Browse Categories

Other comments left for this publisher:
When Worlds Collide - Born From Disaster
by Megan R. [Featured Reviewer] Date Added: 12/11/2012 10:05:54

This is a neat, compact stand-alone adventure, suitable for a one-off game maybe at a convention or as a trial run for the When Worlds Collide system if your group is considering playing it...

The situation is simple. The characters are just coming to the end of a long posting on a drilling expedition in the middle of the Gobi desert. The aircraft to take them home has just arrived, just time to crack the homebrew and have a bit of a party before leaving in the morning...

Naturally things don't quite pan out as expected. There is a tightly-scripted timeline that will keep the pressure on the characters, filling them with an appropriate sense of urgency as they struggle to survive. Despite the taut timeline, plenty of options are given so that the characters will have at least an illusion of being free agents... it is just that certain things will happen irrespective of their actions! A well-prepared GM who presents everything thoughfully should have no difficulty in avoiding any hint of 'railroading' the characters.

Good points are a taut series of events that recreate the stress of the situation well, and the way in which the likely alternative courses of action are all catered for without allowing them to derail the intended course of events. A set of detailed plans of the aircraft and good pre-generated characters are provided, as well as some extra notes about career options that may be useful in character generation/development beyond this particular adventure.

Down points are a very abrupt and unsatisfying ending - basically 'go and run another adventure' - which does not work well for a one-off game although it could provide a lead-in to a campaign or if you are using this while your group decides whether or not they want to play When Worlds Collide. The entire module could do with a thorough proof-read, there are a lot of silly mistakes that even a quick read-through should have caught.

However, it could well prove an entertaining adventure, a good 'survival' type challenge that can be solved with good teamwork and some thought... at least, until it sort of... runs out at the end. Worth a look.

[4 of 5 Stars!]
When Worlds Collide - Born From Disaster
Click to show product description

Add to RPGNow.com Order

When Worlds Collide - Role Playing Game
by Robert M. [Verified Purchaser] Date Added: 09/24/2012 17:37:05

This is an abridged version of my full review, which can be read on my blog at http://wildmusings.wildmusegames.com/when-worlds-collide-rpg-review/

When World’s Collide is universal multi-genre RPG produced by its UK based namesake company, consisting primarily of it’s author, John Fountain, and editor, Alistair Dandy (Yes, this game has an editor, and it shows). I was graciously provided with a review copy of the PDF, at my request. The game describes itself as “

When worlds collide reality is no longer trustworthy. Within this book you will find all the rules needed to create characters and run games within the infinite multiverse. The game provides a comprehensive platform to run any adventure in any genre, be it sci-fi, fantasy, horror, super-hero or cyber-punk. Characters can shift between universes to experience other realities. Games-Masters can choose to throw characters across the multiverse; one week they are in the old west, the next gothic horror or a future of biotechnological marvels, and the following week? Who knows?”

My summary? When Worlds Collide (WWC) provides a competent exhaustive universal ruleset, well-written, well-edited, and pleasingly presented, that does a poor job of communicating the high-concept underlying it’s multi-verse. The high-concept which drives the world-hopping and immersive exploration of the limitless environments that can be created with the rules. The ‘default’ GM as mystery keeper play assumption, along with its focus on ‘participationist’ play by the group, stifles the ability of the the text to sell its harrowing junket across the boundaries of an inimical, many-splendored multi-verse through-line. An indifferent multi-verse where frequent flyers gain access to a list of detailed flavorful powers operating via in-depth multiversal laws at the cost of body-horror side-effects, from the embarrassing to the Cronenbergian.

Lets Break it Down.


The game is presented as 527 page PDF. Laid out in a spacious two-column format with a variety of artwork included to break up the text. Tables are presented as stylized boxes, along with various call-out boxes for rules examples, asides, etc. Interestingly, it consists of mainly stock-photos, most from royalty-free stock photo sites on the next, which gives it a more ‘realistic’ look. A nice change of pace from the more commonly used stock art collections you find in many PDF products.


The rules core used in WWC are the Tri- Hexahedral Engine (THE) System. It is a competent core mechanic that the rest of the rules build on. Roll 3d6, add modifiers (based on stats & skills) against a Difficulty Level (DL). Stats are presented as 0-based /- scores ranging from –3 to 5 for most characters. Characters may have expertise and specializations that will add a couple more points to this, as well as some special abilities. The average DL is 10, and the mods are small, so pretty easy to use. It features an interesting ‘critical success’ mechanic based on the number of sixes rolled, 2 sixes rolled equals a level 2 crit success, and 3 is a level 3 crit success. This is independent from the marge of success/failure.

