Guess who got Warhammer Fantasy Role-Play for Christmas!

My advice would be to run a few "investigation" or "murder-mystery" type adventures before you decide to start throwing orcs and goblins at the party like you would in D&D. WHFRP characters start off very weak with very little equipment (though obviously a Soldier starts off better than a Rat Catcher) but a little bit of reward and experience goes a very long way, especially once people start wearing some real armour.

Remember that if you start off with a really rubbish first career that you hate, you can buy your way into any basic career (well, except ones your race can't take) for 200 XP. Good way to adapt your character to the campaign you're in - you might've started out a grave-robber, but there seems to be a lot of fighting in this campaign, so you became a mercenary.

Archers are brutally powerful until proper armour starts showing up. Unlike melee attacks, arrows cannot be defended against - you can't dodge them, or parry them. It's a slightly harder shot (-10%) to hit a guy with a shield, but that's not really all that much.

Try and make sure characters are nice and diverse. Good tropes to hit are the noble/peasant divide (you could have a noble character, and some kind of dirty thief character) and the wizard/commoner divide (since wizards are feared and hated in the world). Otherwise you might find yourself running a party that consists of Guy with Sword numbers one through five.

Some races are a lot better than others. Dwarfs seem extremely tough, and halflings are just terrible.

Hope some of this helps.

Edit: Crap, I didn't notice you meant the first ed version of the game. All my advice comes from second-ed. Oh well, maybe it'll be relevant anyway.
 

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Yeah, I only know the 2nd edition of the game - which is pretty much pure awesome. In the last few weeks, I've made quite a few WFRP purchases (Heirs of Sigmar, the WHFR Companion, and the GM Screen/Toolkit), and I keep hoping my players will relent and actually let me run this gem.
 

WFRP 1E cone template.


1ewfrpconeuh7.jpg
 
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contrib/emirikol7/]Jay H's Maptool Stuff[/url])

1E had a lot more of the foot-off-the-gas-feeling, where as in 2E, it's a lot more reserved and other than magic (which traditionally plays a miniscule part of most games), feels an awful lot like D&D 3E. Talents= feats, skills are skills.

You've got that a little backwards. Warhammer 1e came first, and basically you had a bunch of Skills, some of which you would call Feats in D&D and some of them you would call skill training. In WHFRP 2e, they divided Skills into ones you rolled against an attribute (Skills) and those you just had or that provided a bonus to other skills (Talents). WHFRP 1e anticipated much of 3e and 4e. Long before D&D had Run, Warhammer had Flee!
 


Be sure to visit the following message boards too for more WFRP-centric discussion:
http://forum.strike-to-stun.net/ (with a first edition subforum that actually sees some traffic!)
http://new.fantasyflightgames.com/edge_foros_temas.asp?efid=71&efcid=3 (official forums, v2-centric)

...and be sure to check out http://www.warpstone.org/ too. A great fanzine, now in its twilight year, but if you can get hold of back issues, a lot of support for both v1 and version-free WFRP stuff.

(ENWorld is great, but mostly it's great for D&D/d20 stuff, so I'd just like to make sure you don't miss out on these WFRP resources)

A final link: http://forum.rpg.net/ (General rpg discussions, but a lot of WFRP fans frequent the "Open" forum)
 
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