Scott Christian
Hero
To be upfront:As I have the book and intend on running a few one-shots to see how it shakes out, what do you see as the real point failures where the system falls short?
1. I played the game directly after it was published after I bought the book at GenCon. Got it home, read it, and ran it. No errata. (From my understanding, the errata have been heavy, but helped a lot.)
2. It rules might fit your style. They did not fit mine.
- That out of the way, the rules, as written, were a bear. Placing needed rules in sidebars of the book, having to jump around the book for clarity, and designing rules that had longtime RPG players scratching their head. That was not a good start. (Not to mention the layout!)
- Then came the actual character build. They are very lopsided, which I do not mind. But it bothered my players - a lot. And that was with me throwing as many scenes as I could to highlight their talents.
- Of all the lopsidedness, witchers, still aren't, well witchers.
- Combat (this is a preference) is a slog. Four rolls. And yeah, it can speed up a bit, but the criticals and fumbles, and extra rules are what bog it down again. (Again, in fairness, my group has limited time. I remember fondly days of Rolemaster and dozens of tables, but that is not the case now.)
- Combat again. (And again, a preference - maybe?) We are not a table that hides rolls or finds some silly story workaround. When you die, you die. In this game, it is easy to maim yourself or die. And to be clear, you could have done everything right. In fact, the entire group could have done everything right. It goes back to that swingy part. In theory, it is great. In practice, it is only fun if you are a group that doesn't get attached to your characters. To put it another way, if players at your table clap and smile when a character dies, this is the game for you.
- For quite a few things, your rolls will not even matter. (Remember when I talked about it being all swingy - well that is just one lil' ol' combat part. The rest, not swingy enough.)
- While some liked the crafting, I thought it was silly. It does not help translate the Continent's world vibe. It instead makes it like a videogame. It absolutely does not match the rest of the rules either.
- (Another maybe preference) The character creation rules can be offensive to some. Things like suicide, race wars, and forced prostitution are not for everyone. That said, it is the world of the Witcher, so the authors are well within their bounds to use those things.
- Tables! There are four separate critical tables alone.
- Armor layering... why?
All this, and I am still wishing you the very best of luck. If it turns out good, please respond. I am more than willing to give this game another chance, and have even written some adventure designs based off how the system runs. But until I hear (or see) otherwise, I just can't. But my fingers are crossed for you. Good luck and I hope you enjoy it.