I have perused the DW beta rules for about 2 days and have some initial feedback. Please forgive me if some of the issues raised here are based on faulty understanding of the rules.
- I love the overall approach to the game, especially the 10, 7-9 break. It adds
tremendous roleplaying opportunities to both combat and non-combat scenes.
- the presentation of the various classes is wonderful; very easy to get
through. The reader is guided very gently and confidently through the process.
- big thumbs up for class/race restrictions. Adds flavor to the game. That said,
the differences between a dwarf fighter and a human fighter, for example, are
negligible. I would like to see more variety so that races of the same class are
truly unique from one another.
- Moves: way cool. Great choices offered, yet still simple and easy to use. The
various races gain different benefits to certain moves, which is again is
terrific. The balance between these benefits varies widely; the dwarf fighter's
starting move is far less useful than that of the elf, halfling, or human.
- Races generally don't seem very flavorful. They get a starting move and access
to classes that other races don't, but that's about it. A halfling fighter
carries the same weight on his back as an elf, dwarf, and human. There are no cultural moves apart from that offered by their class. I would like to see races given more attention.
- weapon damage determined by class. LOVE it! Again, I would like to see race
play a bigger part.
- I don't see stealth attempts addressed anywhere.
- Leather and chainmail offer the same protection values. Just curious... why?
In general, armor offers less protection than other games. This could be a
feature rather than a problem.
- My favorite spellcasting class has always been a druid type. Can't play that
here. Perhaps elven wizards gain options for wilderness spells?
- The spell system is great and I really appreciate the brief descriptions
given.
- The tone and writing style of the entire game is very pleasing to read.
- no choices for low rolls? What about a dismal failure with a 2 and a lesser
failure with a 3-5, perhaps offering the PC choices they receive when rolling a
7-9?
- attributes are chosen from an array. I like this, but it would be nice to have
a choice of 3 or 4 arrays.
- interesting alignments. I would love to see racial or class moves based on
alignment.