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Warhammer 3e Demo Experiences -OR- How I Learned to Stop Worrying and Love the Bits
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<blockquote data-quote="Blustar" data-source="post: 5025021" data-attributes="member: 34486"><p>I don't have a review for you guys, not yet anyways, and I've not played it yet ( still reading) but some initial thoughts...</p><p></p><p>!. The rule book is definitely not the best and very vague and I was beginning to get that " oh crap, this is Megatraveller!!!! 1000 pages of errata" feeling. But I crashed the FFG boards and tried to figure out what the hell was going on and I'm glad I did.</p><p></p><p>The game is really innovative and interesting and the really ironic bit...besides the interface, ( stances, dice pool, party sheet, fatigue, stress, etc) the game feels and plays very "old school". FFG really put a lot of faith in the GM with this game and gave him/her great tools to placate his players. (fortune dice) Ways to adjudicate seemingly complex actions with ease and with interaction from your players to boot! </p><p></p><p></p><p>This game really harkens back to Basic D&D in it's simplicity...There are no rules for swinging from a chandelier, swimming in plate armour, fast-marching through deep snow, or whatever. There are guidelines but the rules pretty much put it in the hands of the GM. It actually encourages the GM to say "yes" to their player's hair-brained ideas. Mostly because the rules allow the GM to fairly decide these things on his own. It doesn't even have modifiers for Ranged Weapons, like close, medium, or long range. </p><p></p><p>No magic items!!!! ( OK there was one in the included adventure!!!) No phat loot!!!! WTF!!! lol</p><p></p><p>4ed told it's players to slip your DM a note on what phat loot you would like to see in the next dungeon.</p><p></p><p>The interface is complex though with having to track stress and fatigue, stances, but I think it will be worth it once learned. I know it will be a chore because the rulebook is unfortunately very vague on certain points. A FAQ from FFG is on the way or so I hear.</p><p></p><p>I think this game might not make it because of the hurdles ( price, vague rules, It's a Boardgame!!!, etc..)but I do know it will have a strong cult like following. It's an exciting and innovative RPG that captures the Warhammer Universe perfectly and it will gain it's adherents. If you're into old-school gaming with a modern interface then this is it...the GM light shines bright in this game.</p></blockquote><p></p>
[QUOTE="Blustar, post: 5025021, member: 34486"] I don't have a review for you guys, not yet anyways, and I've not played it yet ( still reading) but some initial thoughts... !. The rule book is definitely not the best and very vague and I was beginning to get that " oh crap, this is Megatraveller!!!! 1000 pages of errata" feeling. But I crashed the FFG boards and tried to figure out what the hell was going on and I'm glad I did. The game is really innovative and interesting and the really ironic bit...besides the interface, ( stances, dice pool, party sheet, fatigue, stress, etc) the game feels and plays very "old school". FFG really put a lot of faith in the GM with this game and gave him/her great tools to placate his players. (fortune dice) Ways to adjudicate seemingly complex actions with ease and with interaction from your players to boot! This game really harkens back to Basic D&D in it's simplicity...There are no rules for swinging from a chandelier, swimming in plate armour, fast-marching through deep snow, or whatever. There are guidelines but the rules pretty much put it in the hands of the GM. It actually encourages the GM to say "yes" to their player's hair-brained ideas. Mostly because the rules allow the GM to fairly decide these things on his own. It doesn't even have modifiers for Ranged Weapons, like close, medium, or long range. No magic items!!!! ( OK there was one in the included adventure!!!) No phat loot!!!! WTF!!! lol 4ed told it's players to slip your DM a note on what phat loot you would like to see in the next dungeon. The interface is complex though with having to track stress and fatigue, stances, but I think it will be worth it once learned. I know it will be a chore because the rulebook is unfortunately very vague on certain points. A FAQ from FFG is on the way or so I hear. I think this game might not make it because of the hurdles ( price, vague rules, It's a Boardgame!!!, etc..)but I do know it will have a strong cult like following. It's an exciting and innovative RPG that captures the Warhammer Universe perfectly and it will gain it's adherents. If you're into old-school gaming with a modern interface then this is it...the GM light shines bright in this game. [/QUOTE]
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