Learning Curve

By divinityofnumber, in WFRP Rules Questions

Hi everyone,

I am wondering what the learning curve for this game is like for someone who has little to no experience with d20 RPG games? I have played many RPG video games (Elder Scrolls, FF Series, et cetera), as well as MTG card game and A Game of Thrones card game. Three friends and I are looking for an RPG game that we can sit around the table and play. If none of us have experience with this type of a game, do you recommend Warhammer FRPG?

I know that these games are a lot of fun, I am just looking for advice about where to start from experienced pen-and-paper d20 RPG players. Any info and advice is much appreciated.

That's tricky.

The rules are badly edited though the upcoming books (by year end?) are supposed to fix that.

At my own table, having taken the time to read the rules myself, have a couple of the fan-made cheat sheets handy, I have found that players have not needed to read rules with the "it's on the card facing you" aspect so prevalent. Overall I find it far easier than any interation of D&D for example.

Someone (GM) has to "take the plunge" to read and absorb rules but after that it should run pretty smooth is my view.

Good luck and welcome to hobby.

Rob

I've played a number of pen and paper RPGs over the years and this one is one of the more complicated for the GM to learn. It's true the editors don't do you any favors when trying to learn the rules either. Valvorik has a good point though, I currently play with a group who have very little interest in learning new rules and for the most part, they can get away with it in this game since most of what they have to do is on a card in front of them. That has put a bit more stress on me as the GM. If you (or whichever of you're friends is GMing) are willing to put in some decent "study" time before you start, you will be rewarded with a decent game on top of a great world.

I should add that I used various resources available to make home-made "A Night's Rest" and "First Aid" cards/aids to have up in display stands for everyone to follow.

Also the introductory free adventures like "A day late, shilling short" are good for getting feel of tracking meters and how things work. I find the intro adventure in rules to be good but also demanding for a "just getting into it" GM.

I guess I'll just echo what everyone else has said. The rules are poorly laid out in the main rulebook. There is no useful index or contents page, so you pretty much have to just read through the whole book two or three times. That said, there is a fantastic fan-made rules summary which I use. The link I have is apparently not working, but I printed it out. It's not that the rules are desperately complicated, you just might want to set aside a couple of hours to read through before you get together and play.

For players, the game is very, very simple. