Future Expansions & Add-Ons?

By GoblynKing, in Warhammer Fantasy Roleplay

Ok, so I've ran three sessions of this game and I must say that I and my players LOVE it!

I was wondering what everyone had on their wish list for the future of WHFRP?

I would personally love to see a deck of random encounters or something similar. Perhaps different decks for different situations/settings/terrain?

I hope that the Khorne expansion will bring new fighting styles like the synergetic cards of the swordmaster, ancestor etc. but in more general fighting styles. Jay mentions a sword and board style in his Viscoius Seminar and I hope this is what he means.

It would be nice to have that for two weapon fighters, unarmed fighters, single weapon fighters (swashbuckling) and various other weapon combo's (net & spear, for example)

-L

I would love to see rules for large scale combat. I'm not expecting anything detailed, but some ideas on how to manage this type of event, putting the players on commanding positions, making their decisions and rolls have a direct influence in everything that happens...

I'm also eager to see more of the Empire, more fluff, trading rules or tips... Perhaps something about sailing for the Marienburg adventure (there is so much about Marenburg that could be explored... gamble, for instance, smuggling for sure... cultist infriltation...).

Runemagic and new things about dwarfs!

There are two things I would like to see:

One: Better support for Dwarves, High Elves, and Wood Elves. I understand the game is fundamentally humanocentric, but if the potential (and existing rules material) exists for playing non-humans, I'd like to see that more fully realised.

Two: More transparency in the design process and schedule. Let's have more information on upcoming releases, let's have forum votes on upcoming features, let's have more design articles where the choices made for upcoming material are explained. I think the closer the designers and the eventual customers can be the better. It's always good to see an excited poster exclaim "they're listening to us!" in reference to a popular design move. Let's see more of that.

I am keen to see more empire stuff and especially a detailed map...

I would like to see fan involvement in new ideas...

I plan on doing more stuff on my youtube websitte to support this game going forward

outsiders68 check it out

Would love to support ffg more....If they would let me....

That's exactly the thread I wanted to start. So that's my whishlist:

Foreign Winds of Magic: Rules for all kinds of Elven Magic, of the Brettonian Dames, of the Kislevite ice witches, of all kinds of shamans, Runemagic (but I understand that's in the Black Fire Pass Supplement), and so on.

Creature Guide/Vault II: I don't even have to have a look on the forthcoming Creature Guide/Vault to know that I want more!!

Supplements (Sourcebook + Adventure) on Kislev.

Supplements (Sourcebook + Adventure) on Marienburg.

Something on Halflings.

An Adventure that is set in or around Athel Loren.

A Campaign like Paths of the Damned or Enemy Whithin (consisting, let's say, of three Campaign Boxes, yeah!)

A Version of the Enemy Whithin Campaign (with newly written substitutes for Something Rotten in Kislev and Empire in Flames) for the 3rd Edition of WFRPG with all the cards, tokens, standups, sheets, handouts, location cards, etc.

If FFG is not willing to grant me those whishes, I must turn to the Changer of Ways in order to have my way. So beware!

P.S.: Please excuse my poor spelling and language, but since I'm from the Old Worldly land of Germany, I'm not used to writing in english.

Brute said:

There are two things I would like to see:

One: Better support for Dwarves, High Elves, and Wood Elves. I understand the game is fundamentally humanocentric, but if the potential (and existing rules material) exists for playing non-humans, I'd like to see that more fully realised.

Two: More transparency in the design process and schedule. Let's have more information on upcoming releases, let's have forum votes on upcoming features, let's have more design articles where the choices made for upcoming material are explained. I think the closer the designers and the eventual customers can be the better. It's always good to see an excited poster exclaim "they're listening to us!" in reference to a popular design move. Let's see more of that.

Have you seen this?

Brute said:

There are two things I would like to see:

One: Better support for Dwarves, High Elves, and Wood Elves. I understand the game is fundamentally humanocentric, but if the potential (and existing rules material) exists for playing non-humans, I'd like to see that more fully realised.

Two: More transparency in the design process and schedule. Let's have more information on upcoming releases, let's have forum votes on upcoming features, let's have more design articles where the choices made for upcoming material are explained. I think the closer the designers and the eventual customers can be the better. It's always good to see an excited poster exclaim "they're listening to us!" in reference to a popular design move. Let's see more of that.

I agree with this one hundred percent. I understand the reason that the design team went with a Humanocentric approach, however most of my players play roleplaying games to escape from the humdrum of everyday life and are not interested in playing humans. With this said I find it strange that the powerful elves who taught the humans to control the winds of magic have no arcane spell caster career (atleast in the boxes that I've so far purchased). This to me seems a little broken, I realize that the game is living and breathing and the team is constantly redesigning and adding to it, this is a problem that should be addressed. All races should have atleast one representative career for all aspects of the game (Steath, Ranged, Meelee, Healer, Faith, Arcane, Social). They will probably address this in the future.

