What did you like about Warhammer Fantasy?

The amount of detail and depth of the world. The setting makes this game, character creation, combat all supported the nature of that setting.
 

log in or register to remove this ad

For me it was mostly the atmosphere. Combat system was funky, and it had it's own problems. I ran a very long campaign with that system, and the system broke down at high level (= high exp point total) quite spectacularly. Luckily 3e came out around the same time ;)

It's a shame that the game didn't get the support it deserved. Second edition is needed, and Hogshead should get their act together. The Dying of the Light is about the worst gaming product I've ever bought. I wouldn't put my players through it. (Flawed plot, horribly railroaded, sucky art, irritating premise.) This is a shame when compared to the absolutely stellar GW produced adventures. (The exception being Something Rotten in Kislev; which is the adventure itself ;))
 

SHARK said:
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.

I strongly disagree on this one. Sure, the world has certain basic assumptions - but it is also a kind of "parallel world" to our Earth. And this means you can steal almost anything out of real-world history and mythology and put it into the Warhammer World!

And there's no bigger source of ideas than the real world. So borrow a few history and mythology books out of the local library, buy the Suppressed Transmissions books by Ken Hite, and throw as many twisted ideas at your players as you can come up with!

I am doing exactly that, and the Warhammer World seems far from "static"...
 


Greetings!

Posted By SHARK:

____________________________________________________
Quote:

"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."
____________________________________________________
End Quote.

Well, if you think about what I wrote--carefully now--you may see what it is I'm talking about. Dragonblade knows what it is, and I do as well. You may not see it or agree--but it doesn't make my view "absurd". Warhammer has many of the same static thematic problems that Dragonlance, Pendragon, Elric!, Dark Sun, and even Middle Earth have. None of these worlds have the inherent flexibility and being "Dynamic" as for example, a custom world.

Semper Fidelis,

SHARK
 

Due to the worlds' nature any long lasting victory against the forces of chaos is impossible. This sort of nihilism is all good for Cthulhu campaign, but in heroic fantasy it can also be a bad thing.

What I also liked about the setting, but forgot to mention, is the fact that the world is at the same time grim and humoristic. In a morbid way, but still. I don't know if this comes from the rulebook or the extensive enemy within campaign, or even from my own GMing. But it always was that way.
 

Re: Ten things to love about WFRP

Maggan said:
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.
Couldn't you create almost all of this in a custom setting, using d20 Call of Cthulhu as your rules base, adding in some of the better elements of the Book of Vile Darkness, Armies of the Abyss, Legions of Hell and Warrens of the Rat?

And then you also have a better system that plays well as a long term game, doesn't have wonky randomness on what your character actually is, still has scary combat (albeit not as colorful, depending on your DM) and even at extremely high level you're likely scared to death of the equivalents of dragons, greater demons and the like.
 

Numion said:
Due to the worlds' nature any long lasting victory against the forces of chaos is impossible. This sort of nihilism is all good for Cthulhu campaign, but in heroic fantasy it can also be a bad thing.

Well..yeah! That's because it's not "heroic fantasy", it's Dark Fantasy! ;)

Good point about about the grim humor!
 

Re: World of Warhammer Encyclopedia

mmadsen said:

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?

I have it and I like it.

If you wanted to use it as a campaign basis it will give you a world, its history, the atmosphere and tone and details on the various big power groups and races in most of the world. It does not give you any city information, only has the four chaos gods, (I think there are something like 30 non-chaos gods in the WFRP) but does have a monster and famous npc dictionary. It only deals with two of the human cultures in depth ( a brittanic one and the germanesque empire) giving only hints about the norse and arabian ones. It also goes in depth on the high elves, the wood elves the dark elves, the dwarves, the chaos dwarves, the green races, the skaven (ratmen), the lizardmen empire, the four factions of chaos and the undead kingdom.

There is a lot of good stuff and I really like the full color art.
 

MMadsen

You would have to come up with a local base of operations and create your own or pick and choose monsters and prestige classes to fit the flavor, but I think that could be done without too much problem as many are the same as D&D and D&D has borrowed and incorporated many elements from WFRP as the years went by (such as many of the dwarf and half orc supplements plus SSS ratmen monsters and sourcebook show).
 

Remove ads

Top