[Stroming the Wizard's Tower] Prognosis

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Neil the Wimp:
Does anyone have any ideas on the prognosis for Storming the Wizard's Tower? Vincent released a playtest version of the low-level game, but I'm ignorant about what's happening with it now.

I'm asking because the kiddies are starting to get into RPGs. Cut-down Hot War was too lightweight, D&D4e too crunchy, so we're about to try StWT as a compromise. I'd like to know how much of it I'd be expected to make up as the PCs progress.

And finally, a rules question about magic and spells. Each spell has a domain. The rules imply that people can only cast spells in domains they've learnt. But learning domains is only available as something you can buy with experience. That implies that starting PCs, without experience, can't cast any spells.

Is that the case? (If so, I can just give starting PCs one domain for free.) More importantly, is it the case that someone has to have learnt a domain before they can cast spells in that domain?

Thanks,

Neil.

lumpley:
Storming the Wizard's Tower goes back into active development -- and a significant redesign -- after GenCon. I'm excited to work on it again. With luck and effort, there'll be a new playtest PDF in the winter.

You can cast any spells you have, but you can create spells only within the domains you know.

-Vincent

Neil the Wimp:
That's good news, thanks. I look forward to seeing a new version. I'll post some AP from our game as we get to it.

And thanks for the rules clarification.

Neil.

Paul T:
My impression has been that Storming... is a working, functional game as-written: but only as long as you have exactly one GM and three players.

Change the number of players and the balance goes out of whack. Vincent tried to institute a "stop-gap" rule, where a monster attacks all the characters it faces every round, but that interacted in funny ways with the rest of the system.

Vincent, can you confirm or deny this? I'm also looking at running Storming... in the next few weeks.

lumpley:
It's not even quite as bad as that. It's okay for 2 or 4 players too.

When you play it, modify the giving commands setup roll to:
- 1 die per hit, not 2.
- if more than 1 person is shouting commands at you, you choose one to benefit from; ignore the others and their dice.

-Vincent

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