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ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
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What did you like about Warhammer Fantasy?
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<blockquote data-quote="pogre" data-source="post: 448835" data-attributes="member: 6588"><p><strong>WFRP</strong></p><p></p><p>I played WFRP from 1986 until Third Edition came out. Here's a few of my ideas. Yes, I really played it for that long as my main game.</p><p></p><p>We added a characteristic called Perception because the game relies too heavily on Initiative for searching and combat.</p><p></p><p>The Magic is cool, but I like a low magic campaign. Wizard Players must understand they will probably never get more than two or three spells, and that's after everybody else has had a few advanced careers.</p><p></p><p>The careers are the best and worst part of the game. 1st they are very cool and the experience system works well early on - but characters hit the ceiling pretty fast and they have to head into a magic career or call it a day. It's tough to run a campaign on a long term basis - believe me I have done it.</p><p></p><p>The new Realms of Sorcery was basically a GM source for NPCs - pretty neat, but does not add much for the characters in general.</p><p></p><p>It frustrates me that many people see the combat system as primitive. Simple and fun is an Advanced system to me. Anybody can make a complicated system, but a system that only requires a couple of rolls is quite exquisite. I think WFRP combat is the best part of the game.</p><p></p><p>I love the percentile system - it works really well most of the time. Another game that I think does this even more elegantly is Millenium's End by Chameleon Eclectic. Heck, that's a game to play for the skill system alone - although the wound system shock is WAY too complicated. I don't like Modern genre, but I ran this game because of the system! (It was recommended by a friend as an awesome system).</p><p></p><p>The setting was great in the beginning, but with GW's limits it became frustrating. We left the Olde World after a couple of years to play in a homemade world. </p><p></p><p>I'm not crazy about the Hogshead approach. They are really nice guys - James W. is especially friendly. But, let's be honest - they see WFRP as just a cash cow. They also view WFRP as a primitive system that "real" roleplayers have evolved past. Yes, I'm putting words in their mouths, but frankly that is their tone. Not a slam against them - I just disagree with their view.</p><p></p><p>One thing I loved about WFRP was insanity and Cool checks. They really brought a lot to the game.</p><p></p><p>Finally, I think Shadows Over Bogenhafen is the finest adventure ever. Even though it was more like a CoC adventure it blended all the elements that make WFRP great. It certainly got us hooked.</p><p></p><p>I would love to see a new edition of WFRP, but with the licensing restrictions I'm afraid it would be too much like the new Realms of Sorcery.</p><p></p><p>Keith Pogue</p></blockquote><p></p>
[QUOTE="pogre, post: 448835, member: 6588"] [b]WFRP[/b] I played WFRP from 1986 until Third Edition came out. Here's a few of my ideas. Yes, I really played it for that long as my main game. We added a characteristic called Perception because the game relies too heavily on Initiative for searching and combat. The Magic is cool, but I like a low magic campaign. Wizard Players must understand they will probably never get more than two or three spells, and that's after everybody else has had a few advanced careers. The careers are the best and worst part of the game. 1st they are very cool and the experience system works well early on - but characters hit the ceiling pretty fast and they have to head into a magic career or call it a day. It's tough to run a campaign on a long term basis - believe me I have done it. The new Realms of Sorcery was basically a GM source for NPCs - pretty neat, but does not add much for the characters in general. It frustrates me that many people see the combat system as primitive. Simple and fun is an Advanced system to me. Anybody can make a complicated system, but a system that only requires a couple of rolls is quite exquisite. I think WFRP combat is the best part of the game. I love the percentile system - it works really well most of the time. Another game that I think does this even more elegantly is Millenium's End by Chameleon Eclectic. Heck, that's a game to play for the skill system alone - although the wound system shock is WAY too complicated. I don't like Modern genre, but I ran this game because of the system! (It was recommended by a friend as an awesome system). The setting was great in the beginning, but with GW's limits it became frustrating. We left the Olde World after a couple of years to play in a homemade world. I'm not crazy about the Hogshead approach. They are really nice guys - James W. is especially friendly. But, let's be honest - they see WFRP as just a cash cow. They also view WFRP as a primitive system that "real" roleplayers have evolved past. Yes, I'm putting words in their mouths, but frankly that is their tone. Not a slam against them - I just disagree with their view. One thing I loved about WFRP was insanity and Cool checks. They really brought a lot to the game. Finally, I think Shadows Over Bogenhafen is the finest adventure ever. Even though it was more like a CoC adventure it blended all the elements that make WFRP great. It certainly got us hooked. I would love to see a new edition of WFRP, but with the licensing restrictions I'm afraid it would be too much like the new Realms of Sorcery. Keith Pogue [/QUOTE]
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