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Help me help my group like WFRP
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<blockquote data-quote="scourger" data-source="post: 3271503" data-attributes="member: 12328"><p>I ran WFRP for about 12 weekly sessions late last year. I used the module <em>Karak Azgal</em> (currently in print). The idea of a dwarfen city atop a dwarfen ruin was intruguing to me. It was inspired that the dwarfs bascially charge for admission to explore the ruins and insist on taxing any profits in addition to taking any true artifacts. The only other books I kept are the core book and the <em>Old World Bestiary</em>--mainly because it has neat information for the heroes from stories they may have heard about a particular critter. I also had the character pack so there would be plenty of character sheets. It was a good set up for more casual play in which the characters get together, brave the ruins and get out by the end of the session. This method allows you the flexibility to have different numbers of players from session to session. </p><p></p><p>I liked the rules for the most part. It was nice to only carry d10s. Random starting career selection was fun. There is also a lot of nice bonus material at the offical web site, including some creature and spell cards that were very handy for the module. Ulric's fury is neat. I also like that magic may be touched by chaos or bring the wrath of the gods. </p><p></p><p>The thing that I changed was combat. I made all the lesser foes have zero starting wounds and subject to sudden death critical hits immediately. That alteration made the player characters much more powerful and heroic, but they were still in mortal peril often. The big foes (usually the named ones) had wounds just like the heroes, which made them more memorable. (I really kind of stole this idea from <em>Savage Worlds</em>.) I just didn't want to track wounds (hit points) for all the minions. It worked pretty well. </p><p></p><p>The things that didn't work so well included all the die rolling in combat. All the parries and dodges take rolls. It is fine for the heroes and gives them a little edge, but a group of foes with shields will bog down a combat because they all get parries. There are even more rolls for criticals, which can get tiresome even with the more streamlined system of sudden death criticals. I also just didn't really grasp all the magic. It was easy enough to gloss over with the bad guys, but it was there. One player felt a little underpowered in combat, which is due to some disparity in careers. </p><p></p><p>Overall, we had fun with it. I don't know if we will reprise it, but I am keeping it on the shelf for a while.</p></blockquote><p></p>
[QUOTE="scourger, post: 3271503, member: 12328"] I ran WFRP for about 12 weekly sessions late last year. I used the module [I]Karak Azgal[/I] (currently in print). The idea of a dwarfen city atop a dwarfen ruin was intruguing to me. It was inspired that the dwarfs bascially charge for admission to explore the ruins and insist on taxing any profits in addition to taking any true artifacts. The only other books I kept are the core book and the [I]Old World Bestiary[/I]--mainly because it has neat information for the heroes from stories they may have heard about a particular critter. I also had the character pack so there would be plenty of character sheets. It was a good set up for more casual play in which the characters get together, brave the ruins and get out by the end of the session. This method allows you the flexibility to have different numbers of players from session to session. I liked the rules for the most part. It was nice to only carry d10s. Random starting career selection was fun. There is also a lot of nice bonus material at the offical web site, including some creature and spell cards that were very handy for the module. Ulric's fury is neat. I also like that magic may be touched by chaos or bring the wrath of the gods. The thing that I changed was combat. I made all the lesser foes have zero starting wounds and subject to sudden death critical hits immediately. That alteration made the player characters much more powerful and heroic, but they were still in mortal peril often. The big foes (usually the named ones) had wounds just like the heroes, which made them more memorable. (I really kind of stole this idea from [I]Savage Worlds[/I].) I just didn't want to track wounds (hit points) for all the minions. It worked pretty well. The things that didn't work so well included all the die rolling in combat. All the parries and dodges take rolls. It is fine for the heroes and gives them a little edge, but a group of foes with shields will bog down a combat because they all get parries. There are even more rolls for criticals, which can get tiresome even with the more streamlined system of sudden death criticals. I also just didn't really grasp all the magic. It was easy enough to gloss over with the bad guys, but it was there. One player felt a little underpowered in combat, which is due to some disparity in careers. Overall, we had fun with it. I don't know if we will reprise it, but I am keeping it on the shelf for a while. [/QUOTE]
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