Posts Tagged ‘wizards of the three moons’

The PDF version of the second edition is out now! If you bought the first edition, you’ve already been updated to the second for free.

There’s also going to be a print version this time! The files have been sent to the printer, and I have to approve the proofs when they arrive, but thereafter, you can have your own hard copy to play with.

And don’t forget about the Anthology Deck, which is also available right now!


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The inimitable Lisa Padol will be returning as the editor for the second edition of the game, so the draft is in good hands. While we wait, how about some mood music?


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As promised previously, BlackHatMatt has posted his review of W3M over on RPG.net. Have a look at his thoughtful critique here: https://www.rpg.net/reviews/archive/17/17083.phtml

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BlackHat Matt does W3M

Matt McFarland is going to be doing a one-shot review of Wizards of the Three Moons this month. In preparation, here’s a blog post about his wizard and pawn creation:


Actual play review forthcoming!

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I’ve been plugging away at the document diligently, and now it’s off to the editor! Depending on the alterations¬†that may need to be made, ¬†I’m expecting to have W3M available to the public in February (a little later than the original projection, but not by much). Stay tuned!

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The “Greek Rule”

In classical Greek myth, the gods could not undo what another god had done. When Hera blinded Tiresias, Zeus couldn’t just simply say “nuh-uh” – only Hera could (and eventually did) give Tiresias back his sight. Zeus could only do something to compensate for what Hera had done; in this case, he gave Tiresias metaphorical sight, in the form of the gift of prophecy.

Storytelling in the Three Moons works the same way: if a player introduces a detail to the story, only they can undo it later. To put things in improvisational theater terms, there is no “no”, “no, and” or “no, but” here. There is only “yes, but” or “yes, and”.

Try the rule out in practice and let me know how it goes!

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Does W3M need rules for wizards to cast spells, or is it sufficient to just say, “they cast a spell, describe what it does”? I want some way to enforce the weirdness of magic, that there’s always something unexpected included, and my experience is that gamers will never give their actions negative consequences without mechanics.


I’m trying out the wizard creation rules to see what kinds of skewed results I can get. Here’s an example:

Emeralda the Enchantress
Jaded, Glum, Officious (11 Weal, 31 Woe)
Summoning, Clairvoyance, Marine Magic
Pawns: Warrior 6, Thief 9, Healers 6 and 5

First thoughts: the oracle bag is really dark for these pawns. I did a few sample challenges and wounded pretty much all of them but the thief on their first draw. Since I haven’t made abilities for the vocations, that’s probably going to be the next thing I work on. It would only make sense that a party with two healers should be able to fend off wounds more easily without having to resort to marking off boons.

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