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(+2)

Layout is clean and straightforward, and the concepts mesh well - the only real gap I see is that CHArisma, which plays a larger role in UVGs assumptions than many other games, has no representation. Oddly, it's the only stat I think I'd really miss - Skills/Abilities cover plenty.

You'll need a copy of UVG to get your mileage here, and hopefully some PbtA or free roleplay or other 'mixed-outcome' game experience to get in the flow of the game. Nothing is duplicated here, UVG content is page-referenced; the guidance is hands-off.

I think most groups that would go through the trouble of rolling different shaped dice and counting XP would appreciate some concrete mechanics (HP, damage, and so on)... but then again, it's spartan the way World of Dungeons is.

(+4)

World Of Ultraviolet Grasslands is a conversion kit for running Ultraviolet Grasslands on the engine of World Of Dungeons.

It's five pages, with good, readable layout and a scattering of illustrations, although you will want to have copies of both World Of Dungeons and UVG to use it.

That said, World Of UG is very well written and easy to use. Its conversions are clearly explained and feel comprehensive, and the book is very friendly to being hacked and adjusted to fit an individual group's taste.

Overall, If you like World Of Dungeons' system and want to run a game of Ultraviolet Grasslands with it, this feels like an excellent place to start.