WFRP - THIRD Edition Announced from FFG

"Custom Dice give you unprecedented options for story-telling"

Has anyone ever found the type of dice you use to arbitrate mechanical elements give you "unprecedented options for story-telling"? Or effect the story-telling much at all?
 

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"Custom Dice give you unprecedented options for story-telling"

Has anyone ever found the type of dice you use to arbitrate mechanical elements give you "unprecedented options for story-telling"? Or effect the story-telling much at all?
I don't know that the concept is that outlandish... It seems like the custom dice will resolve actions in non-binary sorts of ways. They give you different results than a mathematical success/failure, a dice pool to count successes, or a bunch of dice to add up.

If they can pull it off, it could be really interesting.

-O
 


"Custom Dice give you unprecedented options for story-telling"

Has anyone ever found the type of dice you use to arbitrate mechanical elements give you "unprecedented options for story-telling"? Or effect the story-telling much at all?


I've found that using them with certain tables and charts for creating or fleshing out areas of a town, city, dungeon etc. they can be useful, but using them exclusively to "tell the story" I think you'll wind up with LINCOLN TUNNEL TUNA over and over.*


*- god help me my daughter is a fan of WIZARDS OF WAVERLEY PLACE, a tortuously bad show on DISNEY CHANNEL.

 


I've found that using them with certain tables and charts for creating or fleshing out areas of a town, city, dungeon etc. they can be useful, but using them exclusively to "tell the story" I think you'll wind up with LINCOLN TUNNEL TUNA over and over.*


*- god help me my daughter is a fan of WIZARDS OF WAVERLEY PLACE, a tortuously bad show on DISNEY CHANNEL.


That is VERY INTERESTING. Tell us more about SHOWS YOU SECRETLY WATCH on THE DISNEY CHANNEL.
 

The game looks interesting. I actually like that it is a new game rather than a few tweaks to an existing system. I like WFRP 2E and have everything I need to play it from now until I die if I want to.

This game looks to be focused on bringing in new players. I think the dice pool mechanic looks interesting. The information from FFG's website indicates the GM runs the game, not the dice. The "story-telling" aspect of the rolls seems to be that some dice results can indicate something unusual happening rather than just success or failure. Using cards as play aids is a good idea, but I hope all the same information is in the books. The game looks geared to a heroic start rather than the some of the basic careers from previous editions.

The $100 price tag seems high, and the components are meant for a GM and 3 players. If you have more than 3 players you have to pick up the Adventurer's Toolkit for more dice and cards. It also appears the 4 starting races are humans, dwarfs, high elves and wood elves. Halflings are out, at least from the initial release.

It definitely doesn't look like everyone's cup of tea, but I'll pick it up to check it out.
 

I'm not so sure that a single rulebook will be enough for a whole group of players... IME that slows things down radically both during character creation and gameplay as everyone wants to browse skill descriptions, spells, item lists, etc. And none of the guys in my group would spend a 100 dollars just to get an extra copy of the rulebook.

I just don't see the potential in this pricing model, as I'm not paying for "nothing"; if I'm handing out 20-25 dollars for a game, I expect I'll get a book for that price and I would *never* pay for a "shared" boxed set the GM or one of the other guys gers to keep. Just as I wouldn't pay more than 5 dollars for a "shared" boardgame or computer game or novel; I want my own copy I can read/play whenever I want to.
 

I'm not so sure that a single rulebook will be enough for a whole group of players... IME that slows things down radically both during character creation and gameplay as everyone wants to browse skill descriptions, spells, item lists, etc. And none of the guys in my group would spend a 100 dollars just to get an extra copy of the rulebook.
The game's blurb mentions "More than 300 cards keep you in the game, no need to look up skills or abilities." The whole point of the play aids seems to be that players won't need a book in front of them during play. I don't know about during character creation though.
 

Yeah, cards can do wonders for keeping important information at-hand. In our 4e game, we pretty much never open up actual books to look up character abilities.

I can absolutely believe that the cards for this would obviate the need for multiple books at the table.

-O
 

I'm not so sure that a single rulebook will be enough for a whole group of players... IME that slows things down radically both during character creation and gameplay as everyone wants to browse skill descriptions, spells, item lists, etc. And none of the guys in my group would spend a 100 dollars just to get an extra copy of the rulebook.

The blurb on the FFG website indicates that it comes with four copies of the rulebook. That doesn't alleviate your concerns about wanting your own copy--but if you're the one to buy the box, you can supply the stuff for three players to play with (in case you have players that aren't so adamant about owning things themselves, as I know many gamers are).
 

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