First DW session last night!
Only had 2 players available, but we forged ahead. I gave them a quick overview of the move mechanic, and let them pick character sheets. Ended up with an elven Mage (from the alternate playbook) and a human Dashing Hero (using the preview version, now to be purchased).
We played for about 4 hours, and had a great time. Character gen and 3 combat encounters definitely showed how fast DW can go compared to our usual D&D 3.5e sessions. When we ended the Mage hit second level, and the Dashing Hero was 1 XP shy.
Things I’ll make sure to do next time when running a session to introduce the rest of my players to DW (hopefully this helps other soon-to-be-running-GMs):
– Go over tags (especially the weapon and range tags) more specifically
– Have a second copy of the character sheets so I can reference the the moves the players are using would save them from reading me the moves
-Have a few monsters ready (not picked before the session, but I wish I thought to put some sticky notes on the orc pages as they into the forest seeking the orc’s camp), as I had to stall things for a minute as the first combat got rolling.
The was a lot to love about DW, most of it has been said before. I loved not preparing the setting and encounters ahead of the session. I think that once the players figured out the weren’t constrained by the D&D-type tactical battle system and could be creative in their actions, they really started to see how DW shines.
I think the biggest “complaint” from the players was a lack of a canned stealth move, which is probably more from me not emphasizing that roll+stat works just fine in place of a more specific move.
My only irks so far are the alignment and class-race constraints seems more limiting than useful. I like the magic casting flavour of the Mage and Priest over the Vancian Wizard/Clerics, so I expect to stick to the alternate classes unless a player has a really strong preference. The bond system seems great, but is really weak with just two players.