I've been looking for a good superhero RPG based on the Apocalypse World engine. Luckily, there have been quite a few in the past couple of years, with this and Masks releasing. I've only gotten a chance to try this game out very recently, but I have to say that I'm sad that I missed the opportunity to play this sooner.
I'm going to skip the discussion of the Apocalypse World Engine proper. You can read any review of Dungeon World or Apocalypse World itself to get that. What I will say is that the moves for Worlds in Peril are pretty tight. Push is an awesome way to further develop your powers in play, as commonly occurs in superhero stories. And you can see from the way the moves are structured that the writer was taking a direct page from Apocalypse World itself... Takedown and Seize Control are not just reminiscent of Go Aggro and Seize by Force, I'd argue that they are more concisely written than the first edition versions of those moves. The only move I have complaints with is Aid or Interfere, but I'll get to that later.
The biggest spot this game shines is in how powers are handled. The Power Profile is one of the best ways that any supers game has handled superpowers, period. It's far more flexible than Masks, and much more narrative and less restrictive than games like ICONS and Mutants and Masterminds. That powers continue to expand during play thanks to the Push move is awesome. The four categories of Simple, Difficult, Borderline and Possible go a long way to defining what is and isn't easy through your character's abilities. Impossible defines hard limits to your power. This is great, because it emphasizes what makes the Engine so wonderful; description is often more important than numbers are.
Drives and Origins are a neat replacement for the playbooks that other PbtA games have, and they work out really nicely. Drives replace character advancement mechanics from other games by making so that your characters motives, and how they push to fulfill those motives, give them the means to increase in power elsewhere. Advancement seems a bit slow in this game (as you need to be moving towards resolution of your drive moves to gain Achievements; nothing for failure, using a highlighted move, or any of the other sort of things that might gain you experience in other such games), but since powers develop naturally through the Push move anyways, it's not so debilitating... your character still matures, just not as broadly.
Conditions are also a great way to detail injury in a superhero game, and I'm glad that Worlds in Peril used them. They're much more flexible than the tag-based damage system from Masks, and such flexibility is necessary when dealing with truly bizarre supers concepts; an undead hero probably won't be as hampered by a broken arm as Spider-Man would, for example... so it would make sense that one character's minor condition might be another's moderate or critical condition. This was my favorite part of Venture City, and it works just as great here.
Now the bad part: Bonds.
Bonds in other games tend to portray something about your character in relation to other characters. Apocalypse World's Hx represents how much your character knows another character; bonds in Dungeon World represent debts or motives your character wishes to resolve in regards to another character; strings in Monsterhearts represents emotional leverage your character has on another character, and so on. All such things represent something about YOUR character, in relation to another one.
Bonds in Worlds in Peril represent another character's feelings about your character, and this inversion of the relationship complicates the game needlessly for multiple reasons. The obvious being that players at my table often were confused about the values on their sheet; it was very counterintuitive that they had to reference someone else's character sheet in order to find out whether they liked that character or not. They would often find themselves almost acting out of character and aiding someone they apparently detested, and not realizing it until the other player pointed it out. Furthermore, Aid and Interfere's effectiveness is entirely based on whether the character likes you, not whether you like the character. One superhero can easily help a character he detests, as long as that character is in love with them. In the opposite, you'll have a hard time assisting someone you love if they can't stand you. All in all, this very much detracted from play. I ended up having to houserule out the Bond mechanics and steal Hero Points from M&M and Hx rules from AW to fill the gap.
One last problem I had was not with the game itself, but one of the documents: the epub version of the book has a CSS glitch that makes it unreadable on my mobile device. The CC version of the epub works fine, it only seems to be problematic on the final version.
Overall, Worlds in Peril is an amazing supers game with some excellent game mechanics and a rich structure for superhero play. The one mechanic I found not to work does not reduce this in the least, as it would be a shame to skip past the amazing Power Profile mechanic, or the Drives and Origins. Hopefully there will be a second edition, or a major revision to the game to address this. That said, don't be afraid to give this game a chance.
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