What did you like about Warhammer Fantasy?

i'd say it wasn't the setting in general, but the first series of adventures in particular that were the best thing about WFRP.

the original Enemy Within campaign (The Enemy Within, Shadows over Bogenhafen, Death on the Reik, The Power Behind the Throne, and Something's Rotten in Kislev) are IMO the best adventures ever published for any game system.
 

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We've been playing the Enemy within campaign for the last couple of years and it was a blast! I just feel unfortunate not to have been there at the beginning as I joined the campaign halfway thru as a replacement player. Right now we're back at square one with Kreutzhoven and Death's dark shadow.

It realy is the setting that works and the atmosphere (medieval CoC like previous posters noted). The world is fully established and there is lots to do and more to search for. If you stick to the existing campaigns and world, you'll probably be concentrating a lot on the politics of the Empire and how it deals with the Chaos threat.

System wise I like the carreers as a means to evolve your character, I find the percentile system to be very intuitive and as for the character creation, my GM allows rerolls (eg he'll say something like: you have 6 rerolls during character creation) or give free choice of starting class/race. I guess the only gripe I have is with the magic system. I find it a bit restrictive and tends to lead to lots of resting and meditating to get those much needed magic points back (in our campaign we actualy use a heavily adapted system based on the first Realms of Sorcery draft that has been floating arround the net)

The main problem with WFRP is Games Workshop. GW are not interested in RPG's (thats why they sold of the rights to Hogshead) but hold a very tight reign on what Hogshead does to make shure they don't deviate from what's happening in the Warhammer world as prescribed for the miniatures game. As far as I heard at least a couple of raw scripts had to be scratched because GW didn't aprove them. But it seems Hogshead is being treated with some leniency lately because we're beginning to see some new product: Realms of sorcery , dying by the light, Marienburg, the dwarf book and soon to come the elven book.

Right now we're basicaly waiting for the re-issue of the last part of the enemy within campaign.
 

I liked the fate point concept. The deck is stacked against you, but fate points allowed you to escape certain death or perform truly heroic actions.

The crazy crits added flavor to what can be a rather flavorless aspect of a game. The nifty bits of Rolemaster without having to cross-reference ridiculous amounts of tables.

The advanced career concept has been mentioned, which was one of the strengths of the game, though they did lend themselves to predictable patterns after a while. Dwarf pitfighter-Trollslayer-Giantslayer anyone?

Magic careers were rough to make it through, but the magic system was different from D&D in both mechanic and feel. I liked how demonologists went insane, and Necromancers became physically corrupted as they gained levels. The components too. Want to Cause Insanity? You'll need the brain of a madman. Want to summon a small horde of demons? Better find the heart of a good aligned priest, the fresher the better; and be prepared to do some fast talking when they arrive.

The gods were pretty boilerplate, but the Chaos gods really stood apart. The focus on Chaos/Law as opposed to the Good/Evil paradigm was refreshing. Chaos was evil, but there was a rogue Chaos god who focused it's attention on destroying all the other Chaos deities. There were the Law deities, but they worked for order and stability instead of Good.
 

Greetings!

Warhammer Fantasy Roleplay!:) Well, mmadsen, as you well know, I am an old veteran of Warhammer, and ran campaigns in it for many years. First, in my view, the Great Things:

Atmosphere:

Warhammer has a grim and brutal world. The cities are corrupt, and there are so many races that are cool and have very distinct personalities. Dark Elves, Beastmen, Orcs, Dwarves, Elves, Skaven, Lizardmen, Ogres, the list goes on and on. Each was either very cool to play as a character or as an opponent. Dragons just stomped you into mush, period. There are Greater Demons with demon armor and demonic hell-swords that can pretty much make any party into mush for breakfast. The atmosphere provides the tools in abundance for grim campaigns in the forbissing wilderness, just as much as there are tools for ongoing and challenging urban campaigns. The grim atmosphere provides a demanding background in which to strive to be heroic, and hopefully, survive.:)

Combat:

Combat is fast, furious, simple, and elegant. High level characters have no such certainty in any combat. Death is possible for anyone, no matter how powerful. The critical system is very cool.:)

The Nature of Evil:

Chaos is absolutely devouring in debauchery and wickedness! The awesome might of the Chaos Champions is almost stifling! And, no matter how many Chaos Champions you kill, there are always more! Necromancers, Demonologists, all have atmosphere, flavour, and awesome powers. BOVD is a pale anemic child compared to Volume I: Slaves To Darkness; and Volume II: The Lost and the Damned. Both of these books unleash the death, the sexual debauchery, the madness, the terror, that is Chaos. Evil creatures and beings are evil and utterly wicked. They rape, they enslave, they sacrifice, they murder, they drive the weak insane! They delight in torture and dragging the vestiges of humanity into the gaping maw of madness and evil! Villains in Warhammer are wicked, and utterly ruthless. They don't play fair, and they seek to conquer and enslave at every opportunity!

Rules Tweaks and Campaign Assumptions:

Warhammer upended many of the assumptions that were the problems with D&D. Weapons did lethal damage, there was no resurrection, in many ways, elves and dwarves were simply superior to humans, though despite this, humans remained a strong and viable race to play. Character careers and character development made it possible to design and play realistic characters--people that you could believe in, people that had flaws and virtues as well. The alignment system was essentially thrown out the door, and it allowed you to really get into playing a character as an individual, rather than trying to artificially live up to some nonsense ideal. Goodness and virtues were still applauded and possible, but there wasn't some kind of fiat that penalized you or benefitted you for being such, other than the personal philosophical satisfaction of doing so. Thus, richer, and more developed characters could be made that responded to the environment in more consistent, logical ways. The character careers also facilitated this by allowing otherwise "mundane" professions to become adventurers, and they did so in the context of a profession, a place in society, and did so in a way that made developing the character's personality possible and more vivid. For example, your character wasn't merely a "Fighter" but your character was a Labourer, Mercenary, Mercenary Sergeant, Mercenary Captain, Freelance, and Witch Hunter. There was a character and story build-in as to what made up your "character" and your character's abilities. The careers also meshed within the larger context of the society--there was real in-game benefits for being the listed careers, as opposed to just being a generic "Fighter" and so on. Very subtle, and very cool.

