Post MiniCon Game Recap

By schoon, in Warhammer Fantasy Roleplay

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:

  1. 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.
  2. 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.
  3. 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.
  4. 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!

Nice to hear you had a good game.

1. How large did the party get?

2. How well/fast did they adjust to the new dice system?

3. What were some of the likes and dislikes from the players on the new system?

Overall nice feedback i note them down happy.gif

schoon said:

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."

Yee gads! That is a long time. Ideally, you want to be playing within 15 minutes of starting. I would focus on explaining the dice system and then providing an overview of the character sheet. Explain other concepts as you go and leave combat until the first combat arrives. It is mostly an extension of the core rules anyway and by that time they will have a handle on the basics.

[this post would be better with pictures]

So, were can we download your scenario?

jh

Game System: Warhammer Fantasy Roleplay 3rd Ed
Scenario Name: Relic
GM: Sean Schoonmaker
Variations: None
Power Level: Rank 2
Number of Players: 0 of 6 Seats available (no one on wait list)
Characters provided? Yes

Description:
A scholar of the noble Pfalzgraf Erdmauer has tasked you with recovering a Sigmarite artifact deep within the Reikwald Forest. All manner of fell creatures prowl the highlands and forests, but recovering the relic may only be the beginning.
SIgn me up!

Militarywizard:

I had 6 players at my table, and they picked up the dice system very quickly. I think I "explained" for too long when we should have been learning while playing. They liked the speed of the system and the lack of the "roll, counter-roll, damage-roll" for combat resolution.

Skywalker:

Yes, in retrospect I would have spent far less time on that. I'm used to running demos for Dark Heresy, which has a much chunkier rules system. Next time I will do better!

Emirkol:

I need to integrate my "lessons learned" and get it into a more user friendly format - but I plan to share it with others. happy.gif

I played in Schoon's game, and had both played in and run the new edition before that night.

On the subject of initiative, I strongly recommend that the initiative tracker be in front of the GM wall, and not behind it. Otherwise you have 6 players that have to remember what numbers they had, and the spread, instead of being able to take advantage of the physical elements of the game and just look.

Yes, this does mean revealing where in the initiative track mobs are, but that should be apparent after one round of play anyway. If you don't want to reveal where the mobs are in the track, use two tracks, or only place the mobs on the track once they act.

Managing the initiative track and delay, and using rally to adjust the order again, is one of the key elements to the abstract but tactical conflict mechanics of WFRP3, and keeping it behind the screen makes it hard if not impossible to enjoy that part of the game.

A GM will also get punchier response from the players if they are not thinking at the head of every activation, and can just look.

cislunar said:

On the subject of initiative, I strongly recommend that the initiative tracker be in front of the GM wall, and not behind it. Otherwise you have 6 players that have to remember what numbers they had, and the spread, instead of being able to take advantage of the physical elements of the game and just look.

That's exactly what I do. I use write-on post-it flags beside the initiative tracker on the table. For the first round, I hold the NPC markers behind the screen and put out the PC markers on the track immediately. Then I put out the NPC markers as we move through the first set of turns. For subsequent rounds, everyone can simply be ready on his/her turn.

Llanwyre said:

That's exactly what I do. I use write-on post-it flags beside the initiative tracker on the table. For the first round, I hold the NPC markers behind the screen and put out the PC markers on the track immediately. Then I put out the NPC markers as we move through the first set of turns. For subsequent rounds, everyone can simply be ready on his/her turn.

Simple and smart solution. I like it!

Nurgle said:

Llanwyre said:

That's exactly what I do. I use write-on post-it flags beside the initiative tracker on the table. For the first round, I hold the NPC markers behind the screen and put out the PC markers on the track immediately. Then I put out the NPC markers as we move through the first set of turns. For subsequent rounds, everyone can simply be ready on his/her turn.

Simple and smart solution. I like it!

I'll do that too. Thanks ! great idea :)