Game Session Recordings (Audio)

By Nezabyte, in Warhammer Fantasy Roleplay

Friends and I started playing WHFR and decided to record our sessions for memories sake and to share with others. Follow us in our weekly adventures as we fight Chaos! We're pretty new at playing tabletop rpgs so please excuse the numerous newbie moments/mistakes/etc.

After listening to it myself, I realized the rolling of dice is way too loud, lol. I will have to move my itouch farther away from the dice tower next time.

Episode Page

I love this stuff. Thanks for making the effort to make the recordings and share them. I'll give it a listen tonight. Cheers!

It's always interesting to hear other groups play.

I'm not certain if you're looking for comments or anything, so if not, please disregard my inputs... I'm making them as I go along.

A shilling is generally a silver coin.

I liked how you handled the potential bar fight. Though I generally would have made things end very badly for that player (Two bouncers causing an opposed Strength check, with multiple Misfortunes on the PC), for new players, it's probably not a bad idea to let things slide a bit until they're used to the game world.

The same as above for the roll on the Agility check to escape the bouncers. I'd likely add Misfortune to that in addition to the check (I think I'd have done an opposed check rather than a straight check) To find the Lodge, it would probably be a Folklore to know the location of Grunwald Lodge, and a Nature Lore or Intuition to find the way there without a lot of trial and error.

For sleeping outside, it would probably be a Nature Lore or a simple Resilience check to keep them out of the elements, or a Stealth check to avoid the guard. It would still be a Guile check to lie about being on Aschaffenburg's orders, as there is a chence of success; increate the difficulty of the check by adding misfortune to represent the guard's resilience to such a ruse.

Using an action card generally only happens in Encounter mode. Though it's open to interpretation, I've always thought that if you enter Encounter mode, you roll initiatives and perform actions in turn order; in story mode, the check you just made would be an Athletics check, with appropriate misfortunes and challenges.

It's always rough when your players want you to flesh out a non-story location that you hadn't counted on. I feel your pain.

When your group starts all trying to do the same thing, such as in the case of finding a Superior weapon, I'd probably just let them know what the cost would be even if they did find it; meaning that it is less likely they'll even attempt to turn something up.

I'll have to stop listening here, but I might get back to it later. Again, I don't intend my comments to be a "Here's why you're doing things wrong", because I'm sure you'd cringe when I make a call that's off the mark, but just as a helpful thing to keep in mind next time you meet with the group. Thanks for the posting!

Thanks for posting - I really enjoyed listening to your group! I hope you will continue to enjoy your adventures, and will continue to post recordings!


Darrett, thanks for the feedback! I do actually love it when people provide corrections and tips so that we can do better in future sessions.

We figured out some stuff in our second session this past Saturday, though we ran into even more problems. Our characters sort of got out of hand role-play wise, and our zealot started intimidating everyone, including party members and important NPCs. The GM and I discussed it, and he plans on being stricter about roleplaying and getting challenged more on over-the-top action attempts (possibly even killing off a PC to show he means business). I will have that latest episode posted up tomorrow, though I admit it ended up being quite silly with our crazy zealot and bright wizard (new character) trying to fight each other to the death.

Ha, my first session suffered from the 'things started getting silly too'. All of the PCs put 0 creation points in wealth. Then, the first thing they wanted to do, was steal money from the inn's patrons.

This pissed me off, because in essence they tried to 'cheat' during character creation. Why spent creation points in wealth, when we can get money by stealing when we start the adventure, is what they must have thought. We didn't have much time, since we wanted to try the demo fast, or else, I would have 'role-played' pick pocket failures, by letting the guards in the inn and cutting their hands or something.

Ha!

Sounds like you are all having a great time and its really good when a group can learn the rules together like you all seem to be.

I wonder if it is worth getting a few of the rule summary sheets that are floating around on the the net or creating a few yourself to refer to for some of the more commong rulings, to help during play for the initial few sessions...?

Here's a few of the ones I created for my group to give you an idea what i mean....

Stress/Fatigue:

1. At the end of an encounter, episode, and after a full night’s rest, recover fatigue equal to T
2. At the end of an encounter, episode and after a full night’s rest, recover stress equal to WP
3. Once Fatigue is greater than the value of a physical characteristic, it is fatigued
a. For each Fatigue token above the characteristic, add 1 misfortune die
4. Once Stress is greater than the value of a mental characteristic, it is stressed
a. For each Stress token above the characteristic, add 1 misfortune die
5. If a character suffers more Stress than 2xWP they fall unconscious
6. If a character suffers more Fatigue than 2xT they fall unconscious
7. A character is strained if they are both stressed and fatigued at the same time

Fear and Terror:

1. When encountering a creature with a fear rating, make a Discipline check with difficulty equal to the Fear rating
2. If failed, suffer stress equal to the fear rating
a. If the check generates 2 or more banes, also gain the Frightened condition
3. When encountering a creature with a terror rating, make a Discipline check with a difficulty equal to the Terror rating
4. If failed, suffer stress and fatigue equal to the terror rating
a. If the check generates 2 or more banes, also gain the Frightened condition

You will actually find that the majority of the rules break down into relatively simple bullet points like this, and there aren't that many rules. As all the specifics are on the cards and the like rather than in tables or in the rulebook, once you have broken down the common rules into a set of bullet points your group is comfortable with, you can end up playing without referring to the book at all.

Hope you continue to have fun!


Episode 2 is up!

