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A few things I really like about WFRP
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<blockquote data-quote="Staffan" data-source="post: 9694269" data-attributes="member: 907"><p>I played some WFRP 1e with some old and new friends yesterday, and after the game we were discussing the game's virtues and flaws, as well as various classic campaigns, and I realized a thing: WFRP is singularly unsuited for mega-campaigns like The Enemy Within.</p><p></p><p>The reason is the advancement system. While there are differences between 1e, 2e, and 4e (let's ignore 3e for the moment), they are all based on the same principle: you start out in a fairly low-class career (rat catcher, beggar, pit fighter, scout, scribe, craftsman's apprentice), acquire XP to advance various stats and skills, and once you've done enough of that you can move on to a new career which opens up new advancement opportunities. But these new careers aren't just words on a character sheet. If you want to move up from being a mere trader to a merchant, you need to actually <strong>be</strong> a merchant: you need to buy a town house and a warehouse for your business, you need to hire some scribes and either a train of mules and drivers or invest in part of a merchant ship, and you need to invest in 2500 GC worth of trade goods (at least in 1e). If you want to advance from Outlaw to Outlaw Chief, you need to actually recruit a small band of other outlaws.</p><p></p><p>That's pretty cool as a concept, but it's not really compatible with "We need to save the world"-style campaigns where it can be hard to find the time to recruit a band of outlaws or getting a job as a judicial champion. That's the kind of stuff that needs either plenty of downtime or, better, roleplaying out the acquisition of a new career.</p><p></p><p>My understanding is that with 4e, C7 have released a number of adventure anthologies and maybe other shorter adventures (in addition to the remake of Enemy Within). Does anyone have experience with these, and would these match the actual system better?</p></blockquote><p></p>
[QUOTE="Staffan, post: 9694269, member: 907"] I played some WFRP 1e with some old and new friends yesterday, and after the game we were discussing the game's virtues and flaws, as well as various classic campaigns, and I realized a thing: WFRP is singularly unsuited for mega-campaigns like The Enemy Within. The reason is the advancement system. While there are differences between 1e, 2e, and 4e (let's ignore 3e for the moment), they are all based on the same principle: you start out in a fairly low-class career (rat catcher, beggar, pit fighter, scout, scribe, craftsman's apprentice), acquire XP to advance various stats and skills, and once you've done enough of that you can move on to a new career which opens up new advancement opportunities. But these new careers aren't just words on a character sheet. If you want to move up from being a mere trader to a merchant, you need to actually [B]be[/B] a merchant: you need to buy a town house and a warehouse for your business, you need to hire some scribes and either a train of mules and drivers or invest in part of a merchant ship, and you need to invest in 2500 GC worth of trade goods (at least in 1e). If you want to advance from Outlaw to Outlaw Chief, you need to actually recruit a small band of other outlaws. That's pretty cool as a concept, but it's not really compatible with "We need to save the world"-style campaigns where it can be hard to find the time to recruit a band of outlaws or getting a job as a judicial champion. That's the kind of stuff that needs either plenty of downtime or, better, roleplaying out the acquisition of a new career. My understanding is that with 4e, C7 have released a number of adventure anthologies and maybe other shorter adventures (in addition to the remake of Enemy Within). Does anyone have experience with these, and would these match the actual system better? [/QUOTE]
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