I'd like to hear how everyone is doing.
How are your campaigns going? What scenarios have you been playing? How are the characters advancing?
I'd like to hear how everyone is doing.
How are your campaigns going? What scenarios have you been playing? How are the characters advancing?
Quite well actually.
We've been playing scenarios of my own creation, about once session a month (we split between a number of GMs and games).
The system is holding up very well to extended play, though there is serious concern over the lack of Intermediate and Advanced Careers for most archetypes.
Awesome, thanks! We play once or twice a month. We've done all of FFG's material (although my version of ADL,ADS was heavily modified,) plus modified versions of For Love or Money and With a Little Help from my Friends, plus a plot arc of my own devising to link everything together and give it a more epic feel. Right now, we're on the third chapter of TGS.
I'm very sparing in the xp I give out, so my guys haven't even finished their first careers yet, although they will when we start our next session.
Overall, we're having a great time; my players want to get in there and figure out what's going to happen next. My only problem is that I've made them too paranoid. There's only one character in the whole game world that they'll trust to help them, and he's usually unavailable or indisposed!
The game I'm running has been going pretty good! We've had some stalls in running the game entirely consistently, but we've done 12 games since January. Experience-wise, I'm a sitngy bastard! We've had 12 games, I've given out 12 experience! When people miss games, they usually get half the xp. When characters die, new ones get about half the xp. I tend to like the lower-powered characters for my games, and Warhammer RP is still new so it gives plenty of time for supplements to come out before we get too high in xp.
Scenarios, huh? Since this is the first time I've actually run Warhammer RP (despite lots of reading and playing Fantasy Battle for many years), I've been going slowly. I developed a meta-plot, and have mostly been using canned scenarios with a bit of a twist to tie them to the meta plot. I ran A Day Late and a Schilling Short followed by Eye for an Eye, then wnt on to For Love or Money from the Plundered Vaults. I ran my own scenario there, then went on to the Oldenhaller Contract then Rough Night at the Three Feathers. Suffice to say, all the adventures from previous editions have been working just fine with 3rd edition, with just a few tweaks here and there.
Ummm, errr, well...we've been running the game since the beginning of November (with stickered diced and a print out character sheet). We have been playing twice a week since then (luckily for me, my fiance who has always "disliked" gaming heard what we were doing and came down to play with us so that has given our group a lot more focus and time). She thought she was going to be on and off again and get in the way, but for a person who had never gamed before, she picked up the system in no time and ended up really liking the story. Seriously, how fast new players pick up this system stuns me...to the point that some of them now even instinctively add blacks to their pools based on just my descriptions alone. I have ran several demos of it (though none of the officials because my LGS owner is a real pain about buying the 40 box set), and players just seem to get it around here. 3e never ceases to amaze me. Players I have seen for years never really "get" system have this one down pat and love it. Sorry, I thought I should bring it up since you're wondering how my campaigns are going.
With them, I have been running a home-brew concerning the Great War of Chaos and the rise of Magnus the Pius (who currently is 10 years old and the party just met and saved his life.) Teclis is also teaching one of the character's the basis of Magic - as we delayed wizards for the box set coming out. We did decide to slow down the XP/Advances system with a home-brew mechanic and had to pull back the starting profiles a bit, but other than that, the system has yet to blow out and we're reaching rank 2.5 now (we started out at 0 rank). They generated basically into the character's with a few starting stats, since, when we started, we really had no idea what those stats would actually look like (lol). If we would have done it straight it's like 72 advances they should have and that would make them roughly rank 7 by now...it just seemed to fast to me for how much regular play we do. Honestly, the mod took us no time to come up with. Ten advances to reach the next rank, cost varies by type of advance.
Now, I do run twice a month a game at my LGS, another home-brew designed to kill off the party - their choice, not mine - by the end of it. They decided to do it just to make way for me to run Edge of Night. That module sounds like it should be great so I'm looking forward to it. I've run the scenario in the TOA and am reading through the one from Winds of Magic now and it looks pretty good. I got TGS and though I really liked it, I couldn't get into it enough to run it - it's just not my style of module. But I do like it a lot. I have been helping this kid run it though. He is just getting the hang of how to GM and we talk at the LGS as he plays in my group there.
Overall, my campaign/casual games are going great! Maybe too great as television and every other form of hobby or distraction from my work has been sacrificed on the great alter of Warhammer. I haven't gamed this much since high school (lol) ! LOL! And I was about to quit the hobby for good two weeks before I heard the 3e announcement.
It's going really well. We have played the EYE intro scenario and are halfway through Thousand Thrones. 11 or 12 sessions so far I think. Long sessions though.
Since I purposely made it a once-in-a-month session (lot of job related work all-round, plus we've got 2-3 other campaigns running as well),
we've done
- day late/shilling short
- finished eye for an eye
- about to enter gathering storm
mostly a melee-focused group, they took 4 sessions to conclude the adventure, gained a total of 5 xp and have suffered quite a bit of damage in combat.
The advanced career path is not all that big of a worry since we have a priest & a dwarven slayer, which already have their solution.
The greatsword wielding elf has no intention of going to anything different as a class, so it will likely boil down to letting him take the class again but slightly modified.
Finally the rat-catcher is only interested in firing his bow & keeping his dog, both fairly easy to accomodate once he reaches the end of the career.
The combat system still takes quite some time from what I find, so I try to limit myself to 1 real combat encounter per session . Our sessions take 4h, no more. So a combat that takes out the better part of an hour, is a significant amount.
The movement part of combat so far hasn't been an issue yet because I go more by common sense and less by counters on the table, and because the party stays together during a combat.
