New WHFRP3e prospective GM, help!

fuzzlewump

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I am suddenly incredibly interested in Warhammer Fantasy Roleplay, namely the newest (3rd) edition. But, I know almost nothing about Warhammer!

Warhammer as I understand it, is its own setting, but is it made to be very flexible like D&D? But, that's just a point of curiosity, because I'd like to give the existing setting a chance, if it seems cool anyway.

So, what is the existing setting like? What is the general state of the world, and how do the races differ from Tolkien style? Analogies to Eberron or the CRPG "Dragon Age," which I just beat, would be very helpful. I don't need a novel, but don't hesitate to write one if that's what you have in mind, but I'm more aiming for a starting point to see if I'd be interested.

EDIT: Right, and comparisons to 3E and 4E core D&D assumptions and whatnot would be greatly helpful.

Or, has anyone completely ignored the setting of the game and just rolled with whatever? Is that normal?
 
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Get the WFRP 1st edition book... I too am like you, never knew about the Old World and got interested through a demo of WFRP3e. Then I went to forums such as Strike to Stun and acquired the 1st ed core book. You can also get Sigmar's Heirs, the setting book about the Empire.
 

So, about warhammer,
First the setting, it's a germanic type of setting in a renaissance age but with some ingredients from dark ages always present. Namely you have basic firearms but at the same time you still have Knights with heavy armor and double bladed sword.
You have a huge human empire, surrounded by other countries you can relate basically to Europe, (bretonnia for French, Kislev for russia....). This empire is under the threat of Corruption and decadence, that could makes him collapse at any moment.

You will play a commoner in this universe, that will evolve to become a hero later on. But when we say you start as a commoner, it's actually true. A ratcatcher, a student, ....it's one of the interesting aspect of this game.
The other aspect that makes this game unique imo is the fact that all great heroes are tortured souls, with HUGE flaws.(Slayer whose only desire is to die fighting something bigger than him, or a witch hunter who is insane...)

The threats are very interesting, you fight chaos, personified by 4 chaos lords, so you have the standard invasion type of story, but the chaos can be very dangerous when he strikes where you don't expect it, namely your friends or peoples inside a city because everyone can be corrupted.
Another threat are Skaven, a society of rats that should rules the old world.

All those ingredients gives a game very intriguing with a unique perspective. You start thinking you will play a standard fantasy module (ie fight the chaos invasion with my heroic knight) and you ends up playing a story about political corruption inside a city mixed with lust murdering and you try to keep your sanity when you discover your wife murdered by an adept of Slaanesh.

Basically you ends up playing a Call of Cthulhu, renaissance style.
 


If they were any good at fighting and could stop backstabbing each other for five minutes.

It's comments like this which make me curse the ENWorld rule against politics. Sigh... Have a perfect zinger.

Back on topic, the best advice I've ever heard for WHFRP is this: the players think they're playing D&D, but they're actually playing Call of Cthulhu.
 

This Call of Cthulhu business applies to the 3E of the game as well? Which I have heard is more gamey, and more like D&D 4E (a plus in my group.)
 

This Call of Cthulhu business applies to the 3E of the game as well? Which I have heard is more gamey, and more like D&D 4E (a plus in my group.)

The 3e version of the game reminds me quite a bit of 4E. Gone are the days of starting as a complete weakling and earning your growth. Characters start with some hair on their chests, so to speak. (This one is debatable, good vs. bad)

It is FAR gamier than the earlier versions. There are cards, tokens, stances, and penalties that all have unique markers that get passed around quite a bit. Get a critical wound? Flip over one of your wound cards and that's what happened to you -- typically, this won't last past the end of combat. A lot of the rules for long-term injuries, insanities, and even healing that doesn't happen at a D&D pace are gone now. Players might not be as perfect after a fight as a 4E team would, but they'll still be a lot healthier than they would in an earlier version.

