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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="Emirikol" data-source="post: 5053846" data-attributes="member: 10638"><p>(I think I lost my first post, so here it is again)</p><p></p><p>I ran the DEMO again last Tuesday night. All the players were new to WFRP3. We've all played WFRP2 before and are all experienced D&D players.</p><p></p><p>It took 45 minutes to teach the game (teaching outline here:<a href="http://gallery.rptools.net/v/contrib/emirikol7/?g2_page=2" target="_blank">Jay H's Maptool Stuff</a>)</p><p></p><p>The players took about 2-3 rounds of combat to get the system down. Then it moved at a good clip (will be a little slowed b/c of lack of dice with 5 player game..until I get my extras in the mail!). Since players only have 3-6 "POWER CARDS" each (race, career, talent(s), action(s)), that's pretty easy to manage. I put all the basic actions on one sheet of paper since they don't need cards floating around. I also put the maneuver list, universal effects, and "what you can do in one round" on their sheet too.</p><p></p><p>As a GM, it runs about 50% easier and 50% faster than my comparable D&D4e games as there aren't round to round tracking modifers. It's about 75% more creative because you aren't trapped in rules, 5'steps, and the endless computing either.</p><p></p><p>Some things that sped us up:</p><p>1. Creating Three new stats: TOTAL SOAK, TOTAL DEFENSE value, TOTAL DAMAGE. Having these pre-calculated and on an actual BOX on the character sheet helps IMMENSELY. While only shaving off a few seconds from each person's turn (including the GM), those seconds add up over nights and campaigns.</p><p></p><p>2. Tracking token-chits have been switched to easier-to manipulate acrylic gems. Again, saving a second or two every turn adds up.</p><p></p><p>3. I put the Party Sheet and "Location Details" on a stand up that everyone can see and instantly work with. (see my pictures in the other post).</p><p></p><p>I like the game and the system. MUCH more roleplaying than I was used to with other game systems (not including WFRP2 of course).</p><p></p><p></p><p></p><p>jh</p></blockquote><p></p>
[QUOTE="Emirikol, post: 5053846, member: 10638"] (I think I lost my first post, so here it is again) I ran the DEMO again last Tuesday night. All the players were new to WFRP3. We've all played WFRP2 before and are all experienced D&D players. It took 45 minutes to teach the game (teaching outline here:[url=http://gallery.rptools.net/v/contrib/emirikol7/?g2_page=2]Jay H's Maptool Stuff[/url]) The players took about 2-3 rounds of combat to get the system down. Then it moved at a good clip (will be a little slowed b/c of lack of dice with 5 player game..until I get my extras in the mail!). Since players only have 3-6 "POWER CARDS" each (race, career, talent(s), action(s)), that's pretty easy to manage. I put all the basic actions on one sheet of paper since they don't need cards floating around. I also put the maneuver list, universal effects, and "what you can do in one round" on their sheet too. As a GM, it runs about 50% easier and 50% faster than my comparable D&D4e games as there aren't round to round tracking modifers. It's about 75% more creative because you aren't trapped in rules, 5'steps, and the endless computing either. Some things that sped us up: 1. Creating Three new stats: TOTAL SOAK, TOTAL DEFENSE value, TOTAL DAMAGE. Having these pre-calculated and on an actual BOX on the character sheet helps IMMENSELY. While only shaving off a few seconds from each person's turn (including the GM), those seconds add up over nights and campaigns. 2. Tracking token-chits have been switched to easier-to manipulate acrylic gems. Again, saving a second or two every turn adds up. 3. I put the Party Sheet and "Location Details" on a stand up that everyone can see and instantly work with. (see my pictures in the other post). I like the game and the system. MUCH more roleplaying than I was used to with other game systems (not including WFRP2 of course). jh [/QUOTE]
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