
The Perilous Wilds and nbsp;combines and nbsp;Dungeon World's and nbsp;approach to collaborative world-building with the old-school RPG reliance on random tables to generate content on the fly, woven together by modifications to the original and nbsp;Dungeon World and nbsp;travel moves. The main differences between the use of tables in and nbsp;The Perilous Wilds and nbsp;and their use in older RPGs is an emphasis on exploration and discovery over combat encounters, and the baked-in methodology of using randomized results as prompts rather than facts, to be interpreted during play.
The book is 72 pages, digest-size book divided into the following sections:
- Learn the Language: and nbsp;a glossary of terms
- Draw the Map: and nbsp;guidelines for collaborative cartography and nbsp;
- Lead the Way: and nbsp;alternative rules for followers, by Jeremy Strandberg
- See the World: and nbsp;new moves and guidelines for undertaking perilous journeys and nbsp;
- Weather the Storm: and nbsp;suggestions and moves for handling weather
- Ask the Fates: and nbsp;a host of tables for generating wilderness adventure
- Plumb the Depths: and nbsp;rules for creating dungeons on the fly
- Live to Tell the Tale: and nbsp;five new compendium classes
- Trust Your Gut: and nbsp;advice for improvising overland adventure and nbsp;
- Name Every Person: and nbsp;sample name lists for people, places, and mounts
The collaborative map-making guidelines and all of the tables are system-neutral (usable with any RPG rules). Although the tables are structured to tie directly into the rewritten travel moves, they can be used in any game in which a fantastical landscape is explored. and nbsp;
The new follower rules are written by and nbsp;Jeremy Strandberg, and are intended to give NPC hirelings more substance without a significant increase in bookkeeping.