The new character creation system is quite a bit more complex than the older versions, but still won't take long. Essentially, you'll choose some skills and talents in addition to your equipment -- if you only have one starter set, expect this to take a while as everyone reads all the cards and tries to choose the 'best' ones.

Combat is still very dangerous -- a Warhammer trademark -- but if you survive, you'll recover quickly. This is a MAJOR change from earlier editions. Combat takes quite a bit longer (especially at first, there is a decent-sized learning curve). Between stance changes, powers that vary in effect, and all the things one can do to enhance other party members, a player gets to make quite a few decisions on their turn. Not to mention that just learning all the specialized dice and their meanings takes a while! (Side note: If you have more than two or three players, I recommend picking up at least one more set of dice. We spent a LOT of time just hunting down and passing around the blasted things!)

My group has been playing 2E for a long time. We tried it for a couple of months and didn't care for all the tokens, dice, and cards. But the biggest issue, in our opinion, was that it didn't feel like there were lasting consequences. (This is also why we don't play D&D). In Warhammer 2E or 1E, you can lose an eye if you get unlucky in a fight. You can go mad from seeing things man wasn't meant to see. Magic items are usually VERY BAD NEWS and should be buried under a rock and forgotten about. All of these conventions of the earlier Warhammer -- and the fiction related to the universe -- went away or were lessened greatly in 3E.

Whether that is good or bad will, obviously, be up to the group in question. There's nothing wrong with the game ITSELF, it just didn't feel like *Warhammer* to us. Without that history, it might be just the thing for your group.

-------------------

On the Warhammer world...

It is a dark and nasty place. If D&D, with common healing, abundant magic items, and heroes in every tavern is a Disney fairytale, Warhammer is the Brothers' Grimm original with blood, death, and mutilation.

HOWEVER, Warhammer 3E supports 'generic' fantasy far better than any previous version. Some of the stuff -- especially for wizards and clerics -- is tied to the setting, but most of it is generic enough for any kind of sword'n'sorcery game. Even most of the wizard and cleric stuff can be re-tooled without TOO much effort from the GameMaster.

The base materials in the starter kit also do a really good job of fleshing out the basics of the world for the players (or GMs) that aren't very familiar with Warhammer. Obviously, they won't be worth much if you make it more generic. :)
 

Well the power cards are mostly combat based but the assumption is still a good mix of combat/investigation/roleplay... the included adventure is investigating a cult in a mansion. Combat is more dangerous than DnD 3/4 but not as harsh as earlier WH. Still expect to get maimed and/or go insane if you fight everything that moves.
To answer your setting question, the setting is heavily embedded into the rules. For example any priest or wiz will have to take appropriate action cards that talk about in game orders/gods.
(Not having played yet) the rules seem pretty cool, I really like the dice pool mechanic in how it gives a lot of granuality of result.. did you fail by being reckless, or due to the bad conditions or was it just the gods of chaos sticking their oars in?

However the cons are a lot though. The amount of crunch you actually get is low... not many careers (compared to the 2E book) or monsters because everything has to have cards/standups etc. The box only supports 3 players plus one GM, without photocopying etc. It only really covers up to level 3 (esp casters).

EDIT: the man above obviously knows more than me, and well done to wolf for giving a fair view of something that is not his style. Nice to see rather than a 'it is a board game/WoW' rant :)
 
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I'm intrigued by the all the cards and weird dice and tokens and whatnot so that probably puts my interest squarely into the 3E realms. I imagine if I wanted to play a more 'traditional' game like 2E, as you guys describe it, I would be better off with 3.X D&D or Pathfinder, in terms of selling it to my group only. Sounds like a lot of fun though.
 

However the cons are a lot though. The amount of crunch you actually get is low... not many careers (compared to the 2E book) or monsters because everything has to have cards/standups etc. The box only supports 3 players plus one GM, without photocopying etc. It only really covers up to level 3 (esp casters).
Someone on the Fantasy Flight forums did a count. There are exactly as many monsters in the 3e core box as there were in the 2e core book, though the distribution is quite a bit different.
 

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