Probably a very newb question.

Probably a very newb question.

Probably a very newb question.

Is the default assumption that ammunition for every shot is tracked and each use of the Volley move consumes one shot with the exception of a 7-9 result where you may expend an extra one as well?

Similarly, when a Wizard (or similar class) casts a spell, he only loses a prepared spell if he rolls 7-9 and chooses that option. Otherwise he can cast the same spell next time if he or she chooses.

Just trying to get a few things sorted in my head.

Only had the book for a couple of days and I like what I see so far.

Only had the book for a couple of days and I like what I see so far.

Only had the book for a couple of days and I like what I see so far. I have been looking for a fantasy game to run, mainly to convert a previous setting in to which ran on a different system that didn’t gel well with the group.

Hopefully it won’t take too much work to import some of the setting specific stuff to DW like the magic styles. There were four; Sorcery which the Wizard class pretty much handles unchanged, Storm Callers which were people with natural elemental manipulation abilities (think benders from the Avatar franchise), Storm Summoners who could summon and control elementals and Children of the Archons who were people “blessed” by semi-mythical figures and had special abilities tied to their Archon “parent”. I’ve spotted an Elemental Master playbook which looks like it’ll handle Storm Calling but the Summoning style is looking a bit tricky find one that matches without gutting most of the playbook that I found. And the Children looks like it might require a whole new Playbook which is daunting.

Another tricky part might be deciding which character roles should be classes and which should remain flavour roles.

The only potential snag might be alignments which might not work for some members of the group. And the racial moves since the setting was originally a mono-racial setting with only humans existing as playable.