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Hi @TheGiftOfGaves!

With & Venture Forth being a World of Dungeons hack as well, I guess that that would depend on what elements of &VF you want to mix and match. So let's break down what makes it different from WoDu.

  • Non-human kin. If you want to introduce elves, dwarves, etc. to Noctis Labyrinth, you'll probably find that the characters become a tiny bit more powerful, since they get kin special abilities. Not too much, but noticeable.
  • Classes. Noctis Labyrinth already recommends to remove the Cleric and the Ranger, and the reasoning is given there. Thief, Fighter and Bard should work just fine. Wizards are a lil bit more complicated, because if you replace the Summoning rules from NL to the ones presented in &VF, you would miss on interacting with all the cool spirits that inhabit Noctis Labyrinth! However, if you keep the Summoning rules from WoDu/NL and the spell rules from &VF, Wizards would become extremely powerful, I suggest caution with this, you may need to do some tinkering.
  • Moves. I would suggest that you keep the moves presented in NL. They're very important when conveying the themes, mood, and general pacing of the game. Some moves you can introduce from &VF to NL that I think won't conflict with each other are: Ability Check (overrides Help from NL), Dialog (replaces Parley), Pause and Quicksave. Grinding/Boss Fight and Dungeon Crawl are actually very similar to Fight! and Exploring the Aethership (because I developed both games around the same time and crossed some ideas), I would still keep the rules presented in NL.

Overall &VF characters will be stronger and more hardy as opposed to NL characters. If characters having an easier time overcoming challenges is something that worries you, I'd consider keeping WoDu/NL as it is. If not, go ahead!