The Chronomancer is a solid playbook for adding some Dr. Who to Dungeon World!
And as a fan of Dr. Who I see no downside to this. We get a short introduction to the concept and after that it is right down to the crunch. The mechanics are interesting enough, there's lots of good time shenanigans to plahy around with that makes for interesting time travel related possibilities at the table. Chronomancers store resonance energy equal to either Wis, Int or Cha dependent on their background, using t to fuel their abilities. This is a departure from a straight up spell list that I would usually associate with any class ending on '-mancer'. Alternatively, the Chronomancer can use a system where Resonance is aquired through a move and can cause Paradox, which attracts weird situations and a penalty to making new changes in the timeline. I thought that was brilliant, and I would really have liked to see the Paradox mechanic more fleshed out.
The book ends with a small section on new gear, with one of two new items being directly Chronomancer related.
Overall the Chronomancer provides some interesting mechanics that might go on to affect gameplay in unexpected ways. The Paradox mechanic is perhaps the most interesting of these, and while I would have liked to see that with a bigger role there's nothing stopping you from expanding it to what fits your game.
|