Kharille wrote:
Just a thought. If the Dragwars system was more successful I'm sure we'd see more features. Book 6 had the calendar, literacy and languages, justice system, ship points...
Calendar, languages and a justice system are all really valuable social context to DW - something that I think sorely need developing (sourcebooks, cultural guides, whatever you call them!). The focus of the DW setting is Ellesland (with some notable exceptions, like the Warlock and Assassin professions, for example), but there is so much more that could be done to expand on this. Ship points, however, just seem to be rules for the sake of rules.
Kharille wrote:
Perhaps more work on how the looks score can affect npc interactions... maybe an expanded shopping list for higher level players. What about expanding the hireling information, which doesn't seem to have progressed much beyond book 1? Also the morale system, curses, things that came up in later editions, madness....
That's a good list. Renown and social gaming have not really been developed in DW. DW is an old-school RPG, which focused more on exploring underworlds than interactions between PCs and NPCs. I use Guile & Conviction in my own games (
http://cobwebbedforest.co.uk/library/abilities.php?qs=guile) to help with this but there's still much that can be done to create game mechanics that support social play.
I'm also all up for there being more consequences for the character's health than just losing HP (some ideas here:
http://cobwebbedforest.co.uk/library/perils.php).
Kharille wrote:
Is there an area we can expand on? Other geographical regions...
A big YES to supplements that explore other geographical regions!
Kharille wrote:
expanded armoury?
Not sure about this one, there are only so many AFs and so many combinations of armour bypass and damage. More weapons and armours don't really affect the mechanics, so I'd say if you want people to wear lacquered vines as armour, knock yourself out, but we don't really need to expand the armoury to accommodate that choice. WFRP classed a load of melee weapons as just 'hand weapon' and left it to the players to choose their weapon. I quite liked that - maybe some guidelines on what's a d8 armour bypass and what's a d6, for example, and then the GM can introduce any new weapon he likes according to those guidelines.
Kharille wrote:
More information on npc interactions? Adventures based around contact and interaction rather than combat? More underwurldes with puzzles? Riddling creatures? Would there be any point in expanding the critters?
I'll give my +1 to adventures that focus on interaction rather than combat. Although I'm not necessarily a fan of riddling creatures or more monsters. But, that said, with the dearth of new material being published, I'll take any drop of water in a drought.