Hi Folks,
I ran a self-written adventure at Endgame's MiniCon this weekend, and thought I'd post a quick recap.
Thankfully everyone had experience with prior editions of WFRP, and one person had bought the new edition, but no one had played it yet. Thus, the first 30-40 minutes of my 5-hour slot was taken explaining the basics of the rules. After the game, when I asked for a critique of my GMing, they said they would have rather have that cut in half and learn a little more "on the go."
Once we started using it, everyone picked up the system very quickly, and as GM, I really appreciated the "one dice roll resolution" to tasks in keeping the story moving. However, there were a few interesting learning points for me that others might want to note:
- Keeping track of everything with counters becomes very close to unmanageable with large groups at the table, and I highly recommend using either pencil on the character sheet or a die to track often changing things like fatigue, stress, fate points, and even wounds.
- If the party uses teamwork, they can really keep a single enemy on its heels quite effectively. One of my "big baddies" was handled very effectively by the group - enough so that it wasn't the challenge that I'd hoped it would be.
- You really have to work to keep the party moving with the fluid initiative order. There's a real risk of having them discuss who goes in what order for 2 minutes if you don't actively push things. However, rather than using party tension as the "threat" I simply had one of their opponents act if they dithered for too long. It worked like a charm, and they were soon very quick in their choices.
- For new players, it helps to remind them of their defenses when you announce an attack, since it will end up modifying the attack roll, and otherwise you tend to roll the last after the fact.
In the end, everyone had a lot of fun, which is the important thing!
