New Warhammer Old World TTRPG Announced

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Cubicle 7 has announced another Warhammer tabletop RPG--this one based on Warhammer: The Old World. Press release below, more news as/when we hear it!

Celebrated game publisher Cubicle 7 Entertainment has announced development of a new roleplaying game based on Games Workshop’s recently launched Warhammer: The Old World.

Speaking in the UK at Warhammer World’s launch event for Warhammer: The Old World, Cubicle 7’s Dominic McDowall said, “Exploring a new era with Warhammer: The Old World is an honour and a privilege. As huge fans of the classic Warhammer setting we’re thrilled to be working with Games Workshop on the new chapter of such a beloved setting.”

Cubicle 7 has an impressive roster of licensed Games Workshop Roleplaying Games, including the award-winning Warhammer Fantasy Roleplay, set in the later era of Karl Franz. Fans of Warhammer Fantasy Roleplay can rest assured it will continue as its own game line, with many, many releases already scheduled for the coming years.


Warhammer: The Old World is a miniatures battle game set in the past of the Known World.
 

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Perhaps you have confused Imperium Maledictum with Wrath and Glory? Both games are referred to as "Warhammer 40,000 Roleplay".

IM uses a d100 system very similar to WFRP4E, whereas W&G uses a d6 dice pool. Some of the simplicity IM brings to the table is changes to Advantage, smaller set of Skills, advancement of Skills returning to +5 increments.
I did, indeed, thanks for clarifying.
 

I'll keep my eyes open for what system C7 will use. WHFR4e is not only crunchy, which I can live with, but quirky and unnecessarily unintuitive in the wrong places. 2e would be ideal, but there's no VTT support for that.
Yeah, but I think much of the problem is that the rules are all over the place. I think the core is solid, but it is hard to remember the exceptions and additions, even if you stick to the core rule book. Then when you bring in other books, they are not just additive, they often patch or replace entire sections of some of the core rules.

Also, some of it is do to them (1) trying to put everything (player rules, DM rules, and bestiary) in one book while trying to keep the page count from getting out of hand and (2) rushing it out. There is a massive FAQ document maintained by the Ratcatcher's guild based on chats with Andy Law that just highlights how RAW don't always make RAI clear and that a lot of fixes and clarifications were overlooked. On the other hand, Andy Law loves his crunch and a lot of his ideas may have clarified things but also make them even more fiddly.

Now that I've been running it for a year, I feel a lot more confident and deciding which rules to use and which to skip or gloss over. But for new GMs, especially those not used to crunchier TTRPGs, I can understand how they may feel overwhelmed.

The other potential issue for many is the reliance on tables. I would not have chosen to run a WFRP4e game if I had to run it in person, without the Foundry VTT game system for it. Having to deal with so many tables was why I didn't run DCC Dying Earth. The DCC system for Foundry doesn't (or at least didn't) support the Dying Earth setting rules and I didn't want to deal with constantly look up tables. When the tables for a game are all coded into the VTT system, however, they add a lot and I enjoy them. Without the VTT automations, I prefer to stick to a much lighter rule set.
 


Yeah, but I think much of the problem is that the rules are all over the place. I think the core is solid, but it is hard to remember the exceptions and additions, even if you stick to the core rule book. Then when you bring in other books, they are not just additive, they often patch or replace entire sections of some of the core rules.

Also, some of it is do to them (1) trying to put everything (player rules, DM rules, and bestiary) in one book while trying to keep the page count from getting out of hand and (2) rushing it out. There is a massive FAQ document maintained by the Ratcatcher's guild based on chats with Andy Law that just highlights how RAW don't always make RAI clear and that a lot of fixes and clarifications were overlooked. On the other hand, Andy Law loves his crunch and a lot of his ideas may have clarified things but also make them even more fiddly.

Now that I've been running it for a year, I feel a lot more confident and deciding which rules to use and which to skip or gloss over. But for new GMs, especially those not used to crunchier TTRPGs, I can understand how they may feel overwhelmed.

The other potential issue for many is the reliance on tables. I would not have chosen to run a WFRP4e game if I had to run it in person, without the Foundry VTT game system for it. Having to deal with so many tables was why I didn't run DCC Dying Earth. The DCC system for Foundry doesn't (or at least didn't) support the Dying Earth setting rules and I didn't want to deal with constantly look up tables. When the tables for a game are all coded into the VTT system, however, they add a lot and I enjoy them. Without the VTT automations, I prefer to stick to a much lighter rule set.
I also only play via Foundry, and yes, WFRP4e is playable there with all the automation. Still, without knowing the rules and the basics of table contents etc, my players can't really make meaningful choices in game. In a lighter system, the players can learn and do a lot just by intuition and experience of other rpg:s. Not so much in 4e, and then we're back to bad organization and useless quirks.

And I also really like DCC, which by itself is very playable via Foundry. But part of the DCC greatness lies in Dying Earth, Lanhkmar and the gazillions of 3pp/fan made classes, spells, gods, patrons that take a very stiff amount of work and know-how to add by hand to Foundry. Clean DCC is still very much worth it to play though imho.
 



Awesome. Sounds excellent. I’ve got two campaigns running in the Old World currently. Both with @GuyBoy. The Enemy Within which is about half way through part 3 and an Ubersreik campaign mixed up with Rough Nights and Hard Days. The party have just completed Day at the Trials and are about to start Heart of Vane.

At the same time I’m running Paizo’s Skull and Shackles in the WFRP 4e system reskinned for Lustria. 3rd session on Sunday and everyone is loving it.

Also converting Dragonheist/Keys from the Golden Vault to the system as well. I was really hoping for Light Fingers and Deft Steps to have been released by now. But should still be plenty of time.

Happy to discuss anything you’d like. The Enemy Within is one of those rare campaigns that just doesn’t disappoint. Utterly epic.

Was glossing this announcement when I caught your mentioning converting. I just finished a conversion of There Are No Such Things As Skaven to 5E, so I could drop it into my campaign.

I felt initially it would be more difficult, but it wasn't terrible at all!
 

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