It doubles as a back scratcher. ![]()
Anyone seen 'The Storm' yet? [Possible Spoilers]
Shadowspawn said:
Everything sound interesting except for the missing map. I can't stand when companies do that. Here is a city to use as your base of operations.. but we will only give you a rudimentary map if any, for you to use.
Can't agree more. DotR and SoB were great products because of the quality writing... and the maps ! Multiple maps ! Evocative maps ! And tons of them !
I don't understand this modern way of doing rpgs with no maps... or else cheap ugly battlegrid maps...
Cost concerns or what ?
Have mine now. Must say at first glance, I like what I see. I'll post an 'in the read/moment' review as I'm planning on starting this tomorrow night (hehe).
The map, definitely could have been handled better, but the player/GM handout (some handouts are double-sided with the player view on one side, the GM's view on the other - slick that, by the way) does give a general gist of the town layout. Its easy enough to fill in however you choose (a more detailed map would be nice, but there are the main roads through town on ita as well as where the city gates are. Another nice map shows the outlying area and locales of interest (this, oddly, is reprinted on the last page of the book, rather than the city map for GMs to fill in themselves. But as a nice counterpoint to that the player handouts (maps/notes) are in full color and double-sided. If you like the old cutouts from 1e and 2e for their immersive qualities I think these'll make you very happy (as they made me). They're party/career/nemesis sheet uniformly sized, easy to store.
The new action cards are nice, as are the few new talents we get (more options, always nice) there was a nice surprise on the standups sheet (and one 'npc') I won't ruin it, but I want to cut straight to that encounter and present it to the party. hehe (new entry for my bestiary? You bet!)
The storm tracker is definitely interesting. I hven't read how it functions exactly yet, but it is a cool looking tracker to be sure.
Ok, on to reading!!
keltheos said:
The new action cards are nice, as are the few new talents we get (more options, always nice) there was a nice surprise on the standups sheet (and one 'npc') I won't ruin it, but I want to cut straight to that encounter and present it to the party. hehe (new entry for my bestiary? You bet!)
Could you write what the standups are on my formspring? You don't need an account to post it. Nobody's giving a straight answer in hopes of not ruining it and it's driving me crazy 
and thank you so much for indulging me
It does sound awesome. can't wait to get my order.
Hi all got a question for those lucky enough to have this campaign (here in Australia we'll need to wait another few weeks at least!!)
What Rank chars is it for - beginner?
How long will the campaign last for? Roughly.. does it look nice and big?
What Rank will the chars be at the end of it?
Thanks!
Hi all got a question for those lucky enough to have this campaign (here in Australia we'll need to wait another few weeks at least!!)
What Rank chars is it for - beginner?
"...with a couple of adventures under their belts..."
How long will the campaign last for? Roughly.. does it look nice and big?
What Rank will the chars be at the end of it?
I'm not sure at this point. I've only had time to read through the introduction and first adventure. I guess depending on session length the first adventure could be cut into two sessions, but I'm estimating my players may get through it in one sitting depending how much depth we get into.
(sorry, can't figure out how to get quotes to work right...
)
It took my group 12 * 4 hour sessions to get through it.
twak2 said:
Hi all got a question for those lucky enough to have this campaign (here in Australia we'll need to wait another few weeks at least!!)
What Rank chars is it for - beginner?
How long will the campaign last for? Roughly.. does it look nice and big?
What Rank will the chars be at the end of it?
Thanks!
Like Keltheos, I'm still reading, but : the campaign isn't big in a geographical sense, like say Death On The Reik was - its pretty much focused on events in and around Stromdorf, although those events do span a reasonable period of time. There are interludes in amongst the main adventure, and periods of down time (there's a three day period, for example, prior to the start of Chapter Four), so there is room to add your own stuff in there.
I would, for example, spend the first session playing the part covering actually getting to Stromdorf, then I'd spend a few sessions in the town, letting the PCs get to know it and it's people, maybe adding a couple of side adventures of my own, and laying the groundwork and foreshadowing for the main campaign. Continuing the example, the first campaign segment, "The Lesser Evil", starts with a little investigation and culminates with a lot more action - I reckon this would cover two-three sessions worth, again depending on your players and play time.
With regard to Ranks, you could take characters straight out of Eye For An Eye into it - not sure what Rank they'd be when they finish though.
Yeah, I'd like to spend time having the players get to know the townsfolk, but part of the problem for my group is that its so out of the way/backwater there's little impetus for them to go there unless you're using a carrot (won't mention the listed ones) or tie them to the town through relations. Parties that rely more on 'go here and do this' will jump right in with investigating (hopefully).
We're implementing the Drives house rule I posted in the House Rules area, so I'm hoping to find some good reasons for the party to visit Stromdorf buried in their Drive reasons.
I just got mine, an the map is much worse than I was expecting. The map is tiny, I can barely read anything on it because the text is so small, in addition to some weird grainy effect they used. I find that an absolutely useless map for a town that is supposed to be the focus of the campaign. Most everything else looks really nice, though the size of the player handout cards and other maps are also too tiny for my tastes.
I'm still reading the actual story, which seems okay. I'm afraid the poor quality of the accessories would have me giving this a 3/5... mostly because this is a game that has, up to know, had excellent accessories.
