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Warhammer: The Old World RPG Offers A New Take On The Empire
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<blockquote data-quote="MNblockhead" data-source="post: 9697532" data-attributes="member: 6796661"><p>I never played 2e or 3e but 4e still keeps a lot of the camp and puns I loved in 1e. Some of it is subtle, like the silly names of the NPCs, if you know german or latin. Others are obviously based on pop culture. Most of the pop culture easter eggs are still firmly stuck in the 80s. Some of the adventures have sections explaining the history and easter eggs, probably because most of it will go over younger players' heads. They don't seem to put in any more modern allusions or Easter Eggs. Part of that may be because a lot of the adventures are reworks of old classic adventures. This impression, however, may be because I've mainly focused on those adventures, mostly The Enemy Within campaign and that the easter eggs based on modern references could be going over my head.</p><p></p><p>I will say that I really like Hard Nights and Rough Days. It starts with the classic adventure <em>A Rough Night at Three Feathers</em>. At the time (1987) it was a very innovative approach to an adventure and has become an iconic WFRP adventure. Rather than being a linear or location-based scenario, the adventure unfolds over a series of timed events. Several unrelated (but overlapping) storylines play out in real time, whether or not the players interact with them. Multiple plotlines unfold simultaneously, overlapping in hilarious and dangerous ways.It's widely regarded as a brilliant introductory scenario to WFRP because it captures the game's blend of grim danger and absurd dark comedy.</p><p></p><p>It still feels fresh many decades later and my players really enjoyed it.</p><p></p><p>The original writer (Graeme Davis) was hired to write four more adventures in this vein for the book. They can be run as one shots or strung together as a mini campaign. As much as I enjoy the adventures, I think the style can get old if you run them one after another. I'm sprinkling them into my The Enemy Within campaign as a major subplot, where they also act as a nice palette cleanser between major milestones of the main campaign.</p><p></p><p>Also, any encounters with Skaven are grim, dark, and utterly absurd. Your players will laugh until they they get peppered with a rattling gun.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 9697532, member: 6796661"] I never played 2e or 3e but 4e still keeps a lot of the camp and puns I loved in 1e. Some of it is subtle, like the silly names of the NPCs, if you know german or latin. Others are obviously based on pop culture. Most of the pop culture easter eggs are still firmly stuck in the 80s. Some of the adventures have sections explaining the history and easter eggs, probably because most of it will go over younger players' heads. They don't seem to put in any more modern allusions or Easter Eggs. Part of that may be because a lot of the adventures are reworks of old classic adventures. This impression, however, may be because I've mainly focused on those adventures, mostly The Enemy Within campaign and that the easter eggs based on modern references could be going over my head. I will say that I really like Hard Nights and Rough Days. It starts with the classic adventure [I]A Rough Night at Three Feathers[/I]. At the time (1987) it was a very innovative approach to an adventure and has become an iconic WFRP adventure. Rather than being a linear or location-based scenario, the adventure unfolds over a series of timed events. Several unrelated (but overlapping) storylines play out in real time, whether or not the players interact with them. Multiple plotlines unfold simultaneously, overlapping in hilarious and dangerous ways.It's widely regarded as a brilliant introductory scenario to WFRP because it captures the game's blend of grim danger and absurd dark comedy. It still feels fresh many decades later and my players really enjoyed it. The original writer (Graeme Davis) was hired to write four more adventures in this vein for the book. They can be run as one shots or strung together as a mini campaign. As much as I enjoy the adventures, I think the style can get old if you run them one after another. I'm sprinkling them into my The Enemy Within campaign as a major subplot, where they also act as a nice palette cleanser between major milestones of the main campaign. Also, any encounters with Skaven are grim, dark, and utterly absurd. Your players will laugh until they they get peppered with a rattling gun. [/QUOTE]
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