a service for people who are interesting in knowing more about certain aspects of the game world, or who enjoy such additional products. Organisation The Adventurer's Guidebook is split into several 'sections' to make it easier to find what you are looking for and to organise your rules. These sections are shown on the right hand side of this page. DUNGEONWORLD The Main Stuff DUNGEONWORLD main section : 0 DUNGEONWORLD What Is Play-By-Mail? A Great Tradition The Rulebook The Budget Rules In every play-by-mail game's rulebook there is All the rules you need to play the game are As you can probably imagine, a rules system like the obligatory ''what is play-by-mail?'' section presented in this rulebook. If there's anything this isn't cheap to produce and we charge for it and being a strong believer in tradition... here's not covered, it's probably because we don't accordingly. Some players cannot afford ours! If, of course, you know *exactly* what *want* you to know it! (Many things are meant extravagant rules like this though and we don't play-by-mail is and have played such games to be discovered as you explore the game). want to alienate people just because they aren't before, please feel free to skip this page However, if you feel something is unclear or as rich as others! Consequently, we produce a entirely. If not... well, you are in for a whole have any questions you should feel free to ''budget'' set of rules, which still has all the world of fun! I hope you love it as much as I contact us... we are here to help! pages, but shrunk down to A5 size and stapled did when I played my first play-by-mail game! into a little booklet. If you are holding one of None of the rules in this book are going to these then you should still be able to use them Play-By-Mail make much sense to you until you receive your just fine, but you may want to consider the first personalised results for your game position larger-format rules if/when you decide you can Play-By-Mail, known as PBM for short, is a (called a turn report). When you do, you'll be afford to invest in them, if only for the fact that hobby which allows people to play games with able to cross-reference the report to the rules in rule revisions will be easier to add! groups of players from all over the world! You this book and work out how to play! Each Turn can choose when to play, without needing to Report has an Order Form attached to the back, About Madhouse worry about matching up times with the other which you fill with the coded instructions for players and you get the flexibility to enjoy your your characters and return to us. Madhouse are one of the world's leading play- game when you want to do so. Gaming at your by-mail companies. We have been established convenience! This is how it works:- Of course... nothing is for free! DungeonWorld TM since 1991 and have run games for thousands costs you money each time the game is run and thousands of satisfied players! (1) You send your ''moves'', in the form of coded (which will be once a fortnight for the normal orders, to the company who are running the game, although some variant games are faster The Madhouse Head Office is based in the game (in this case Madhouse.) or slower.) Please make sure you understand United Kingdom, which is where the games are the current prices for the game before designed. We are one of the only UK-based (2) On a set date Madhouse 'run the game', proceeding to play. Please also make sure you PBM firms who are actually designing new producing personalised printed reports for all have read our 'House Rules', since your computer-moderated games for worldwide play the players and mailing them out to them. agreement to them is a condition of your taking and are proudly carrying the British flag for part in the game. PBM-design. (3) The players peruse the reports they have been sent and it's back to (1) (above). Flexible Rule System Madhouse are also represented by our licensed partners, Madhouse U.S.A. and Madhouse OZ, There are essentially two different ways to play- DungeonWorldTM is a growing game. A team of based in the United States of America and by-mail. The original and still very common one staff are working constantly to add things to it, Australia. Both of these branches are run by is the postal method (for which you do *not* to give the world depth and to improve the experienced and highly-qualified Games need a computer). Turns are sent to you by mail system. As such there are often new rules being Masters who bring our particular brand of and you return your orders the same way. added, which is why we came up with this madness to a new audience in their own parts flexible rules folder. The advantage here is that of the world. The other method, becoming increasingly we don't need to constantly make new popular, is to play-by-email. There's no rulebooks and revisions, when a new rule or Madhouse do not run our PBM firm like a difference in the game itself at all, just in the element of the game is introduced you will be company... we run it like a club! We do it medium for sending and receiving turns. It sent the rules pages to be added to this folder. because we love it and because we want *you* doesn't matter which you choose, you will still to love it. We always welcome constructive be in the same game playing with the same You will also notice that pages are not critisicm or suggestions of any kinds. We can't rules and paying the same price to play. ''numbered''.
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