And as for the second point I do believe that the people at FFG design team listen to and read everything thing that the community has to say. So we are good on that, for if it wasn't for the players there would be no game to speak of!

The Strolling Bones said:

I understand the reason that the design team went with a Humanocentric approach, however most of my players play roleplaying games to escape from the humdrum of everyday life and are not interested in playing humans. With this said I find it strange that the powerful elves who taught the humans to control the winds of magic have no arcane spell caster career (atleast in the boxes that I've so far purchased).

There's a lore reason for this. First off humans are far more numerous than any race - with Dwarfs being by far ahead of the others in second (I believe this is the correct Warhammer spelling of them...). Therefore most of the locations/classes/cards etc are going to be about humans (who I actually find alot more palatable than in other settings). Secondly - Elven magic is game-breakingly broken. As is quoted in the core book, the worst elven magician is vastly superior to the best human magician. Their spells can wipe out entire army squads, rearrange the battlefield, and affect the world itself. In other words - the reason there is no elven caster class is because it's outside the scope of a playable character. I have no doubt that there might be an elf expansion, but I doubt you'll see a full fledged elven caster in a playable manner (albeit if I recall in earlier editions, you can play a young elf just learning how to channel a single wind, before they get the full brunt of Quaysh).

i would like to see some knightly orders and some cards with mounted actions

Lucas Adorn said:

Have you seen this?

I have indeed (but thanks for the link). I have also seen the videos, read the designer diaries etc. FFG have done a great job so far of keeping their players "in the loop" but the OP asked what I'd like to see, and hungry as I am for that close link between designers and customers I mentioned in my previous post, I'd like to see more.

shinma said:

The Strolling Bones said:

I understand the reason that the design team went with a Humanocentric approach, however most of my players play roleplaying games to escape from the humdrum of everyday life and are not interested in playing humans. With this said I find it strange that the powerful elves who taught the humans to control the winds of magic have no arcane spell caster career (atleast in the boxes that I've so far purchased).

There's a lore reason for this. First off humans are far more numerous than any race - with Dwarfs being by far ahead of the others in second (I believe this is the correct Warhammer spelling of them...). Therefore most of the locations/classes/cards etc are going to be about humans (who I actually find alot more palatable than in other settings). Secondly - Elven magic is game-breakingly broken. As is quoted in the core book, the worst elven magician is vastly superior to the best human magician. Their spells can wipe out entire army squads, rearrange the battlefield, and affect the world itself. In other words - the reason there is no elven caster class is because it's outside the scope of a playable character. I have no doubt that there might be an elf expansion, but I doubt you'll see a full fledged elven caster in a playable manner (albeit if I recall in earlier editions, you can play a young elf just learning how to channel a single wind, before they get the full brunt of Quaysh).





I want the ranks necessary to complete my casters careers for my players. As is I am having to stall the advancement of casters to keep them from hitting above what is available via published rank 3.

yes like in the magic pack it talks of battle wizards but no carrer for it i would like to see that as well.

Hear hear. Battle Wizards, Adventuring Wizard, Wizard Lord. And their equivalents for priests.

The obivous ones that come to my mind are as follows

An Athel Loren Adventure / Campaign Setting: exploring the Wood Elf culture in more detail, adding more careers / monsters / Talents/ Actions and the like, wilderness survival ideas for the players.

A Halfling Adventure set in the Moot bringing Halfings into the mix, even if it just had a panflet that said what current careers where compatible, and giving several unique Halfling ones.

Bretonnian Campaign Setting adding maps and flavor, NPC's and plot hooks, actions and Quest Locations that bestow favors on the players who fulfill certain criteria, New Careers and Talents focusing on Bretonnian culture.

An Ulthuan Campaign Setting bringing Elven Magic into play and adding more information and options for players (Dan!) and GM's interested in this high strung race, such as new trait spesific abilities, items, careers and lore. This could be done with ease, making sure to balance the game by limiting the elven spellcasters at first. Elven High Mages and Loremasters should be extremely high Rank options, this way you can balance them out with other super heroic career options, and have the Slann as a possible enemy, although you are dead if the Slann are out to get you.

Lustrian Campaign Setting, jungle rules, artefacts, Lizardmen, ocean voyage and piracy rules / flavor. Explorer types and Swashbuckling types focus upon. Lizardmen. this could even be a "New World" Expansion, that adds elements of the Lizardmen of Lustria and the Dark Elves of Naggoroth, but I think that both races / settings deserve there own adventure or expansion.

I also think that a book / expantion detailing how to run Campaigns on the flip side of the Order Vs. Chaos coin would be stellar. Detailing all the major baddy races / sentient monster races and allowing players to make characters of such ilk.

More pop into my head every passing moment so I'll leave it at that.

someone posted somewhere that the'd like to see more center / event pieces for Progress Tracking mechanic. I give a hearty Huzza! to that. Great things can be tracked and done with these.