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So... what about WFRP?
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<blockquote data-quote="Numion" data-source="post: 3962635" data-attributes="member: 124"><p>My experience with 1E is that while deadly, it's not overtly so. I DMed the definite WFRP campaign, The Enemy Within, and there were some deaths, but not too many. Fate points are lost at some rate, but they can also be gained by accomplishing something. (If you believed everything you read about WFRPs lethality, playing campaigns would be impossible. However, The Enemy Within is just about the best campaign ever written, IMHO (up until Kislev part, which was crap).)</p><p></p><p>In fact, it wasn't usually the damage that did PCs in, but the insanities. One part of the campaign was made really hard because the groups wizard (pretty accomplished by WFRP standards) suffered from amnesia, forgetting all his magical skills in the process. He started a new career as a herbalist, and he wasn't cured until 10 sessions later (by a blow to the head, I think).</p><p></p><p>It wasn't easy to cure wounds in 1E, but curing insanities was even more difficult. So when you got hit with something nasty, it could wreck a character. But they made for really great RPing. I still wonder how such a dysfunctional group of madmen ever saved Middenheim..</p></blockquote><p></p>
[QUOTE="Numion, post: 3962635, member: 124"] My experience with 1E is that while deadly, it's not overtly so. I DMed the definite WFRP campaign, The Enemy Within, and there were some deaths, but not too many. Fate points are lost at some rate, but they can also be gained by accomplishing something. (If you believed everything you read about WFRPs lethality, playing campaigns would be impossible. However, The Enemy Within is just about the best campaign ever written, IMHO (up until Kislev part, which was crap).) In fact, it wasn't usually the damage that did PCs in, but the insanities. One part of the campaign was made really hard because the groups wizard (pretty accomplished by WFRP standards) suffered from amnesia, forgetting all his magical skills in the process. He started a new career as a herbalist, and he wasn't cured until 10 sessions later (by a blow to the head, I think). It wasn't easy to cure wounds in 1E, but curing insanities was even more difficult. So when you got hit with something nasty, it could wreck a character. But they made for really great RPing. I still wonder how such a dysfunctional group of madmen ever saved Middenheim.. [/QUOTE]
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