I came to WT from a friend running a Civil War early supers game. He's also the same friend who worked on the Devil's Brigade supplement so he knew the systems and how they would play. It was an interesting, fun game.
I think I might try it with some friends of mine in the more classic superhero setting. It might be just enough to get my daughter and wife to participate.
ORE is a not bad mechanic and WT is a pretty meaty product.
I love Champions 5E, but you have to play with the right people (min-maxers just cause grief). Champions lets you do a lot with a lot of carefully thought out math, but that tends to make character builds an hour or more (maybe a bit less if you know the book and the things you want to do, quite a bit longer if it is your first character build).
I think the lighter flavour of WT is a better fit for less hard-core gamers. Even me, who played original Villains and Vigilantes, original Champions, and a bunch of other hero games plus every other stripe or RPG you could imagine, I've waded through really crunchy rulesets ... but I'm older now and it doesn't seem like the extra pain of complex rules yields enough benefit to make it worth the effort. WT seems to hit a great spot. There are even more minimalist supers games, but this one to me is at just about the perfect level of crunchiness.
I recall fights in it being not so lengthy as Champions combat and I thought that was good (much like AD&D fights being much faster than 3.x and even some 5E fights.... just simpler systems but enough for the job).
And I like to see other choices rather than the predominant choice in any aspect of RPGing as it adds interesting bits and pieces and expands a GMs view of what there is out there and what might be fun.
Rating: [5 of 5 Stars!] |