Witchcraft and Wizardry is based on the Storytelling System found in the World of Darkness (also called Chronicles of Darkness) games. This system is similar to the Storyteller System used by the classic World of Darkness game lines (e.g. Vampire: The Masquerade, Mage: The Ascension, etc.) and found on many MU*s. But there are significant differences.
For a "demo" version of the system that covers the basics well, download the free adventure, A Nightmare on Hill Manor. If you're willing to invest $15, you can purchase The World of Darkness (1st Edition) for the complete ruleset.
This is a system-lite game, not intended for a lot of rolls to be made. Naturally, any time an act affects another character, that character's player has the right to ask for a roll. But the hope is that inconsequential rolls will be waived, allowing a scene to progress smoothly.
As long as there are no objections from anyone involved in the scene, it is perfectly acceptable to just assume success or failure based on role-play.
Another way to think of this is:
Don't bother rolling unless…
- …the results of the action are significant to the scene…and…
- …the outcome of the attempted action is in question.
In other words, if it's fairly certain that your character will succeed, don't waste time and break immersion with a roll. Likewise, if the outcome of the action doesn't really affect the scene beyond flavor, bringing the system into play doesn't serve much purpose. Some people like the random quality that dice bring, but remember that you are impacting others' immersion. Even failure doesn't have to be random. You can always choose to have your character try and fail if it will make the scene more interesting.
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