I am curious from a designer standpoint: why do folks want detailed maps of towns? What value do you think it adds? Is it worth time producing an attractive town/city overview map at the expense of writing additional content on the contained locations or areas?
i don't know why intricate maps are awesome but they are. maybe i am just a visual learner or something. and i don't know if i would prefer a super cool map to well-detailed written description. as a consumer i think i would like to have as much as i can of both. that is, i would rather pay more to get both than to pay less for just one or the other. especially for my hobby. i am a total cheapskate when it comes to everything else:)
A true confession and a wishy washy answer..
I like detailed maps and full town write-ups..
...But I rarely use all that information, nor have my players put a strong demand on me for that detailed content. So I can sympathize wth FFG.
On the other hand, my players are really impressed when I can demonstrate a great deal of detail. Just again, practically speaking it is seldom called upon. My two cents, your experience may vary.
I like full write ups AND maps, I do not see why one has to come without the other. I have noticed a trend among game designers in that they tend to leave things very generalized. I'm sure that is great for people that have the time to detail it on their own. I'm not one of those people.
I recall running many games in Middenheim, we had the giant poster map on the table with counters or miniatures in various places to make events and other details, it was a great visual aid for both me as the GM, and my players. Detailed maps are a must for RPGs in my opinion, if I'm going to bring the world to life for my players, I need to feel like that that world is real for me too.
Here's hoping that FFG does something about this releases a decent map for download. I'd settle for a printable version of what's in the boxes set, so that it could be full size... but I'd much rather something that isn't as... odd looking.
Could someone give a basic list of the Adventure Hooks so I can start lining my party up for the adventure?
Nez
Regarding town/city maps - I never use em other than to see the relative position or distance between two locations, and the one in the box does that just fine. I don't think I've ever had the map of a town down on the table while playing, not even if its a big poster map. Its a bit difficult to paint a verbal picture of gloomy streets, with signs and lanterns swinging in the howling wind and growing rain when you have a flippin' great colourful map plonked at the centre of everything.
I agree though, the abstract map is small, and I can see how folks who really struggle with small print might have a problem - it wasn't an issue for me however.
NezziR : The hooks are dependent on party type and many are of a general nature involving rumours that lead to Stromdorf, or pursuit of a particular person that has either no direct link to the story or a purely tangential one.
The ones I'd recommend ARE actually tied in to the main story and all centre around the search for a missing guildsman. This will most likely be my route into the adventure, since the investigation would give the players time to get to know Stromdorf and the situation there. The book recommends this hook for Adventurers, Reputable or Criminals, Infamous, but to be honest it works for all types - you just need to shift the reason for the search around a bit and tailor it to your players.
I'd make sure your players are involved with the merchants guild prior to starting, either as allies or opponents, in one of your own adventures first?
So how is the adventure? How does it compare with the best of WFRP - Shadows Over Bogenhafen and Power Behind the Throne?
InfinityDoctor said:
The ones I'd recommend ARE actually tied in to the main story and all centre around the search for a missing guildsman.
Perfect. I already have an idea. Thank you.
We have town maps (Middenheim/Marienburg/Bögenhafen/Kemberbad/Delberz etc.) placed on the table in front of the players with markers showing the positions of PCs. There are so many visual informations on these maps, which are difficult to communicate to the players, and they provide both players and the GM with ad hoc ideas during play.
BlackBaron said:
So how is the adventure? How does it compare with the best of WFRP - Shadows Over Bogenhafen and Power Behind the Throne?
In a very rudimentary sense, I suppose its closer to Shadows Over Bogenhafen. It doesn't have the complexity or political maneuvering that I remember in Power Behind The Throne, although its been a VERY long time since I played either of these adventures. The scope of The Gathering Storm is smaller too, more localised, the outcome largely concerns the fate of Stromdorf rather than having far-reaching consequences for the entire Empire.
I have poured through it now and have to say overall I'm very very pleased!
It is certainly enough material to keep a party going for 12+ sessions - with each one being pretty meaty. It is localized as others have said but the adventures run the gamut of investigation/social aspects through to 'OMG outnumbered > quick thinking' type things! There is a lot going on here that I think is well done - including the hand out bits.
I do understand the unhappiness with the maps - but the player one is just enough to give an idea of the town, which is all the players would really have to go on any way.
My only 'issue' is with the poop no idea how to post behind a 'spoiler' tag - anyhoo I have issue with aspects of the wrap up. I'll leave it at that.
Good product and I would certainly urge everyone to pick it up and give it a chance!
EineHund said:
My only 'issue' is with the poop no idea how to post behind a 'spoiler' tag - anyhoo I have issue with aspects of the wrap up. I'll leave it at that.
The wrap up is a little low-key, but it is in keeping with the adventure as a whole (I'm reluctant to call it a campaign, campaigns for me are the entirety of Enemy Within, or all of Dragonlance, if you want to use That Other Game as an example). This isn't really a tale of epic villains and clashing armies, its largely a tale centered on the fallout from an ancient lack of foresight and a very human failing - even to the very end. I think it will work well when you actually run it, especially if you have player characters who have been trying to be all noble and do the right thing!
I think low key ending is intentional. After all, the only person who are in the known are the adventures and the person who instigate the whole event.
But, I think the fall out will be interesting. Stromdorf will be substantially transformed by the the event one way or another, and participant could be instrumental in the future of the town.
I started a campaign log in the GM section (players, keep out!!) for my group with plenty of spoilers for any GMs looking to discuss ideas/complications/etc.
I think part of the plan is to introduce new play groups to the warhammer world on a smaller scale. It covers several themes central to the setting nicely, and for that I definitely appreciate it.