Biggest Update Yet! - JWAW Devlog #3


Woo! While I hope everyone who's downloaded the game (and I am surprised by how many of y'all there are!) has been enjoying testing it out, I'm going to humbly recommend that, after reading this devlog, you consider re-downloading it. I've also been doing my fair share of playing the system and just released the game's largest update since the beta launched, all based on y'all's feedback! This current iteration of the system, now re-numbered as Version 1.1.2, feels the closest to my original vision of how playing a game in the weirded wastes of Vaream would and should feel. I'll go in-depth on the updates below, but the general vibe is that the world is more dangerous than it was playing before, beasts are faster, magick is more prevalent, but everything has also been scaled to feel fairer for everyone involved. You can keep reading for the detailed notes on this update, or just get in there and see how it plays! Either way, thank you so much for reading, playing and generally supporting this weird endeavor. 

Update Notes for Version 1.1.2:

  • Overhauled the game's Talents system. Learning Talents is no longer a mentor-student dynamic, requiring money and a settlement to trigger. Players can learn and advance Talents by performing difficult feats of skill out in the Wild. 
  • Clarified the rules around the Impish Curse-Drinker class, specifically clearing up confusion around how the Imp's ability to consume Magick could be handled. Also clarified that the Imp doesn't need to eat daily rations, but does need to rest.
  • Clarified that Players can test Agility to dodge and block during an Enemies attack.
  • Clarified that Enemies can also test their Attack Rating to dodge and block a Player's attack. 
  • Reworked Attack Ratings for most Beasts, focused on making them faster. 
  • Reworked the Vulture's special attack Killing Gaze so it affects Players in the Vulture's Zone and any Zones it can see.
  • Dungeon Rooms table changes:
    • Removed the Exit Room from the Dungeon Rooms table and added to the Dungeon Hazards table, replaced with a Serpent Tunnel. 
    • Added an Abandoned Camp room to replace the Spiral Staircase. 
  • Increased the Dungeon Hazards table to D8, added the Exit Room as a Hazard and added a Serpent Hazard. 
  • Reworked the Changeling beast to add more nuance to its characterization and make it less difficult to fight.
  • Added Fog of Death, a cursed mist released immediately by dying enemies that can inflict MP damage.
  • Added the ability to loot Incantations from recently dead enemies. 
  • Added the ability to take MP damage in order to stay alive at 0HP when in Combat.
  • Changed Broken and Maddened rolls so they trigger at 0HP and 0MP respectively, instead of 1HP and 1MP. 
  • Changed how Incantation Difficulty Ratings (DRs) work. Now, an Incantation's Casting DR only goes up when the Player fails it, and a successful cast brings the DR down. Players can also study an Incantation during downtime to decrease its DR.

Those are all of the major changes outside of some more copy editing and formatting fixes (thanks to folks on Reddit for catching those errors!). As you can see, the goal of this update was more or less to bring the dangers of the Weird closer to the actual Player experience. I'm looking forward to hearing how this goes as you all get into playing it!

Before I go, I also wanted to say that these changes will be reflected on the Online Rules Reference by the end of this next week. Also, I'm planning on launching a Discord for the game sometime within the next few weeks, so definitely let me know if that's something you'd be interested in. 

Alright, that's all from me. Thanks again for playing and I hope y'all stay weird.

Files

Journeys Weird and Winding.pdf 4.9 MB
Apr 30, 2023

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