Sigh. I can't do Warhammer. How's about Iron Kingdoms?

Maggan said:
OMG! I hope the WFRP badwrongfun-police don't hear about that little statement of yours ... :D

I still remember the flames from when Ryan Dancey suggested something like that (with far less tact, though).

I think there's truth to the statement though.

/M


Actually what's funny is that those elements pointed to as being "3e/d20ish" (feat-like talents, class-like careers, minis-based combat) - have been there since the 1st edition of WHFRP from the 1980's. Mr. Dancy had obviously never seen the first edition of WHFRP.

It was just so under people's radar that many are apt to think that those concepts didn't exisit pre 3E.

But they did, and it kinda makes you wonder about the influence they had on the development of other games...

Oh, and there is no badwrongfun way to run WHFRP - you can hack and slash your way through a dungeon crawl just like you were playing D&D.

Now you might be missing an appendage or two, and have a few mental quirks at the end - but it's all in good fun.
 
Last edited:

log in or register to remove this ad

iron-spyder said:
Warhammer v2 isn't that far off from d20 in theory (sure, no classes but careers, however there are feat-like talents, it isn't that far away from the d20 concept). Your players probably just heard about all the grim and perilous talk and got scared.

Oh, they're not scared. They're just "D&D only" wankers. :(
 

the Jester said:
Where do you live? We're playing WHFR tonight. If you're near us (and you can handle a group that parties hard while we game) you're welcome to come check it out.

I'll try to check back in before I leave work. :)

At present I live in Kelowna, British Columbia, Canada. But I genuinely appreciate the offer. ;)
 

Chainsaw - put your location into your profile. That way when you tell us your undying love for a new game other people in your area will flock to you!

What's wrong in playing a one-shot to at least show it off? Create some iconic pre-gen characters, put the basic rules on a single page, and hand it out to the players the next time you meet.

Be sure to have it the most awesome adventure they ever played planed out! Don't start slow - have it begin in the middle of action, where your players don't have time to think, but react! Then keep up the tension/action for most of the game. If they're still wankers at the end, tell them they're no fun. ;)

You bought the book so you owe it to yourself. I dare you! :lol:
 

Well I'm in Prince George BC... and we're starting an IK game...also we play WHFRPG, it's not that far of a drive :P.

That said the crunch of the IK is terrible. The IK core classes are underpowered and the mechanika rules are a nightmare. I can't think of a rule in the character guide that I like. We're using Iron Heores to run our IK game. (the monsternomicon is good stuff)

The setting is very well written fluff wise. It's the most detailed setting that I have seen written. I really really enjoy the setting in that regard, it's by far my favourite setting.
 
Last edited:

Arrgh! Mark! said:
I like Iron Kingdoms, but don't get Witchfire Trilogy. Five Fingers is worthwhile and the Monsternomicon is fun.

I hadn't really looked closely at the Iron Kingdoms setting in quite a while, but it looks like they've got some cool stuff out there.

I'm curious, what is the general consensus on the Witchfire Trilogy? It sounds like quite a few people don't care for it. The criticism I've heard in the past is that it's got some railroad-y elements to it.
 


BadMojo said:
The criticism I've heard in the past is that it's got some railroad-y elements to it.

It's the Amtrack of currently published D&D adventures. The scenery is beautiful, but you're locked into a pre-determined travel route.
 

BadMojo said:
I'm curious, what is the general consensus on the Witchfire Trilogy? It sounds like quite a few people don't care for it. The criticism I've heard in the past is that it's got some railroad-y elements to it.

Well yes that's true. A few elements of it are rail-roady. Amushes without any chance of seeing them, villians monaloging and then getting away, etc. These elements can be fixed however.
 

I understand your problem with your players. But sometimes as GM you just need to put your foot down. I did two years ago when i told my group that i was sick of D20 and I just wasnt going to run it anymore. If they wanted to keep playing it then one of them would have to DM because i was going to run a world of darkness game.

Some left, others stayed and gave the game a chance. We found a few more players to replace those who left and the group has now rolled on past WOD to warhammer. Stuff changes. You cant run something you dont want to just because your players are afraid of change, that way lies serious burn out.
 

Pets & Sidekicks

Remove ads

Top