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Review of Warhammer Fantasy Roleplay
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<blockquote data-quote="Jürgen Hubert" data-source="post: 2492330" data-attributes="member: 7177"><p>A couple of other notes that are only likely to be apparent to old-time WFRP fans:</p><p></p><p>"It will not be a good game for people who want an ad hoc quickie one-shot adventure with a "bring your own PC" approach."</p><p></p><p>To the contrary, I think that WFRP is very good for one-shots. Character creation is <em>much</em> faster than in D&D3E, and the fact that you are supposed to roll up your initial career (though experienced groups might do away with this limitation) makes it easily accessible to newbies as well. The standard assumption for WFRP adventures is that the PCs are always in over their head - just like in Call of Cthulhu - and can only succeed through luck and cleverness. The "Fate Point" mechanics helps make sure that the PCs survive until they are moderately competent and have found their specialized niche.</p><p></p><p>"And the range of magical effects is mostly limited to things that can happen on the battlefield - no plane-walking, ethereal travel, animal awakening, etc. for WFRP."</p><p></p><p>This is rather intentional, since in the history of the game elves taught magic to the humans with the <em>express purpose</em> to aid them on the battlefield against their common enemy. Non-combat spells are usually Petty Magic (which teaches the basics of magic) or Hedge Magic (which is invented through dangerous and uncontrolled self-experimentation - which attracts the forces of Chaos...).</p><p></p><p>And given that the only alternate plane of existence known is the Warp - the home of the Ruinous Powers - any sort of dimension-hopping strikes me as a really bad idea...</p><p></p><p>"A system for creating magic items, and more magic items (there are only 2 magic items presented in the core book, and neither of them are very interesting mechanically)"</p><p></p><p>Well, basically <em>all</em> magic items in WFRP are artifacts, and thus likely out of reach to create for all but the most powerful PC spellcasters. And even if the PCs could create magic items, it would take many, many years to create them - time in which they can't adventure.</p><p></p><p>"The Good Guys:"</p><p></p><p>The idea that there are "good guys" in the Warhammer World - except maybe for some lone, heroic individuals (possibly but not necessarily including the PCs) amuses me greatly.</p><p></p><p></p><p>One wit once descriped the game thus:</p><p></p><p>"WFRP is when the players think they are playing D&D, only to gradually discover that they are playing Call of Cthulhu."</p><p></p><p>And I think this is most accurate.</p><p></p><p></p><p>Incidentally, two articles that will help understand the general feel of the Warhammer World immensely are the (in)famous:</p><p></p><p><a href="http://www.criticalmiss.com/issue8/jameswallisruined3.html" target="_blank">"How James Wallis Ruined My Character's Life"</a> and <a href="http://www.criticalmiss.com/issue8/jameswallisreplies1.html" target="_blank">"Yes I Sank Your Barge"</a></p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 2492330, member: 7177"] A couple of other notes that are only likely to be apparent to old-time WFRP fans: "It will not be a good game for people who want an ad hoc quickie one-shot adventure with a "bring your own PC" approach." To the contrary, I think that WFRP is very good for one-shots. Character creation is [i]much[/i] faster than in D&D3E, and the fact that you are supposed to roll up your initial career (though experienced groups might do away with this limitation) makes it easily accessible to newbies as well. The standard assumption for WFRP adventures is that the PCs are always in over their head - just like in Call of Cthulhu - and can only succeed through luck and cleverness. The "Fate Point" mechanics helps make sure that the PCs survive until they are moderately competent and have found their specialized niche. "And the range of magical effects is mostly limited to things that can happen on the battlefield - no plane-walking, ethereal travel, animal awakening, etc. for WFRP." This is rather intentional, since in the history of the game elves taught magic to the humans with the [i]express purpose[/i] to aid them on the battlefield against their common enemy. Non-combat spells are usually Petty Magic (which teaches the basics of magic) or Hedge Magic (which is invented through dangerous and uncontrolled self-experimentation - which attracts the forces of Chaos...). And given that the only alternate plane of existence known is the Warp - the home of the Ruinous Powers - any sort of dimension-hopping strikes me as a really bad idea... "A system for creating magic items, and more magic items (there are only 2 magic items presented in the core book, and neither of them are very interesting mechanically)" Well, basically [i]all[/i] magic items in WFRP are artifacts, and thus likely out of reach to create for all but the most powerful PC spellcasters. And even if the PCs could create magic items, it would take many, many years to create them - time in which they can't adventure. "The Good Guys:" The idea that there are "good guys" in the Warhammer World - except maybe for some lone, heroic individuals (possibly but not necessarily including the PCs) amuses me greatly. One wit once descriped the game thus: "WFRP is when the players think they are playing D&D, only to gradually discover that they are playing Call of Cthulhu." And I think this is most accurate. Incidentally, two articles that will help understand the general feel of the Warhammer World immensely are the (in)famous: [URL=http://www.criticalmiss.com/issue8/jameswallisruined3.html]"How James Wallis Ruined My Character's Life"[/URL] and [URL=http://www.criticalmiss.com/issue8/jameswallisreplies1.html]"Yes I Sank Your Barge"[/URL] [/QUOTE]
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