This game is brilliant. We played "Shadow of the Demon Lord" for years, and "Weird Wizard" is taking over now. It's like "Demon Lord" 1.5 with slight but clever improvements. The tone is dark but not as gruesome as in "Demon Lord" (we never played it that macabre anyway). Have you seen "Weird Ancestries" and the Quests for "Weird Wizard"? Pure Gold!
So far we are just homebrewing and using the Secrets of WW to give monsters and shtuff to do. We used its suggestions for Ancestries, didn’t pick up the Weird Ancestries yet So far we are having a blast. I need to automate a few things still in FoundryVTT, but it’s been so so fun so far
Our group switched from dnd 5e to demon lord and then to weird wizard. We liked Demon Lord's system, but it had too much grimdark built into it for us. When we played weird wizard it was awesome because it cleaned up the mechanics even more and is more generic fantasy which let us plug in our own adventures way easier.
@@jfacegames7354 I was a bit hesitant about it when I read the rule set. As cool as the Health and Damage system seems, was worried players would find it too confusing. Sounds like your players confirmed that for me. Also found the extra bonus damage a little awkward in how it can be used for other things.
Think my one beef with SotWW is that there is little to no instruction on how to create a Foe except for extrapolating common differences and then finding the average damage output of all Foes. As far as I can tell, it's the Difficulty in d6's spread out between the Foe's various attacks. The rest is narrative fluff as to what happens as a result of damage or a critical.
@ hehe you said I’ll share more “notes” at the end of the video; assuming your experiences with APs etc. so hoping for more SotWW content and observations. Have your opinions changed? Are you still playing? Did the cleric get figured out? How has progression worked out as experienced by the players? I loved your analysis so much that I sub’d as many have said it’s a unique style of analysis and interaction. Glad you take the time to offer us these thoughts/
@@reluctantartsy haha, thanks for the explanation! I don't usually go back and watch the vids, so sometimes I forget what i've said :P. I need to write down the vid ideas when I say things like that. So we are 8th level now, we have 3 sessions left, but have been on a slight hiatus. We NEED to finish that storyline up and I'll be able to give you more of my final thoughts on it. Most of it is very positive, but there are some "quirks" for sure. Thanks for sub-ing buddy!
Some of the decisions in this game gave me whiplash. Only 4 abilities, no skills, ability modifiers are simply 10+/- rather than having to refer to a conversion chart, simplified initiative, boons and banes... But then you've got all the conditions, charts for weapon effects, almost 200 different classes to pick from, and rules for how much wind it takes to blow something off of a table. It's like it can't decide if it wants to be fast or crunchy. I wanted to like it, but aside from the path gimmick, I'm not sure why I would pick this over any other DnD-like. Did I miss something?
Haha, totally solid point. But I like that about it. It’s saying “I just want to be complex where I think it’s fun. Not around how to answer a yes no question, but around what cool action to take, and with with the flavor around what you do”. I think that’s cool. Now…does it do it well? I’ll let you know after 10 sessions, haha
@@jfacegames7354 I'm curious to see how it goes! It's on my drivethru wish list, and I hope it does well. I tend to lean more toward more narrative games, but if this can scratch the itch some of my players have for build complexity and a bunch of character options, I'm not going to count it out.
This game is brilliant. We played "Shadow of the Demon Lord" for years, and "Weird Wizard" is taking over now. It's like "Demon Lord" 1.5 with slight but clever improvements. The tone is dark but not as gruesome as in "Demon Lord" (we never played it that macabre anyway). Have you seen "Weird Ancestries" and the Quests for "Weird Wizard"? Pure Gold!
So far we are just homebrewing and using the Secrets of WW to give monsters and shtuff to do. We used its suggestions for Ancestries, didn’t pick up the Weird Ancestries yet
So far we are having a blast. I need to automate a few things still in FoundryVTT, but it’s been so so fun so far
Man, love this kind of breakdown of a system. Very well done. Totally subscribing.
Appreciate this! Welcome to our little corner of the internet.🤪
Great breakdown, subbed!
Appreciate that!
Our group switched from dnd 5e to demon lord and then to weird wizard. We liked Demon Lord's system, but it had too much grimdark built into it for us. When we played weird wizard it was awesome because it cleaned up the mechanics even more and is more generic fantasy which let us plug in our own adventures way easier.
It’s been fun for sure! We have loved it
Back when I still played D&D, in my circle of friends we did the same, level up after each session and each session trying to stand alone on its own.
Fighter/Inheritor/Bearer of the Black Blade is so thematically rich to me
You run a homebrew adventure for this? Fun to hear someone's experience with this new game!
I’m pumped so far to check it out. foundry has a nice system for it also
@@jfacegames7354 I was a bit hesitant about it when I read the rule set. As cool as the Health and Damage system seems, was worried players would find it too confusing. Sounds like your players confirmed that for me. Also found the extra bonus damage a little awkward in how it can be used for other things.
I really want to try to learn the lore of that world. I wonder how different it is from Shadow Of The Demon Lord.
Think my one beef with SotWW is that there is little to no instruction on how to create a Foe except for extrapolating common differences and then finding the average damage output of all Foes. As far as I can tell, it's the Difficulty in d6's spread out between the Foe's various attacks. The rest is narrative fluff as to what happens as a result of damage or a critical.
where could I get that word document you were using, im hoping to make a campaign using shadow of the weird wizard
Do a search for “Weird Wizard GM Screen”. Thats what it’s titled ;)
more notes please
Sorry, what would you like, buddy? Notes on what in particular?
@ hehe you said I’ll share more “notes” at the end of the video; assuming your experiences with APs etc. so hoping for more SotWW content and observations. Have your opinions changed? Are you still playing? Did the cleric get figured out? How has progression worked out as experienced by the players? I loved your analysis so much that I sub’d as many have said it’s a unique style of analysis and interaction. Glad you take the time to offer us these thoughts/
@@reluctantartsy haha, thanks for the explanation! I don't usually go back and watch the vids, so sometimes I forget what i've said :P. I need to write down the vid ideas when I say things like that. So we are 8th level now, we have 3 sessions left, but have been on a slight hiatus. We NEED to finish that storyline up and I'll be able to give you more of my final thoughts on it. Most of it is very positive, but there are some "quirks" for sure. Thanks for sub-ing buddy!
Some of the decisions in this game gave me whiplash. Only 4 abilities, no skills, ability modifiers are simply 10+/- rather than having to refer to a conversion chart, simplified initiative, boons and banes... But then you've got all the conditions, charts for weapon effects, almost 200 different classes to pick from, and rules for how much wind it takes to blow something off of a table. It's like it can't decide if it wants to be fast or crunchy. I wanted to like it, but aside from the path gimmick, I'm not sure why I would pick this over any other DnD-like. Did I miss something?
Haha, totally solid point. But I like that about it. It’s saying “I just want to be complex where I think it’s fun. Not around how to answer a yes no question, but around what cool action to take, and with with the flavor around what you do”. I think that’s cool. Now…does it do it well? I’ll let you know after 10 sessions, haha
@@jfacegames7354 I'm curious to see how it goes! It's on my drivethru wish list, and I hope it does well. I tend to lean more toward more narrative games, but if this can scratch the itch some of my players have for build complexity and a bunch of character options, I'm not going to count it out.
@BCMZeroZero yeah, I like lots of depth and tactical complexity as a player, and more simplicity and narrative as a GM 🤪
you put my feelings into words, thank you! Still thinking of running an adventure of it, just don't see it as the full time game my group plays.