TL;DR: The complex magic system some people complain about is an alternate rule anyway, and new GMs may want to give their players pregens until they have some practice with advancing characters.
WOiN as a whole is my favorite gaming system, it always keeps me coming back.
I don't think I want to elaborate too much on the things the other reviewers have said, about how the core mechanics are wonderful and set it apart from other games in the genre, about how it's easy to build homebrew stuff that's balanced with the core game, about how characters feel much more "character" rather than "stereotype" because of the lifepath system, etc.
Instead, I think I want to dispel a misconception, and give some advice to new GMs.
First, the magic system in Chapter 5, Elements of Magic, is complicated. It's not the most complicated of magic systems, but it has a significant amount to learn.
Second, the magic system in Chapter 5 is optional. The default magic system within WOiN is incredibly simple and follows from every single other interaction that exists in the game: the player says what they want to accomplish, the GM calls for a MAG check with a difficulty, the player adds a relevant skill subject to GM approval, and if the player has an appropriate secret as an exploit, they get +1d6 to the check.
Third, if the GM likes the complex magic system but wants to introduce it slowly, there are recommended alternate rules to combine with the complex magic system. One is a suggestion for low-magic appropriate to a tolkien-esque setting which encourages characters to only use a little magic and diversify their skills. Another is called "rituals" and has the GM build all the spells for the players, and may allow the players to build their own spells between sessions, but during the game is no different from how magic works in spell-list type systems. The core book and the ezine EONS also include many already worked-out spells for this.
If the GM has access to EONS there are also two additional optional magic systems which are both simpler than the Chapter 5 rules, but which have more guidelines than the default magic system. These are called "Sorcery" and "Spell Paths". Sorcery is like the default free-form system but with specific guidelines for ranges, durations, targets, damage, etc. Spell Paths are like spell-list style games, but where "packages" of 10 spells of varying power levels are purchased together as exploits.
Next, my advice to new GMs. Don't let new players build their own characters. Either use the pregens, or have a conversation with them and let them guide you in creating the characters, but don't be afraid to override their decisions.
I don't say this to take agency away from players. They can get that back by advancing their characters how they want, and by making characters from scratch once they know how.
I say this because this game's life-path system makes it very easy for someone who doesn't know what they're doing to make a character that will fall over if a strong breeze comes their way. Making a character capable of combat is not exactly hard, but it's a lot to keep in your head if you've never played the game before.
This is actually made worse if your players have ever played other RPGs before. My experience is that people who have played other games will assume incorrectly that their defenses, health, and attacks will naturally scale with them as they level, even if they haven't read that anywhere.
I've had players go home and make a martial character and come to the table with no skill in their chosen weapon.
I also want to be clear, you build the character while they watch over your shoulder, not the other way around. If you're in a session 0 and have to juggle 4-6 people making their own characters, you will not get everything, and someone will have a moment where they dislike the game because they missed something important and when they have what would otherwise have been an important moment of spotlight it'll be ripped away from them because they're missing a skill.
This is a problem that goes away with just a little experience. Once players have played a few combats and seen what skills get used and how things work when they advance, starting from scratch won't be that hard.
In all, WOiN and OLD in particular is an excellent game that's served me well for the five or so years that I've been running it as my primary game.
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