Just finished The Wheel of Time books, where is my new RPG?

nevin

Hero
The only way I can think of to do wheel of time with DND would be to have regular magic and the big stuff be ritual casting or require a sangreal or similar item. Also you'd have to assume that all PC's are taveran or fate touched so reality bends and shifts in attempt to force Thier destiny. But really what you need is an open system where characters gain levels in specific types of magic and start with a certain level in Thier talent. And roll all magic checks as skill checks, with DM arbiting the actual affect vs player intent depending on role
 

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DarkCrisis

Reeks of Jedi
The only way I can think of to do wheel of time with DND would be to have regular magic and the big stuff be ritual casting or require a sangreal or similar item. Also you'd have to assume that all PC's are taveran or fate touched so reality bends and shifts in attempt to force Thier destiny. But really what you need is an open system where characters gain levels in specific types of magic and start with a certain level in Thier talent. And roll all magic checks as skill checks, with DM arbiting the actual affect vs player intent depending on role
Why would you use D&D to play Wheel of Time? (aside from they already did)
 



Haplo781

Legend
I don't think a D&D style game works great for WoT, considering the vast power differential between channelers and non-channelers. (Although the WoT casting system in the 3E era book was actually pretty well done.) Something Cortex-based might work better.
Cortex works for everything TBH
 




Maybe, but I also think that pro-D&D people greatly overrestimate how long it takes to teach people how to play new TTRPGs.
Sure, but it's not really about the time or difficulty of teaching, it's about group dynamics and momentum. People have other stuff to do, people don't want to have to buy new books or all share an insufficient number of books, people aren't particularly keen on spending several sessions as newbies when they are used to being veterans, people often anticipate that the new game will not be one they will ultimately spend much time with and hence not worth the effort, and people may simply not be particularly interested in the new game. If that's not the dynamics of any of your groups, great, but it's the dynamics of a lot of groups.
 

Aldarc

Legend
Sure, but it's not really about the time or difficulty of teaching, it's about group dynamics and momentum. People have other stuff to do, people don't want to have to buy new books or all share an insufficient number of books, people aren't particularly keen on spending several sessions as newbies when they are used to being veterans, people often anticipate that the new game will not be one they will ultimately spend much time with and hence not worth the effort, and people may simply not be particularly interested in the new game. If that's not the dynamics of any of your groups, great, but it's the dynamics of a lot of groups.
This is something of asunk cost fallacy, no?

But let's say we were to play Stonetop (a PbtA game): the GM would provide the players with a cheat sheet reference of game moves plus playbooks, which have everything that you need for your character. There would be no need for you to buy this material. No need for you to look up character creation rules in a player's book. It's all there on your playbook.

Resolution System = Roll 2d6 + Mod. Describe what you are trying to do in the game world. The GM tells you if your actions trigger a move, and then you roll for that move. If you roll 1-6, you fail and the GM makes a hard consequence. If you roll 7-9, you achieve a complicated success, and the GM makes a softer consequence. If you roll 10+, you achieve a full success.

Got that?

Fact of the matter is, there are many games that do not require as intensive character creation or rules reference as D&D asks of its players. This is perhaps the greatest con job that D&D has pulled on the hobby: convincing players that other tabletop games are as complicated or rules/book intensive as D&D is.
 

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