mhacdebhandia
Explorer
Forked from a thread about sexism in D&D and on EN World. Exhibit A . . .how about a "Camp Follower" as well. one of my favorite careers from Warhammer Fantasy Roleplay
Forked from a thread about sexism in D&D and on EN World. Exhibit A . . .how about a "Camp Follower" as well. one of my favorite careers from Warhammer Fantasy Roleplay
This is the point. This is what I'm talking about. There are plenty of things to do that don't involve slaying the dragon that are still arduous, challenging, taxing, risky, and scary. I (and my wife) don't expect the game to become the straw man of endless tea. I'm talking about a world in which combat isn't the main thing, it's just one thing out of a myriad.
KM, that entails either a lot of rules or a lot of abstraction. There's a wonderful and compact elegance to using DM Fiat as the cornerstone of your game's design.Which means rules, options, differences, roles, and involvement, not DM Fiat and weak skills and skill challenges.
one of my favorite careers from Warhammer Fantasy Roleplay
One of the most notable features of every version of Warhammer Fantasy Roleplay is the career system. Characters advance by entering a series of 'Careers' that provide access to a series of new or improved skills, and bonuses to attributes (called 'advances'). The menu of careers available to characters reflects the late medieval/early Renaissance setting of the Old World. Basic careers are those that might be filled by any individual in Old World society with a modest amount of training or instruction. Advanced careers require greater preparation and training, and, in version two particularly, are often more appropriate for the lifestyle of an active adventurer. The career system gives both an idea of what a character might have been doing before embarking on a career as an adventurer (working as a baker, night watchman, rat catcher, or farmer), and how they changed and developed through their career (becoming a mercenary, explorer, ship's captain, etc.).
Combat in Warhammer Fantasy Roleplay also descends from the system used for large-scale miniature combat, making it substantially more deadly than the combat featured in many other systems (Dungeons & Dragons being the most common comparison). Most human-level creatures and characters can absorb only one or two hits without receiving a serious injury in the form of a 'Critical Hit' that may instantly kill, cripple, or maim a character permanently. There are no regeneration or resurrection powers in WFRP and only limited healing options; 'Fate Points', representing a character's fate or destiny, provide a limited number of opportunities to avoid crippling or killing results.
However, I would like to note the distinction between a system in which you can do romance plots, and a system that actually has a mechanic for the romance itself. I don't think anyone who wants to roleplay romance will at all be satisfied by "Roll a die, check the chart... and Yes! He accepts your token for the joust!"
Forked from a thread about sexism in D&D and on EN World. Exhibit A . . .
Sorry if it sounds like kind of a rant, but the idea that "you don't need mechanics for role-playing" is pretty deeply ingrained in the D&D community, though it doesn't seem to apply to the broader table top RPG community at all, and the point is one I've argued kind of a lot.![]()
Forked from a thread about sexism in D&D and on EN World. Exhibit A . . .

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.