buzz said:
This is what I've never quite understood about WFRP. I see people commend it for being so lethal that no one wants to get into fights or cast spells, but then I look at the rulebook, and it's all rules for getting into fights and casting spells.
Or is half the fun seeing how quick/creatively your PC dies, a la Call of Cthulhu?
Depends on the players and the GM.
Players have Fate Points, which are in essence, get out of jail cards for when they get whacked, but these are very limited in terms of how many you get and how often they're replenished.
If the players are used to D&D style antics and have no planning or strategy and aren't top quality fighters with solid equipment, they're going to suffer for it.
It's like comparing True 20, which lacks hit points, with D&D. You can run similiar style games, but must be aware of some of the differences that not having an automatic escalating 'ablative armor' like hit points means to the overall scheme of things.
The setting is also built into a lot of the material which... I don't want to say enforces a certain game style, but certainly makes understanding the setting and what your role in it much easier.
The game is also a little schziophernic as it brings a lot of elements from the table top miniatures game to the RPG but at the same time, all the 'big guns' like war wizards and other things that players would LOVE to play, are not detailed. On one hand, the setting feels very low magic, on the other, thanks to the table top and supplements, there is a ton of referencs to high magic elements in the game.