Warhammer Fantasy Roleplay n00bie

ssampier

First Post
Last night, in a fit of caffeine induced high, I purchased WFRPG online. I have no experience with any versions of Warhammer RPG. I have briefly played a Warhammer minatures game, however. I do not necessarily regret the decision, but now the caffeine has worn off I wonder what I've gotten myself into.

I am a AD&D second edition Dungeon Master from way back (almost near the beginning); I am a little young to have played original or first edition (A)D&D. Sure I have PLAYED other systems, ranging from the godawful Palladium systems (Palladium Fantasy and Nightbane) to the fun Call of Cthulhu, Chill, and West End Star Wars. I just have never run them. The only non-D&D campaign I have ran is a short-lived Shadowrun campaign (2nd edition). I do not think it lasted that long; I know I had difficulty with gun trajectory.

In any case, I like RPGs with story and plot hooks a mile a minute. My players are the opposite. My players say they like story, when push comes to shove, they'd rather bash someone's head in, rather than try diplomacy.

In any case, I'd appreciate all the advice you can give a poor n00bie.
 

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I don't own the game, but based on your comments, and the reviews so far, I can tell you two things:

1) Your players may be very unhappy the first couple of times they get into a combat, unless reolling new characters is a welcome event for them.

2) Story telling has a rich background to base itself from in the Warhammer setting. Heck, this is the setting that gave us the Skaven and Chaos Warriors! ! :)

You may also want to try Black Industries forums in addition to here, because there may be some very useful people and resources on those forums for you.
 

You can actually do hack and slash, just be sure to space the encounters out more than you would tend to in D&D. Going into a combat with low wound points is when things tend to get ugly. It's also a good idea to view starting Warhammer characters as a bit disposable - it has a lot of that Call of Cthulhu cthuality, but canny players can survive for a long career. Characters that intend to fight a lot should also usually make Toughness the freebie advance if it bumps their decile Toughness up by one, though Dodge (if that's still in WFRP2) is also one of the better life preservers.
 

If you want the campaign to be combat oriented, you should allow players to choose their character's starting career. A Warhammer party can survive hack and slash, but they won't be taking on the number of opponents as a D&D party. Even a powerful character that has many game sessions worth of experience may fear to fight a single orc. Armor and a high toughness can lead to very powerful characters, but it has been toned down from the first edition.
 

If your'e going to have a lot of combat, be sure you understand the rules for Fortune Points, as well as Fate Points.
Make sure that the players are aware that they will NEED to spend these points to live long enough to advance in their career(s).
There's plenty of stuff to do that doesn't involve comabt though, and plenty of reasons for foes to leave PC's alive - torture, chaos corruption, spread fear and doubt, etc.
WFRP is a great game, but it is a VERY different experience than D&D. There's very few magic items to be found, and if you do find one, it's likely to be cursed, tainted, or otherwise problematic.
Players start off much weaker than in D&D. You're quite likely to have NO spellcasters in your game for a long time. Healing takes a long time, so be sure to have things for the PC's to do while the are recovering from their wounds, or use a lot of "jump-cuts" to skip over recovery time.
 

See the warhammer sites, Black Industry has a good bit of fan material and there are a number of sites such as http://www.strike-to-stun.com/. As far as the game goes it is very good, what is being termed this days as rules lite (don't know if I agree with that) as you can see in another thread. Magic has been cleaned up from v1, combat is deadly but the world makes the game and Warhammer is a very detailed world, plots and story just drip from it.
 

Hand of Evil said:
... As far as the game goes it is very good, what is being termed this days as rules lite (don't know if I agree with that) as you can see in another thread. ...

I don't think anyone claimed that WFRP is 'rules light'. The rules are lighter than 3e D&D, but it is no FUDGE (or even C&C). I'd say it is 'rules medium'.

That said, it's a great game. It can be deadly, but fortune and fate points help with that. Combat is far more exciting than D&D combat simply because the stakes are so high -- any combat can result in maiming or death.

The magic system in WFRP is devilishly brilliant-- and it will get a great expansion in the upcoming Sorcery book (forget the name right now).

Consider: Chaos and Necromancy are the two 'Dark Lores' in the core book.

The Chaos Lore gives you access to the following spells: Vision of Torment, Boon of Chaos, Summon Lesser Daemon, Burning Blood, Lure of Chaos, Dark Hand of Destruction, Touch of Chaos, Veil of Corruption, Summon Daemon Pact, and World of Pain.

The Necromancy Lore gives you access to: Face of Death, Re-Animate, Invigorating Vitae, Hand of Dust, Call of Vanhel, Control Undead, Corpse Flesh, Raise the Dead (i.e. skeletons, zombies), Spell of Awakiening, and Banish Undead.

A spell called 'World of Pain' -- you know it's got to be a great game. :D
 

I would agree with Akrasia in that it Rocks and probably falls into a rules-medium category. I knuckled under earlier today and ordered Sigmar's Heirs. Damn you, Green Ronin. Damn you and your addictive, high-quality game.
 

ssampier said:
I do not necessarily regret the decision, but now the caffeine has worn off I wonder what I've gotten myself into.

at some point in the corebook, there a very short story about an academic who has the opportunity to acquire a forbidden chaos book, masked as a mundane book... you are in the same situation!!! you think you have just bought another RPG, but, in fact, you are one step closer into becoming a chaos adept!!! FOR GOD'S SAKE, BURN THE BOOK BEFORE IT'S TOO LATE!!!