The campaigns could be played with drama and great fun with little or no magic at all. There were campaigns that went along for the longest time where no one had even one magic item, or at best, only one magic weapon each. That's it. For those who get bogged down with the "Christmas-Tree" dynamic, Warhammer represented a refreshing change of pace. One could engage in all kinds of adventures and desperate missions, and the focus of the adventures was the "mission" and who the characters were as people, and what they brought to the table as far as personality, history, skills, and experiences, rather than what roster of awesome spells they had, or the backpack stuffed with whatever magic items you can think of. Magic items and spells alike definitely took a distant back-seat to the overall campaign play and storytelling.

These things, to my mind, are Warhammer's salient strengths and virtues.

Warhammer Problems:

Well, non-magic is good for a long time, but after awhile, it too gets old, and even if you want toi change into something more magical, the magical system both for spells and magic items is pretty spartan, and rudimentary. There isn't really a lot of room for development. Thta frustration can become a larger problem over time.

Similarly to the above, the career development, over a long campaign, brings the characters to the point of all looking alike. After they all have 8 or 10 careers, they start to really look alike, and they behave identically mechanically speaking. They all have stats in the 60's, 70's or more, and they all have the same skills for example. That gets frustrating.

The campaign world, while initially a strength, and very colorful, is also a weakness. As my friend Dragonblade explains it, there are "Dynamic" worlds, and "Static" worlds. Warhammer is a "Static" world, in that it is absolutely structured, and there is little room for deviation in continents, world structure, politics, technology, magic, and so on, because if one tinkers with these too much--then you have fundamentally changed the very atmosphere that makes the campaign "Warhammer" and it ceases to be "Warhammer" anymore. It is a delicate kind of thing, but I suppose it can only really be seen after one has played int he Warhammer campaign for some length of time before such underlying principles become crystal clear and evident. These principles are strong, and fixed. They are not always immediately seen, but with time, they emerge. It thus becomes increasingly more difficult and more frustrating to do anything "other" than the usual warhammer campaign of fighting against Chaos Hordes in the Old World. The world can't really grow or change, because real changes would shift the campaign assumptions too severely, and then you would be getting into areas that Warhammer just doesn't handle well, and the very things that make Warhammer distinct and interesting--its strengths, as it were--would erode, and it wouldn't be fun anymore. In some ways, a number of Warhammer's salient strengths also carry in them the seeds of it's flaws and its ultimate disatisfaction over long-term play.

It is an inspiring game system and world, but ultimately, the designers didn't really design it with long-term playability in mind. They designed it something of a lark, as more of a beer & pretzels game, something that isn't intrinsically designed for long-term play. These are essential points that the authors have made over the years in interviews, and this lack of an ultimate, well-founded, long-term playability shows up in play over time. For short-term campaigns, it is without a doubt a beautiful game. I have many fond memories of it, but alas, the flaws show through, and it must in the end, usually, I think, be left behind for a more thorough system, or only played in a limited, short-term manner.

Such inspiration though!:)

Semper Fidelis,

SHARK
 


World of Warhammer Encyclopedia

I always thought it would make a great setting for any system, just use the core book or the nonstatted illustrated world encyclopedia for it.
I was thinking of picking up that World of Warhammer encyclopedia. Is it any good? Could you run a campaign with it? Or would you still want the RPG?
 

Also for those of you who may not know, GW is putting out an online rp for the Warhammer world. It should be out next year. There has also been talk of a second edition but not by Hogshead.
 

Ten things to love about WFRP

10. It's actually a quite funny read (although at some times it can be kinda cheesy)

9. The quality of the original hardback is absolutely stunning. And it smells good.

8. Beastmen and mutations.

7. The Warpstone fanzine.

6. The support in White Dwarf. Good adventures, good articles. Now appearing in a Warhammer Companion close to you!

5. Witchhunters.

4. The enemy within (not the campaign, but the atmosphere). The concept of treachery at every turn, no one can be trusted, they are all out to get you!

3. The WFRP mailing list. The community and dedication is stunning.

2. The horror and investigative dimension. For us it played a lot like Fantasy CoC. Outrageously fun!

1. Skaven. Ooooh, sssskaven, skaven, skaven, skaven. Look for Book of the Rat, the best ever fan written material not to make it into a published book.

M.
 


bwgwl said:

the original Enemy Within campaign (The Enemy Within, Shadows over Bogenhafen, Death on the Reik, The Power Behind the Throne, and Something's Rotten in Kislev) are IMO the best adventures ever published for any game system.

Those are indeed some excellent adventures. I had Shadows Over Bogenhafen in mind when I wrote Death in Freeport. Shadows is still the best city adventure ever, in my opinion.

It may interest you all to know that we're publishing a new book of Freeport adventures next year written by Graeme Davis, co-author of Shadows Over Bogenhafen and other chapters of the Enemy Within Campaign.

Oh, and my favorite thing about WFRP was getting to write an adventure for the game (using Fimir,no less). Nothing says fun like a demon worshipping swamp monster with delusions of grandeur.
 

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