I had hoped that we would complete the current scenario yesterday, but had to stop short of the very last encounter for time reasons, meaning that there will be at least one last DW session before we switch. We used both the initiative cards and a map on 1″ square flip-chart paper on the table to plan things out. This definitely adds to the tactical part of the game.
At one point we had a situation where the assassin wanted to climb up a cliff to get a vantage point to shoot from. After spending about three minutes trying to find the climbing rules in the DW Rulebook and failing I thought “sod it!”, I know what climbing skill this character is going to have in SW and I know what the difficulty factor for this cliff is in my mind. Roll a d6 for Climbing and a Wild Die; if one of them is 4 or more, your PC has successfully climbed up above the enemy. SW’s unified rules make life for me as a GM so much easier!
The more I read on the PEGINC boards, the more inclined I am to run a pre-gen’d SW fantasy session before we make the swap to help guide my players (and myself) through Skill and Edge choices so that we don’t end up making choices that frustrate us.
Although our setting is fairly low fantasy, I thought it would be fun to run the more classical “Tomb of Terrors” scenario together with the characters supplied. Something for a rainy summer afternoon…