Hi Everyone! I’d really like to let a player use the Wizard Hack playbook by Anthony Giovanetti, but I’m having trouble understanding/creating a distinction between the “Alter Reality” move and the “Ritual” move. Any suggestions? I’d be fine with homebrewing a distinction that’s not written on the sheet.
Here’s a link to the Wizard Hack (that I discovered in this community; thank you!): https://www.dropbox.com/sh/vdpv5x83v87lsza/AAA9EUnIU51g_jRzwJw9ec0oa?dl=0&preview=WizardHack.pdf
And while we’re at it, any suggestions on balancing our desire to give the wizard creative freedom in his spellcasting while preventing him from getting overpowered? I imagine it’s just making big moves on 6-s and 7-9s?
Some postscript thoughts:
– I imagine that in the original Wizard playbook, the purpose of the “Ritual” move is to enable the wizard to do magic beyond the limits of their spellbook?
– Why we’re not going with the original Wizard playbook: the spellbook mechanic is more limiting than either I or the player prefer. We’d both like him to be able to conjure up all sorts of surprising spells. Plus, he’s never played an RPG before, and the Wizard’s a lot to take in. I want to be able to launch the player into gameplay as quickly as possible. Show him that DW is about limitless possibility.
– Why not the Mage: My player basically just wants to be Gandalf. The Mage’s foci mechanic makes that difficult to pull off… (Suggestions welcome!)
-Why not the Witch: i loooove the witch but the elemental limitations won’t work for this character (as with the mage). Also the whole broomstick and potions thing isn’t quite the right genre of magic for this player.
https://www.dropbox.com/sh/vdpv5x83v87lsza/AAA9EUnIU51g_jRzwJw9ec0oa?dl=0&preview=WizardHack.pdf