| I started out as a charcoal burner and had my mind set on becoming a spell caster. As soon as I could change careers I went on to become a hedge wizard. My spells were somewhat limited. I remember fondly the one that made me immune to rain. We played through the flagship campaign starting with the first part in the rule book. By the end of the campaign I had advanced to witch and could actually cast useful spells but alas the campaign was ended by that time. (Basically at the equvalent of 5th level I could cast ray of frost with a steep chance of being afflicted with insanity.) The powerlevel is cool in it's own way but you really feel how the world is stacked up against you. Everybody attacks spell-casters on sight and there is no magic to protect you.
WFRP is the least deadly game I've ever tried, though. As long as you keep your Fate Points in the positives you are immune to death. A sad development to a game that boasts about being grim and gritty. It is nevertheless very entertaining.
We found the insanity rules to be unwieldy and decided to chuck it. It was kind of cute to be mentally ill but in the race to save the world there simply was no time nor opportunity for seizures and sudden bouts of madness.
Now we are back with D&D a little wiser, a bit more fond of D&D, and with the firm belief that we will someday return to The Old World. Not only because it rocks but also because it is a great vacation away from D&D.
But home is where the heart is. |