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Warhammer Fantasy The Old World RPG (TOW) is not WFRP Revised
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<blockquote data-quote="ngenius" data-source="post: 9589476" data-attributes="member: 14679"><p>We have all been waiting to see what makes "The Old World" RPG different from Warhammer Fantasy Role Play by the same company Cubicle7.</p><p>The detailed answers are below: </p><p>[URL unfurl="true"]https://www.wargamer.com/warhammer-the-old-world-rpg/exclusive[/URL]</p><p></p><p>[ATTACH=full]396787[/ATTACH]</p><p>How do you create a new roleplaying game set in Warhammer’s Old World, when Warhammer Fantasy Roleplaying has done such an excellent job with the setting already? That was the challenge facing the team at Cubicle 7 when they began work on the new <strong>Warhammer: The Old World Roleplaying Game</strong>, a title set in the same world of grim and perilous adventure as WFRP, but 250 years earlier.</p><p></p><p>The era that The Old World RPG is set in “is as close to a gilded era as the Warhammer world gets” McDowall says. The powers of chaos are at their lowest ebb, and though the Empire of Man has no single ruler, it has yet to suffer the catastrophic damage of Asavar Kul’s reality warping invasion, which lurks not far off in the future.</p><p></p><p>The Old World time period is the current version of the Warhammer setting for fantasy battles with miniatures that license-owner Games Workshop is supporting with new rules and models. As a much newer version of the world, it has far less content than the older Warhammer fantasy setting: less of the map has been filled in, and the lore is far less established. This all means that players will come to the Old World fresh, whether they’re brand new to the setting or grizzled WFRP veterans. The quest to get players grounded in the setting as fast as possible underlies many design decisions that Cubicle 7 has made which differentiate The Old World RPG from WFRP. The most obvious is a totally new rules system.</p><p></p><p>[ATTACH=full]396781[/ATTACH]</p><h2>The rules</h2><p>The Old World RPG <strong>abandons WFRP’s venerable D100 dice system.</strong> “I love the D100 system, but all game systems have their peculiarities”, McDowall (Games creator and CEO of Cubicle7) says, “and I think a degree of complexity comes with D100”. Early in development he and Murphy (co-creator) spent a long time looking for a dice system that was “quick to get your head around”, so people could “understand what was going on and be able to use it as easily as possible”.</p><p></p><p>The Old World RPG uses a<strong> D10 dice pool system.</strong> A character’s statline will actually be very similar to WFRP, with familiar values like Strength, Toughness, Weapon Skill, Ballistic Skill, and so on. It’s close enough that Murphy promises a conversion system that will let you move characters between the two games – typically, you just need to put a zero onto the end of an Old World RPG character to move it into WFRP. Stats will even be compatible with the Old World miniature wargame.</p></blockquote><p></p>
[QUOTE="ngenius, post: 9589476, member: 14679"] We have all been waiting to see what makes "The Old World" RPG different from Warhammer Fantasy Role Play by the same company Cubicle7. The detailed answers are below: [URL unfurl="true"]https://www.wargamer.com/warhammer-the-old-world-rpg/exclusive[/URL] [ATTACH type="full" size="550x309"]396787[/ATTACH] How do you create a new roleplaying game set in Warhammer’s Old World, when Warhammer Fantasy Roleplaying has done such an excellent job with the setting already? That was the challenge facing the team at Cubicle 7 when they began work on the new [B]Warhammer: The Old World Roleplaying Game[/B], a title set in the same world of grim and perilous adventure as WFRP, but 250 years earlier. The era that The Old World RPG is set in “is as close to a gilded era as the Warhammer world gets” McDowall says. The powers of chaos are at their lowest ebb, and though the Empire of Man has no single ruler, it has yet to suffer the catastrophic damage of Asavar Kul’s reality warping invasion, which lurks not far off in the future. The Old World time period is the current version of the Warhammer setting for fantasy battles with miniatures that license-owner Games Workshop is supporting with new rules and models. As a much newer version of the world, it has far less content than the older Warhammer fantasy setting: less of the map has been filled in, and the lore is far less established. This all means that players will come to the Old World fresh, whether they’re brand new to the setting or grizzled WFRP veterans. The quest to get players grounded in the setting as fast as possible underlies many design decisions that Cubicle 7 has made which differentiate The Old World RPG from WFRP. The most obvious is a totally new rules system. [ATTACH type="full" alt="tow-warhammer-the-old-world-bretonnian-knight-exile-550x309.jpg"]396781[/ATTACH] [HEADING=1]The rules[/HEADING] The Old World RPG [B]abandons WFRP’s venerable D100 dice system.[/B] “I love the D100 system, but all game systems have their peculiarities”, McDowall (Games creator and CEO of Cubicle7) says, “and I think a degree of complexity comes with D100”. Early in development he and Murphy (co-creator) spent a long time looking for a dice system that was “quick to get your head around”, so people could “understand what was going on and be able to use it as easily as possible”. The Old World RPG uses a[B] D10 dice pool system.[/B] A character’s statline will actually be very similar to WFRP, with familiar values like Strength, Toughness, Weapon Skill, Ballistic Skill, and so on. It’s close enough that Murphy promises a conversion system that will let you move characters between the two games – typically, you just need to put a zero onto the end of an Old World RPG character to move it into WFRP. Stats will even be compatible with the Old World miniature wargame. [/QUOTE]
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