I played a couple games of DW and was wondering about some design choices, particularly:
1) Why are there so few choices to make at lvl 1? You basically choose your class, race and stats, and you’re done. All your moves are pre-written. Other AW-based games leave you a bigger choice. Why is that?
2) Why does the amount of xp you need to level up increase at each level? Is it to reproduce the “leveling up gets slower and slower” from old school games?
3) Why so little xp is given for things that are in the player’s control (ie. bonds, alignement and the three questions), while a good amount of it is randomnly given away (1 point per failure on a roll)? The latter is bound to point 2), since your stats get higher when you level up and therefore it gets harder and harder to fail, therefore slowing down your leveling up even more.
Thanks for the attention 🙂
Adam Koebel and Sage LaTorra, of course, but everyone, feel free to butt in!