Wizards' World 2?
Posted: Mon Sep 03, 2012 9:43 pm
As I mentioned earlier, I plan on starting a new Wizards' World home game later in the fall, and I'm planning a pretty major rules overhaul as part of the preparations for that game. I don't really want to call this a second edition of Wizards' World for two reasons: (1) it might be very idiosyncratic to my group and not be the best direction to take the game for general use, and (2) I have no interest on stepping on Dan's toes if he wants to come out with a new edition at some point.
Nevertheless, Dan, feel free to tell me if you'd rather I not post some of the stuff that appears here and I'll stop.
That's my preamble. And everything starts with philosophy, and here is mine. First, these rules will not be for the math-phobic. I like relatively complex math models as a starting point because they let me model things the way I want them, but I want game sessions to run fast and easy so at some point (e.g., via simplification, rounding off, and generous use of Excel to turn formulas into combat values) those complex math models have to turn into something easy to use. My gaming group has some people like me (and who have the programming skills to help me in the simplification process) and some others who value simplicity a lot. I want to make everyone happy.
Second, as anyone who has thought carefully about the Wizard rules in WW should know, I'm not averse to a little bookkeeping. Again, I don't want a lot of page shuffling to slow down play, but I like forcing players to think a bit about their characters out-of-game. Not even all my players are fully onboard with this, though, so I need at least some options that are close to "plug and play".
Campaign rules will start appearing in the next post. I don't know how quick I will be about putting up new stuff, but I'll try to keep things moving as much as I can. Please let me know if you have any comments, questions, or suggestions. Thanks!
Nevertheless, Dan, feel free to tell me if you'd rather I not post some of the stuff that appears here and I'll stop.
That's my preamble. And everything starts with philosophy, and here is mine. First, these rules will not be for the math-phobic. I like relatively complex math models as a starting point because they let me model things the way I want them, but I want game sessions to run fast and easy so at some point (e.g., via simplification, rounding off, and generous use of Excel to turn formulas into combat values) those complex math models have to turn into something easy to use. My gaming group has some people like me (and who have the programming skills to help me in the simplification process) and some others who value simplicity a lot. I want to make everyone happy.
Second, as anyone who has thought carefully about the Wizard rules in WW should know, I'm not averse to a little bookkeeping. Again, I don't want a lot of page shuffling to slow down play, but I like forcing players to think a bit about their characters out-of-game. Not even all my players are fully onboard with this, though, so I need at least some options that are close to "plug and play".
Campaign rules will start appearing in the next post. I don't know how quick I will be about putting up new stuff, but I'll try to keep things moving as much as I can. Please let me know if you have any comments, questions, or suggestions. Thanks!