Asfar as adventures go, I tend to give out just enough information and then sow in some seeds of misinformation/useless things they notice, so that they really have to keep their heads with it. I also make sure every party-member finds different information, just because different interpretations on different matters add to the fun
However, I suppose that has less to do with the mechanics.
Although my group has tried to maintain 2 sessions per month, really we've averaged about 0.5 per month at best due to schedule mishaps.
My campaign has been completely of my own design, and has the characters unraveling a conspiracy surrounding a fanatic cult of Sigmar (!) in Nuln. We've gotten in 4 sessions of this game, and so far one character has been driven insane. Overall, the game has been a huge hit. One of the players who I was concerned may not jive with the game has really fallen in love with the game.
Unfortunately, I'm about to move soon, so I'm going to have to wrap up this campaign and then focus on recruiting a new group closer to my new home. But yes, overall my (somewhat) limited experience with 3e has been great.
MSpookshow said:
This sounds really neat. Any plans to write it up and share it? (After your move, of course. Good luck with that!)
We're playing one 2.5 hour session a week.
Only two pc's: a Grey order apprentice, and a scout (who's specialised with the bow).
So far we've run through Eye for an Eye, an adventure of my own making revolving around ancestorial oaths to an ancient wizard-king and a ritual that raises it back from the dead, and we have just started on TGS.
We found the system quick to learn and easy to play with lots of depth and subtleties to it.
I must admit that we don't use a lot of the tracking counters, preferring to keep track of these things (hp, stress, fatigue etc) on paper. Likewise I don't tend use tracking bars either, preferring to chose the outcome that best suits the game at the time (or the players actions). Still I can see it is a useful tool if I ever become structured enough in my gm style (or is that organised enough) to use it.
All in all, we're enjoying the system hugely.
I will say though, that we are finding it less deadly than some people seem to think, both for the players and the monsters they fight. But then maybe that's because my group isn't exactly geared towards hand to hand and prefer to deal with threats from a distance when possible.
I played a game with 3 PCs a few months ago - ended in a total party kill (TPK).
I have since started another game with 2 new players, picking up from where the last players ended. I even had a "phantom" like experience where the new players got to hear the last party's experiences (I included actual quotes) - helping them to make better decisions.
Now I've transitioned them into the Thousand Thrones (a 2nd edition campaign that I"m converting over to 3rd). So far they are half way through the first chapter and I think they are digging it. I simply had to adjust the character hooks to properly motivate them.
As far as the game mechanics - they struggled with the cards and stance meter, dice, etc. - but now I think they appreciate them for what they are, and they follow the support I give them.
We're playing in spurts; some weeks we don't play at all, other weeks we play twice, three-hour sessions usually.
We've gone through A Day Late, another introductory-type adventure of my own design, Eye for an Eye, yet another homebrewed, and now we're starting on Gathering Storm. We have two GMs, so we have a party of 3, along with an NPC, where the NPC is filled by the PC of the GM when they aren't playing. We split the roles at the end of each adventure, so there aren't any spoiler issues. I'm running all homebrewed adventures and converted ones (Going to do some Karak Azgal ones next), and the other GM is doing the published adventures, so I get to take a break while we go through TGS.
It's been working very well. The only issues we have are times where the players don't know what to do next; they're all new players, so they don't always realize that they can do just about anything they like. This just means that I tend to have to put big flashing neon signs on all of my adventure hooks if I don't want them to miss it. That's just something I'm sure will improve with time though.
The setting seems far better tailored to our style than something like D&D would be; especially in my case, since I can't stand the idea that people will be using swimming checks to swim up waterfalls, or balance to run across a cloud... not to mention the fact that there's five wizards in every town, and you run around with a cart filled with "Vendor trash" magical items.
The system is also working out well. Abstract distances are very easy to work with, and combats flow much more easily. We don't use Corruption, Stress or Fatigue counters; instead we just note them on the character sheet. Other than that, we like the cards and chits quite a bit. I'm planning to print out an expanded character sheet though that would allow players to do away with any cards or chits they don't want to use; as people gain more ability cards I could see things getting cluttered.
Next session should finish up a conversion of "Rough Night at 3 Feathers" encountered at stop-over on the way to Stromdorf.
As GM, I would say going well. First couple of nights of play (including character creation) saw more roleplaying and party fortune points awarded, 3rd night was more melee and roleplaying took a back seat (though our first critical wounds and stress/strained induced temporary insanities appeared).
Party has gelled fairly well into a warhammesque combintation of rogue and adventurers. Once adventure finished I intend to post a summary of how it went.
I'm going to have to remind people about narrative control/imagination (just saw Toy Story 3 by coincidence, good examples of imaginative play with toys) and not "waiting for rules/GM to hand you bonuses".
Rob
My games are going fantastic. My players show every week eager to play and they talk about it on our list through the week. Moral is high and we're really enjoying the mechanics. My players are starting to find mechanic that work together and are starting to work as a team. They are tweaking their characters with skill and action training to make up for deficiencies as they discover more about how things work and what's needed. It's getting more difficult to challenge them.
We are playing a custom campaign, made to last 2 to 2.5 years. It revolves around a benefactor who is a powerful real estate agent - a captain of industry. He has retained the group to do various jobs and pays them a monthly stipend (plus bonuses). This NPC was a catalyst to get the party together and serves as my McGuffin to take my players from scenario to scenario.
We are currently playing 'The Gathering Storm'. I used the 'merchant's ring' hook and an added hook of the procurement of the 'Schloss de Nacht', an old estate located in Stromdorf. This plays into the 'big picture' of the overall campaign.
Each scenario, whether published or homebrew, contains a hook element of the overall campaign.
So far everything is running very well. The story is interesting and compelling and my players are digging it.
If any of you play my scenario(s), let me know how you integrated them..I used them mainly to kill off PC's ![]()
jh