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quick & dirty WFRP Karak Azgal
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<blockquote data-quote="scourger" data-source="post: 3046638" data-attributes="member: 12328"><p>This excerpt is from another thread, but it explains my new game:</p><p></p><p>"Last week, I started the <em>Warhammer Fantasy RPG</em> that I thought was dead in the water. I'm running it fast & loose (or quick & dirty). I'm not putting a lot of my time into it. I've already invested time in reading the main book and the module, <em>Karak Azgal</em>. It was too much work to convert it to Savage Worlds or d20, which I might have preferred, and none of the players were too interested in those options. So, I made some small changes to the game to make it easier & more fun for me to run and more epic & enjoyable for the players to play." </p><p></p><p>The small changes are that the no-name mooks have zero wounds and are subject to sudden death criticals. In the one combat encounter, the 3 heroes took out a rat ogre & 2 skaven packmasters with only 1 wound among them. It was definitely more fun for me to run because I didn't have to track wound points, and it seemed fun for them because they are significantly more powerful than they would have been under the RAW. Also, I don't pay much attention the bad guys' feats (or talents or whatever they're called in WFRP). This is also easier for me, but I probably will use those more as I get more familiar with the game. </p><p></p><p>Anyway, I wanted to start a thread for discussion.</p></blockquote><p></p>
[QUOTE="scourger, post: 3046638, member: 12328"] This excerpt is from another thread, but it explains my new game: "Last week, I started the [I]Warhammer Fantasy RPG[/I] that I thought was dead in the water. I'm running it fast & loose (or quick & dirty). I'm not putting a lot of my time into it. I've already invested time in reading the main book and the module, [I]Karak Azgal[/I]. It was too much work to convert it to Savage Worlds or d20, which I might have preferred, and none of the players were too interested in those options. So, I made some small changes to the game to make it easier & more fun for me to run and more epic & enjoyable for the players to play." The small changes are that the no-name mooks have zero wounds and are subject to sudden death criticals. In the one combat encounter, the 3 heroes took out a rat ogre & 2 skaven packmasters with only 1 wound among them. It was definitely more fun for me to run because I didn't have to track wound points, and it seemed fun for them because they are significantly more powerful than they would have been under the RAW. Also, I don't pay much attention the bad guys' feats (or talents or whatever they're called in WFRP). This is also easier for me, but I probably will use those more as I get more familiar with the game. Anyway, I wanted to start a thread for discussion. [/QUOTE]
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