I've downloaded, printed on cardstock, and showed my GM some very nice references, including the one linked, but he seems to prefer flitting through the book and being frustrated about it, haha *shrug*. We even have the GM screen, but he says he doesn't want to be hiding behind a screen. I guess he's stubborn and wants to try memorizing everything.

plutonick said:

I got the GM screen, but it's not that usefull. I rarely consult the screen.

What I found VERY useful, are the reference screen from Gritzman. Highly recommended

http://www.sweetwatercakery.com/_jesse/WFRP3/WFRP3%20Resources.html

The sheet that Gritzman posted is slightly out of date. I post the most up-to-date GM sheet here (which is due for a renewal shortly): http://geekdo.com/filepage/50349/gm-reference-sheets-wide-format

Yo great podcasts... just finished listening to the second episode, I've been looking for someone to record their adventures as I will be starting my first sessions very shortly.

Just one thing I picked up on when listening. Not sure if you're doing this or not, but you need to use the white fortune dice more for advantages. So, for example, when one of your players wanted to stand on the cart to get a better vantage point and use her bow, it would have been a perfect time to add a white fortune die to the pool. This gives a better chance to succeed but you still can add the black misfortune die for any disadvantage you may see. This way the dice will do the work and you will have a fair outcome of the situation. This is used for many different scenarios see page 60 of Roleplay Rulebook. e.g. Player sneaks up on an opponent add one or more white die, but player is stood on a crumbling wall so has poor footing thus add a black die or more.

Also I found a great set of reference sheets on another post, in my opinion the best version of quite a few available.

http://www.headlesshollow.com/downloads/games/WFRP3_v1.pdf

Hope it helps if you haven't come across it already.

P.S when are you thinking of putting episode three up on the website.

HedgeWizard said:

plutonick said:

I got the GM screen, but it's not that usefull. I rarely consult the screen.

What I found VERY useful, are the reference screen from Gritzman. Highly recommended

http://www.sweetwatercakery.com/_jesse/WFRP3/WFRP3%20Resources.html

The sheet that Gritzman posted is slightly out of date. I post the most up-to-date GM sheet here (which is due for a renewal shortly): http://geekdo.com/filepage/50349/gm-reference-sheets-wide-format

Thanks for the updated sheet. May I ask why was the 'condition' table removed from the newer version?

Nezabyte, which player/character are you!?!

One more thing, from listening to the Beastman fight in the first session it sounded like you were adding additional challenge dice for defence ratings, whereas defence adds misfortune dice to the pool.

Not sure if you worked that one out subsequently yet, or not?

GhostBlue said:

Not sure if you're doing this or not, but you need to use the white fortune dice more for advantages.

P.S when are you thinking of putting episode three up on the website.

pumpkin said:

Nezabyte, which player/character are you!?!

@GhostBlue - Thx for the feedback :) I told the GM about this yesterday. He had been trying to figure out how to work with challenge/misfortune dice, and he said he should've added those for the roll as well. Hopefully when we get in combat again, it'll work out better with both added challenge and fortune dice.

Unfortunately one of our players will be missing in our next session (Saturday), and since the campaign is almost over, we've decided to wait for him instead of moving on. So you can expect (hopefully) the next recording to be up next week, July 31st.

@pumpkin - Well, that would ruin the mystery now wouldn't it ;)

pumpkin said:

One more thing, from listening to the Beastman fight in the first session it sounded like you were adding additional challenge dice for defence ratings, whereas defence adds misfortune dice to the pool.

Not sure if you worked that one out subsequently yet, or not?

Hmm, good question. I'll ask the GM to see what's up. I've also told him to sign up on here so he can more directly answer ppl's questions :)

plutonick said:

HedgeWizard said:

plutonick said:

I got the GM screen, but it's not that usefull. I rarely consult the screen.

What I found VERY useful, are the reference screen from Gritzman. Highly recommended

http://www.sweetwatercakery.com/_jesse/WFRP3/WFRP3%20Resources.html

The sheet that Gritzman posted is slightly out of date. I post the most up-to-date GM sheet here (which is due for a renewal shortly): http://geekdo.com/filepage/50349/gm-reference-sheets-wide-format

Thanks for the updated sheet. May I ask why was the 'condition' table removed from the newer version?

I didn't remove it - the most recent version there (and everywhere) includes the conditions. You must be mistakenly looking at an older upload. I have a newer sheet to put up (with a few tweaks, clarifications and some new rules), but it isn't quite finished. Perhaps I can actually make a point to put a version number on the sheet itself (with a date updated field too).

Dudes,

I cant wait to listen to the sessions! Im a big fan of recorded games and the dudes over at RPGMP3 did a 2nd edition series but stopped half way though! Keep up the good work.

I'll be updating the WFRP3 resources site shorlty with some new content. Make sure to check it out:

http://www.sweetwatercakery.com/_jesse/WFRP3/GitzmansGallery.html

Game on,

Gitzman

Hedgewizard: Yes I was looking at an older Sheet. Adding a version numbering would be great

Gitzman: I can't wait for an update.

It might be worth checking out the FAQ document in the Support section of this website. It has quietly been growing, but no notice has been posted in the forums to bring attention to it.

http://www.fantasyflightgames.com/edge_minisite_sec.asp?eidm=93&esem=4

(Hope I pasted the link right!)

There are a couple items in the FAQ that would have been very helpful during session 1.

Cheers and keep up the great work!

Great stuff, like many groups of adventurers - who needs monsters to fight!

Session 2

Suggestion, don't know if it came to it but Intimidate (Str) is logically opposed by Willpower even though the skill in book doesn't cite opposing ability (see the Fear Me action card) with Discipline being the relevant skill that would add bad dice to intimidator's pool. See also that Discipline has a "resist intimidation" specialization.

Rob