It Is functional and utilizes tried and true design patterns for the most part. In addition, the rules include lots of explanatory material, overviews, examples, and summaries that make it really easy to learn. It is equal the mass of the rules. Many other games would do well to match its friendliness.

It features a skill based character creation system, based on broad skill groups. The skills are fairly detailed, and are similar to GURPS. There is a detailed special abilities system offering GURPS like perks and talents, as well as full on powers.

The power system is very detailed and incorporates the cosmology and meta-physics of the games multi-verse. It falls into 2 main types, Pisonics and magic, defining what stats they are based on broad operations. The powers are setup as detailed lists, that are bought with a specific range, uses, and corruption/difficulty. It is very similar to GURPS magic and psionics in the feel of how it is constructed and operates. A functional power system.

Combat is a blow-by-blow action system pitting the character's Roll plus combat skill versus opponents. The damage system has both stunning and killing damage. With killing weapons doing large amount of Life point damage, and a small amount of stun. While stunning weapons are the opposite. It is a bit muddy in implementation due to the various ways stun accumulates against a character.

Weapons are detailed in a generic fashion, damage being based on broad groupings of weapon size/deadliness. Light, Medium, Heavy. etc. Armor reduces an damage. An comprehensive listing of weapon and armor are provided.

A set of rules for hazards round out the system, implemented as variations on the core mechanic. All seem functional and standard implementations. There are a few important mechanics that define the the thrust of the system though.


one of the major themes of the game is the accumulation of stress as characters encounter the impossible, the disturbing and horrible among their adventures. This is one of the more interesting elements of the game and its cosmology. It reminds me a lot of Kults light/darkside points as well as Chthulhu’s SAN loss system, with Unkown Armies meters. In that as characters gain more stress and deal with more events they can develop psychological problems, or even develop mutations and deformities in the case of rift travel.


The Rifts chapter presents all the details of traveling between worlds, which is mysterious and can cause all manner of complications for a character. The game provides a rich cosmology and meta-physics for describing rifts, and the mechanics of traversing them. It is one of the major selling points of the system. It provides all kinds of goodness for facilitating world-hopping and exploring worlds. The author was influenced by Michio Kaku’s books Parellel Worlds and Hyperspace. (The author includes a hefty bibliography, much thought and research went into the creation of this game.)


I felt the rules fell down in this section, as not enough attention was focused on running a WWC game, as opposed to general game mastering advice. I felt the default playstyle, of a “mystery-keeping’ GM, leading players through exploration, limits the reach of the game. A world-hopping universal rules set as this can work very well as a more collaborative setup with troupe style play. As a more collaborative play structure allows all the players to be keyed into the cool bits of the setting, in this case the meta-narrative and cosmology behind WWC. Rather than limiting themselves to the pin-hole of a single GM serving it up in a high-effort game setup.


Overall, I like When Worlds Collide, it is a competently designed system, very well written, and well-edited. It delivers the goods for running a multi-genre universal game. The cosmology and meta-narrative behinds the Rifts and cross-world travel is quite compelling, and opens all kinds of dark and desperate and bizarre storylines. However, the game does a poor job conveying that to the prospective reader.

It has to be pieced together by reading through the Rifts rules section, the powers, and finally GM section. In addition, the assumed ‘GM as Mystery Keeper” play style can seem off-putting as it puts a lot of onus on the GM, and can keep the players from ‘getting to the good stuff’. A revision of the rules that brings these “Why play this game instead of X” elements to the forefront and makes this easily graspable by the players, along with more ways to explore the game space, would improve the appeal of this game. As it stands, it can be overlooked as ‘another’ universal rules system.

[4 of 5 Stars!]
When Worlds Collide - Role Playing Game
Click to show product description

Add to RPGNow.com Order

When Worlds Collide - Into The Green Inferno
by Todd M. [Verified Purchaser] Date Added: 07/30/2012 20:32:38

Looks really great. Well organized and thought out. The rules, from what I can infer from this, look like they are likewise well thought and (shock?) play-tested. Again, this is all very inferential. I hope the download of the rules gets a bit less ridiculous. 40$ for a digital download? I don't care if the game runs itself... that is CRAZY.

[5 of 5 Stars!]
When Worlds Collide - Into The Green Inferno
Click to show product description

Add to RPGNow.com Order

Creator Reply:
Hi Todd, We have reset the princing on the product, we had a few issues initially but Chuck from RPGNOW has helped fix that hopefully you will find the product price something more agreeable. Best Regards Alistair
Displaying 1 to 3 (of 3 reviews) Result Pages:  1 
0 items
 Hottest Titles
 Gift Certificates
Powered by DriveThruRPG