Warhammer RPG campaign starting--what to buy?

johnsemlak

First Post
My group is starting a Warhammer RPG (2nd ed) game soon, and we're planning to buy some materials for it. We have the main book, but we're thinking of buying some supplements. Our only option realistically is having them shipped via Amazon.

I've not played WFRPG, but another guy in the group has so he's taking the GM mantle. He wants to run the Ashes of Midheim campaign. Besides the senarios, what materials should we buy? In particular, will the Bestiary be necessary, or useful? What about the new Magic sourcebook? Also, what about the Player's Kits and the GM's kit. In particular, I'm wondering if the Player's kit gives players everythign they need to know for the game, so we don't need to buy multiple copies of the main book. Or, is it worth it for a group to have a couple of copies of the main book?
 

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You are going to want the Old World Bestiary, Realms of Sorcery and the Old World Armoury as well. Check out my 2nd edition WFRP Yahoogroup if you have any questions, it is here. You really don't need the Player pack or the DM screen unless you want to buy them. There are much better character sheets on the Yahoogroup or in other places on the net.

The game is a blast and a nice change from DnD every so often. You can check the Black Industries site for fan made careers and other addons.


edit: You *really* don't need the player's kit, it is fairly lame, but if you come across a spare version of the main book, that would be handier. The bestiary is very handy and the magic book enhances the magic of the main book and the races in the bestiary.
 

The main rules and bestiary.

Then see how many of the 1st ed. supplements you can find, while the new system is (slightly) better the old adventures were excellent.

The Auld Grump - who's rat-catcher survived the Fall of Bogenhoffen...
 

TheAuldGrump said:
The main rules and bestiary.

Then see how many of the 1st ed. supplements you can find, while the new system is (slightly) better the old adventures were excellent.

The Auld Grump - who's rat-catcher survived the Fall of Bogenhoffen...


I would have suggested something along these lines if it wasn't so difficult to find good original warhammer adventures without spending a lot of money. If you have the money and can find them, go for it, you will not be disappointed.

Never will The Enemy Within series be topped, these are the best adventures for Warhammer and although in some parts a bit crazy, as a whole this is the superadventure of all time. If you can find the original Realm of Chaos books and don't mind temporary insanity, I suggest getting them as well.
 

For your GM, books he should buy should be in this priority:

#1 Sigmar's Heirs- this is the sourcebook for the Empire, all its provinces, and details the lifestyle of people in the Empire. A VERY useful and well-written book.

#2 Old World Bestiary- great flavor text and stats for dozens of WH monsters- probably the best monster book out there for ANY system, bar none.

#3 Realms of Sorcery- good book about magic, the Imperial Colleges of Magic, witch hunters, hedge magic, witches, warlocks, and dozens of new spells, as well as expanded magic rules.

#4 Old World Armory- great equipment book, but the prices are a little bit wonky. Still, its a great read, and has TONS of useful info for running campaigns.
 

Hi-

For a couple of sessions WFRP is ok, but it gets old real quick as the Elves just seem to laugh off what ever you throw at them. Not as many options or leaway as far as fighting and manuevers. The depressing atmasphere of the old world can also wear on you real fast.

Anyway, ran a few sessions and did not like it, switched back to D&D.


Scott
 

Doomed Battalions said:
Hi-

For a couple of sessions WFRP is ok, but it gets old real quick as the Elves just seem to laugh off what ever you throw at them. Not as many options or leaway as far as fighting and manuevers. The depressing atmasphere of the old world can also wear on you real fast.

Anyway, ran a few sessions and did not like it, switched back to D&D.


Scott


The Warhammer world can bring you down. There are Lovecraftian undertones (magic is inherently bad and there can be serious repurcussions), there are gods and monsters of madness (but generally more intelligent and with purpose, at least higher up) that want to destroy everything and make the world a realm of Chaos.

The world itself is dirty, savage and pitiless. Heroes are few and far between, most people just try to get by and it is hard to trust anyone; there are just too many agendas out there to keep on top of. With the current timeline, if you stick to it, being just after the Storm of Chaos, the Old World (the central focus of the game) is an almost Mad Max like post apocalyptic world, fraught with danger and savagery from all sides. Think orcs are pushovers? Try taking on an enraged black orc with two choppas and decent armour in a really bad mood. Think all elves are looking out for everyone and protecting what is good? These wood elves will rip out your heart if they think you are trespassing or possibly in league with Chaos.

There is a certain fatalism here. Swords hurt when they hit, and can cause infection. An infection you might die from. The minions of Chaos are everywhere, overt and worst of all, covert. The kindly old man that lives just outside the village might have a soft spot for Khorne, the Blood God and it might be time to spill some blood. This can bring you down, but one thing it does is make all of the triumphs really count. This game isn't played like DnD, there are not many dungeon crawls and there is usually a lot more beating a hasty retreat. The classes are careers here and can be very mundane, I do suggest having players choose their careers over rolling for them, at least at first.


Warhammer can be a lot of fun, and a challenge, and it isn't everyone's cup of tea. Running the game is a bit different and players will realize in time that heroes are forged through a lot of pain and following a hard, lonely road. And that they don't have to be heroes.

edit: spelling bing bring binge
 
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Man, getting back into Blood Bowl after 7 years away has made me want to check out the new WHFRP, even though I really don't have time to play. I liked the 1E WHFRP, are the two much similar?
 

Agamon said:
Man, getting back into Blood Bowl after 7 years away has made me want to check out the new WHFRP, even though I really don't have time to play. I liked the 1E WHFRP, are the two much similar?
Fairly - the system now is an integrated system based on percentiles rather than a mix of percentile and others. Much better now.

Classes are now completely random (though you can (and probably should) use the old 4 base class random occupation tables). Otherwise the classes are much better balanced against each other.

Magic has been completely overhauled... not sure which I prefer, but I lean toward the first version. (Like the new sytem better, liked the old spells better.)

Combat is still the weakest point of the game - your skin still stops more blows than your armor. :( I hated that first time around, and still do.

The setting is now based off of the latest version of the Warhammer World - a change that I am diregarding.

The Auld Grump
 

I love me some WFRP 2. I would suggest getting the main book and the bestiary to start off with. If you find yourself loving the game, then you might consider getting sigmar's heirs to flesh out the world a bit (though, if like auld grump, you dislike the newer version of the world (I kind of agree but grudgingly use the new), then you should ignore it). The character pack suckles, and the GM pack has a flimsy and small screen that is poorly laid out. I havent gotten me grubby digits on the new RoS yet, but I want to.
 

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