How good is the GM's Toolkit?

By Harlock2, in Warhammer Fantasy Roleplay

The monster and npc standies look really good. The GM book seems like an optional sort of thing. Are the organizational sheets any good? Are the new item and location cards worth the money?

Ok. so new monsters and NPC stand up are good, the GM screen is great but is the book worth buying?

The GM book form GM Toolkit is good with lots of hooks for the GM - this can be really usefull when creating scenarios. Godd thing is that the book shows You options how You can use does items and places from this expansion. new item are looking well and new loacation cards are usefull that I cam say. If You are going to create Your own scenarios and want some new point of view this book is for You. Especially if You are a starting GM in WFRP setting then buy it.

Oh I almost forgot one of the best thing in this book are the Nemesis rules and optional rules. There is also a chapter about Exp points for a starting and a experienced GM. This is a good title but if I would have to chose what to buy the GM Toolki or The Gathering Storm then the campain wins. the Gathering Storm is great with new spells (for Chaos Beasts, Orcs and Necromancers), items, location cards and a great chapter about the city Stromdorf. This campain rocks!

The book has some nice ideas to help GMs with. They're things that should have been in the core GM's book, really.

The screen is useless. 20% of it is taken over by reprinting the core rulebook's index page. I think that says it all. The game doesn't really need a screen with tables, anyway.

I don't mind having the thing. But it is in no way a necessary, or even good, purchase.

In term sof the book (not the cards etc.), I would say –

Chapter One – Nemesis rules add option for more rounded out NPC’s. Nothing you won’t see in practice in Gathering Storm set and be able to reverse engineer from that (e.g., when an NCP write up says "Nemesis"). It does make the NPC more complicated for GM to run - myself I'm not so sure I wouldn't just give a "nemesis" a bigger ACE budget and let them spending cunning to adjust stance.

Nemesis organizations - neat, but based on the cards more than the text in book.

Chapter Two -Episode Templates both provide concrete illustrations of the Act-structure as well as 11 examples that can be used/re-used for good effect. This is probably the most useful part of the text

Chapter Three - Useful information about using progress trackers and party tension meter but nothing very earth shattering.

Chapter Four – (very short) Seems filler and fluff that play reveals, experience with system teaches. Nothing here changes “where you will be after playing for a couple of months”.

Chapter Five - Advancement insights give some useful ideas about flexibility in ways that emphasize roleplay. The Insanities options seems weakest as they’re so close to the rules as written as to make the space used for it questionable.

Chapters Six and Seven (advice on running encounters and rewards) - In some ways similar to Four but the quality of advice and illustrations better. This will likely inspire some GM’s and improve quality of their game, particularly less experienced GMs.

Chapter Eight - The optional rules. The ACE options very much needed but many folks already doing that. Not every rule to everyone’s taste but that’s point. Solid section with high ratio of value to text. Depending on your preferences perhaps tied with Chapter Two for value. The high lethality option seems weak as they mostly make higher level PC actions more lethal rather than monster actions (revolving around training).