[WFRP] Campaign Arc? My players stay out please

pogre

Legend
Greetings,

This Summer I am going to run a six session WFRP campaign using the new, and now dead, 2e rules. I have not played it much since we playtested it. I own every book, have downloaded all the adventures at Black Industries, and have all of the 1st edition stuff.

This group will be different than my D&D group - a lot of rough and tumble guys. I expect a fair amount of liquor to flow and semi-frequent smoke breaks. The group is composed of a state trooper, a guy who works in a steel forge, a former WFRP player who owned a paintball course, a former football teammate, and one guy who plays in my D&D group. It will be loud, crude, and very un-PC.

The flavor of the game has to be action packed, but that does not mean combat packed. The theme I'm looking for is like the TV show The Shield - definitely anti-hero type stuff, always on the edge of the wrong end of authority, but pulling it off anyway.

Here's the rub, I want to be lazy - I want to use published stuff. I have not read much of the 2e stuff I have collected or downloaded. I was wondering if anyone more familiar with the 2nd edition of the game has a suggestion for an adventure arc to compliment this theme?

We will meet once a week for four hours per session. With these crazy guys, I know we'll have fun no matter what, but it would be cool if it was memorable from a gaming point of view too.

Thanks for reading and any help you have to offer.
 

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My understanding is that Paths of the Damned (which was written for 2e) is fairly comprehensive, including descriptions of the city of Middenheim and stuff like that. Warhammer rp tends to be fantasy/gritty enough that you shouldn't have to change too much. I also believe it's a 3 part adventure path.
 

Aholibamah said:
My understanding is that Paths of the Damned (which was written for 2e) is fairly comprehensive, including descriptions of the city of Middenheim and stuff like that. Warhammer rp tends to be fantasy/gritty enough that you shouldn't have to change too much. I also believe it's a 3 part adventure path.

Actually, we ran through the first part of this a couple of years ago with a different group. It really does not fit the flavor I'm shooting for with this group. Thanks though.
 

Can you get hold of the old "The Enemy Within" campaign for 1E? If so, do so - it's one of the best RPG campaigns out there, and it certainly has no shortage of opportunities for morally dubious behavior.
 

Only 6 sessions, right? I'd suggest linking any two of the following together:

Ashes of Middenheim. It seems a bit like a railroad, but it plays better than it reads and a few tweaks can certainly make the characters be on either side of the law you want.

Shadows Over Bogenhafen. The first part of the Enemy Within campaign and it's totally self-contained. Excellent adventure where the characters are doing what the authorities refuse to do. This is out of print and you'll likely have to turn to eBay for it, but is well worth it.

Fear the Worst: Loads of villainy going on and the characters are the law! It's up to them to do what they think is right.

Death on the Reik (second part of Enemy Within) is excellent, too, but likely too long for your needs. At least it took over six sessions for my group to get through it.

If you need a single night filler, Rough Night at the Three Feathers, now reprinted in Plundered Vaults, is a great, fun time. It's easy to introduce into a campaign and gives lots of opportunities for the characters to get into all sorts of trouble.
 

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