Typical Trappings

By NezziR, in WFRP Rules Questions

We tried character creation for the first time tonight - our first non-Demo game.

The way I'm reading the 'typical trappings' on the career card is, that's what they would 'probably have', not 'what they get to start with'. They start with the gear listed by their 'Wealth' selection, then buy any 'typical trappings' as they desire and can afford.

Does that sound right?

The game went great, each game better than the last as we get more play experience. There's a write up on it (my final write up), in my Emperor's Decree, *Nashville* post.

Did it take long for your players to choose their starting gear?

It did not take long at all, aside from the short delay of conversation about starting with your trappings vs. buying your trappings through wealth. We decided you had to buy your trappings through your character's wealth. I took the longest because I had to buy a little more equipment than the rest of the party. Still, it did not take but a few minutes after we figured out how we were going to handle it.

Sweet. This sounds great.

How was the choice of gear available? Were you all pleased with what was there in the book?

Necrozius said:

Sweet. This sounds great.

How was the choice of gear available? Were you all pleased with what was there in the book?

Check this out. There's barely any at all, and it's OK. LOL

Instead of having massive equipment lists, they divided it into categories. So, instead of having a tent, bedroll, stakes, climbing gear, cold weather gear, etc. They had a single category called 'survival gear' and had different prices listed by availability.

For example, abundantly available items, such as blankets and rope, are all 3b. Commonly available items, like a bed roll or a tinderbox are all 1s.

So, instead of having gigantic 100 page listings of gear, you just categorize what you're looking for and look up the price.

I thought it was pretty smooth.

Nice.

That's a hell of a lot better than the DnD 3.0 equipment section... UGH.

Then again, that's pretty easy to beat.

That I'd be one fancy tinderbox given the work and materials that go into a bedroll.

Loswaith said:

That I'd be one fancy tinderbox given the work and materials that go into a bedroll.

Oh yes, it's very special. It even has a magic cricket that... is unrelated to fire starting. But hey - cricket. Amiright?

Yeah, I was just guessing. I'm not sure if it falls in that price bracket or not (one of my players has my books till tomorrow).

So, is that a nay or a yay on the trappings?

(see OP)

Imma go ahead and answer my own question. I think it's 'nay'. I looked at the demo characters, and though I know they aren't 100% legal starting characters, they are missing a lot of the listed trappings. It looks like the 'typical trappings' are suggestions and not granted equipment. You get the granted equipment from your Starting Wealth.

That sounds fair to me. This gives starting out dirt poor an even more interesting dynamic, you have to find a stick to fight with if you forgo wealth for stats and abilities.

We just made some PCs last night, and we decided the same. Typical Trappings are suggestions, not what you start with. Your wealth is what you start with and money with which to purchase equipment to start.