Gathering Storm - How many PCs is it written for

By mschauer, in Warhammer Fantasy Roleplay

How many PC characters is the Gathering Storm written for? I'm thinking I'm going to end up with 4 people who want to play. If the adventure is written for 3, I'm a little concerned about all the tweaking of encounters I will need to do. I'm still brand new to the system and haven't been a DM in a long time. If its written for 4, great. I have no problem buying the adventurers kit for the extra cards.

Any thought on how hard/easy Gathering Storm is to scale?

Thanks

And as a follow up question. Just out of curiousity. How easy is it to use this adventure with 2E? I mean is there anything in there that only has rules for 3E and no 2E counterpart. For example, there are skaven in both editions, so its easy to substitute. But if there is some super rain demon, well, there are no rules for that in 2E and so forth.

This adventure/campaign looks really neat and interesting.

Tweaking the adventure isn't a problem as all the encounters that I can think of are basically written to scale. Like 1 leader + (1 standard and 2 henchement) per PC. The rest of the game is investigation and general role playing so player bloat is more just player management at that point which is only limited by how comfortable you feel as a GM.

As for running it in 2e no real issues. You can still use the trackers as suggested, use the monster types but scale them appropriately in numbers and just be familiar when it comes to making appropriate difficulty checks in 2e. An adventure is just a story, if you are familiar with the rules you want to run it in there should seldom be any problems.

i just bought this and have finished reading it..

As i have played all the editions i dont think it is very difficult to convert.

In my view there are some very neat touches that will work best in third edition however thats not to say you cant play them in with some effort.

My favorite thing is the weather tracker that without spoiling things is important to the story that is simply superb....

Hope that helps...

Also ideal four 3/4 players however easily scaled in either direction...

So go for it....

Peacekeeper_b said:

And as a follow up question. Just out of curiousity. How easy is it to use this adventure with 2E? I mean is there anything in there that only has rules for 3E and no 2E counterpart. For example, there are skaven in both editions, so its easy to substitute. But if there is some super rain demon, well, there are no rules for that in 2E and so forth.

This adventure/campaign looks really neat and interesting.

Hi there are some specialized monsters like "arisen zombies and a beastman bray-shaman foaldeath, but really no monsters that are "just made" for this edition.

however there are cards, like the storm tracker cards that are very useful for running this adventure succesfully and are quite essential. without them you will be lost to the ravages of the storm. other cards that are important are the item cards that is provided with the box version of TGS.

TGS also use location cards, both from TGs and from the mainbox. And that can prove a challenge if you don`t possess info about them. But if you ask nicely on the forum, I am sure you will get the special rules about location cards u are missing. But you can do without them, they are not essential.

TGS is a very action orientated module, and it remind me of the Doomstones. Still it have some plot twists and atmosphere that are very typical of warhammer, like the adorable Holtz family. I am currently running the 3rd chapter of TGS and my players have a lot of fun.

I've spoken to an FFG rep on this issue and he indicated that WFRP3 scenarios are written for 3 players and 1 gm.

THat explains why they've been so easy for our party of 5 ;)

jh

Emirikol said:

I've spoken to an FFG rep on this issue and he indicated that WFRP3 scenarios are written for 3 players and 1 gm.

THat explains why they've been so easy for our party of 5 ;)

jh

Interesting. The demo events have all been written for 3+1 but the actual bought adventures are written to scale in all the combats that come to mind. I'd question what that REP was actually basing his comments on. Maybe what he meant was that all the adventures were written with 3 players in mind. Which makes sense because it's easier to scale up then down. So if all the adventures were written with 6 players in mind that would greatly skew things for smaller groups.

That could be it. If only we had some "scaling the adventures" sidebars ;)

jh

There are several encounters written to scale - spoiler.

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in Time to Mourn for example at the Garden it's encounters with zombie mods - which will automatically have as many zombies as PC's and then with 1 skeleton per PC.

The only thing to "scale" is the final encounter with Mourn as it's written "fixed" and thus if you have more than 3 or more powerful PC's needs tweaking.

Valvorik, you are a man of reason...we goblins hates that! ;)