...
wait... what's that noise outside? looks like the lynching anti-witch town militia (what a posh name for a bunch of peasants!) was quicker than you... :)


ssampier said:
In any case, I like RPGs with story and plot hooks a mile a minute. My players are the opposite. My players say they like story, when push comes to shove, they'd rather bash someone's head in, rather than try diplomacy.
your players will be in for some serious trouble... :)
if played "properly" (i hate the term, but still...) warhammer is not about bashing enemies. you do have combats, but those are quick, dirty and deadly... hardly stuff of ballads.
your players will be able to easily bash normal humans, maybe... certainly not chaos beasts! as for normal humans, you have to consider the political side of said bashing.

the burgmeister is probably a chaos cultist... but you can't just show at his door and kill him. that will make an outlaw out of you (unless you can show substantial proofs that you were acting to protect the community...), AND the favourite target of the remaining of the other chaos cultists that are in town (chances are that the burmeister wasn't just a lonely worshipper, you know).

what i'm saying is that, if you want to enforce the general atmosphere of the old world, your players will have to watch their steps. even the first two editions of AD&D (which, in my opinion, was less prone to have quasi-superhero so-much-larger-than-life PC groups forming every other campaign) assumed that the PCs are the good guys, that the campaign world is generally a moral place, and that the law system is flexible enough to allow the PCs to get away with minor violations for plot's sake (especially if they are acting to eradicate the evil).

in warhammer, the PCs might be former rat catchers. they might be heroes, but they are probably more likely to be pawns of some obscure power, at some point.
the world around them might be cultured, but it is certainly not that moral.
chaos is everywhere.
you can't tell if your comrade is good or evil, and most of your actions will seem dodgy and evil to a certain extent.
the first question the average PC asks himself is not: "will that be good for the community and the church?" but "will that be good for me?".
there are drugs, alcohol, addictions. there's insanity.
town folk can hang you for reading a book, just because they think the book is evil*.
laws are fixed, but nobody enforces them unless they have some personal or political interest in doing so.
in general, i can just tell you to pick up some book about real life late medieval/ reinassance/ baroque period and read about the real life of common people... hardly the polished version you get in even the grittiest published (A)D&D world. :) that's warhammer.

that doesn't mean that there's no place for idealists or for good people. that just means that, on average, they will have a much harder time than the average D&D character, that they will probably have to compromise their morals at some point, and that the world outside will be a source of horror and trouble more than anything else.


ssampier said:
In any case, I'd appreciate all the advice you can give a poor n00bie.

my advice is: read the book and see if you like the game world and the system. if so, you might want to read something more... there are few places on the internet dedicated to warhammer role playing, but those are generally good (i have found a couple myself... if you want i can pass the links to you) for getting more information. you can also get some of the novels written in the world of warhammer. i still have to check them out, though, so i can't really tell you anything about their quality (i hear, though, that they are reasonably good).

even without extra reading, you can start playing immediately. there are a bunch of adventures in here... http://www.warhammer.net/warhammer_list_archive_adventures.html
plus, you might come accross some of the old adventures (those of the Enemy Within campaing are winners...) which shouldn't be too difficult to convert to the new edition (again, i am sure i have seen a free utility that makes the conversion work for you, somewhere... maybe in warhammer.net?)

be sure to tell the player to be cautious, or they will die in five minutes, assuming that they are just playing another D&D clone, and they will not be happy...

if you are not sure you can handle the world, the adventure, the new feeling, and the new rules in real time in a way that satisfies you, try to run a short play-by-forum game here (or somewhere else) and see what happens. i think play by forums are great to learn a new system, as you do have the time to check every rule you want before posting (as opposed to be forced to wig it all the time, to keep the game flow going).

i *might* be running a Warhammer adventure or campaign as play by post, in october, if time, assignment and job allow me. :)

hope this helps.


* i once read in a real 17th century tome about magic, that a pope (can't remember his name) was suspected of being a pratictioner of magic because, after his death, they found a mysterious book hidden below his mattress... the author of the tome said that the book was about maths, but nobody could understand it, so they assumed it was some kind of magic.


EDIT: you can also mine for ideas Call of Cthulhu websites and adventures.
EDIT2: if you are toying with the idea of buying the new adventures, check them out before ordering them. i haven't seen ashes of middenheim myself (well, i *have* seen it, but i never read it...) but it seems that the general consensus is that the adventure is a tad pricey and a bit too linear and two dimensional for warhammer... but, admittedly, for all i know, it can be value for money (especially so if you are starving for background information and original adventures and can't find some of the old books...)
 
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Akrasia said:
I don't think anyone claimed that WFRP is 'rules light'. The rules are lighter than 3e D&D, but it is no FUDGE (or even C&C). I'd say it is 'rules medium'.

i agree with that. there are a bit more rules than the original D&D game.
some rules, though, are there to add flavour. the insanity rules, for example. so i guess that their implementation comes natural ("ok, you character has been tortured for 5 days by the orcs... you have lost a limb, got a bunch of scars, and 10 insanity points....")
:)
 

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