Is dungeon crawl possible with this edition???

By Blustar, in Warhammer Fantasy Roleplay

I know some people are bored with this type of gaming but it's still my favorite type of campaign. Do you think this edition will adapt easily or will there have to be modifications to the base system?

I'm sure that this will be possible without a book of houserules.

Myself I'm gonna set things up loosely based upon the strictly card based Dungeon Crawling game "Dungeoneer"

By that, I mean that each room will have it's own listed effects (like the current terrain cards) but with just a bit more detail.

Eg.: The Fire Pit Room, the Giant Clockwork Gear Room, the Rope Ladder, the Hallway of Pain etc..., probably linked up by various generic underground style hallways and corridors.

I may or may not actually MAKE these cards (but it would be easy, just print out a sheet of blank cards and write out the details). Keep your dungeon map to yourself (and prompt the Players to draw up their own map as they go along).

For examples of that Dungeoneer game check out the following links for possible inspiration:

(Board Game Geek Link)

And a photo

I like that idea. Make a bunch of generic room 'effects'.

One thing I would be worried about a dungeon is turning the combat into a tactical game. Just something about dungeons seems to = squares/tiles. Instead, I would keep the abstract movement.

But I personally see no reason why you couldn't run it as a dungeon style game. But the combat is a bit more brutal. I would highly encourage a healer (Priest of Sigmar or Shallya) and recommend Healing Draughts as a standard item for players.

Sarim Rune said:

But I personally see no reason why you couldn't run it as a dungeon style game. But the combat is a bit more brutal. I would highly encourage a healer (Priest of Sigmar or Shallya) and recommend Healing Draughts as a standard item for players.

Although video gamey (Diablo II anyone?), the idea that there are lots of lost shrines to different gods here and there to be discovered might be a possibility.

Like: Shrine of Shallya: drink from the fountain to heal all wounds, fatigue etc...

Yeah, kind of goofy, but dungeon crawls ARE kind of silly in an awesomely fun way...

Sarim Rune said:

One thing I would be worried about a dungeon is turning the combat into a tactical game. Just something about dungeons seems to = squares/tiles. Instead, I would keep the abstract movement.

With the Dundjinni mapping program, you can make dungeon floorplans with the gridlines turned off.

However, Necrozius' Dungeoneer idea does fit better with the v3 spatial approach IMO than using traditional floorplans.

Simplicity's the key.

Here's another idea:

Location: Cramped Corridor

Attack actions made with Polearms, Spears, Great Weapons or any other long weapons, have their base difficulty increased by <p>.

Location: Slime Pit

Any time a Chaos Star is rolled for a Physical Action or Skill, the PC must immediately make a <pp> Coordination test (Ag) or gain the "Something" Condition Card (whatever condition best represents falling down on one's ass).

EDIT: my point is that there are REALLY good examples on the existing location cards, as well as the chapter on environmental effects in ... what book was it?

Necrozius said:

Location: Cramped Corridor

Attack actions made with Polearms, Spears, Great Weapons or any other long weapons, have their base difficulty increased by <p>.

Location: Slime Pit

Any time a Chaos Star is rolled for a Physical Action or Skill, the PC must immediately make a <pp> Coordination test (Ag) or gain the "Something" Condition Card (whatever condition best represents falling down on one's ass).

I would append the Cramped Corridor card with a line saying that combatants can only fight in single file. The Slime Pit should also have something for actually falling into the pit. Perhaps 2 Bane results on any test rolled in that location means you fall into the slime.

I guess you -could- modify it enough - but I have to ask if you own Warhammer Quest...

Necrozius said:

EDIT: my point is that there are REALLY good examples on the existing location cards, as well as the chapter on environmental effects in ... what book was it?

Tome of Adventure, somewhere around pg. 20.

It should work just fine. D&D 4e went to "REGIONAL AREAS" for their scenarios (i.e. several rooms instead of room to room), and it works fine with that system, it shouldn't be any tougher in whf3.

I'm eager to hear real-world experiences with this aspect of gaming.

Maybe I'll try out KEEP ON THE BORDERLANDS with a soldier, troll slayer, mercenary, and priest of Shallya.

jh