Thursday, December 6, 2007
Easy Mistakes... Part 3
The Cold Roll... Most folks get it. Other folks don't. Rolling 2D6 for a percentile base just isn't logical! The biggest mistake here is the failure to explain it pre-game. And by explain it, I mean demo it. Make folks do a few rolls until they're comfy with it. Then do it again! The problem here is that WEGS uses 2D6 for various rolls. Sometimes they are just counted as pips for a score between 2 and 12 (like Act Fast! tests), sometimes they are arranged for a percent total between 11% and 66% (the Cold Roll). For Blitz, they are used ala craps and compared to Warrior Strength or Ranger Strength (and you can use Spoints to up your odds). Way back when we started demo-ing WEGS, I was very careful to limit the game mechanices in play. For example, Act Fast! and Blitz were non-existant. I wanted folks to come to terms with the key mechanics and not overwhelm. As we played more and more, we started adding on the pieces that eventually became the core WEGS 101 mechanics. In turn, the con games became more robust and a tad complicated for new players. The key thing is to identify the players who look a little lost in their rolls and take a moment to walk them through the purpose. Some won't get it. Some will. You at least gotta try. A lot of the fun in this game is the language of the dice. If a player doesn't get the reason they're rolling, some of the fun is going to be lost in translation.
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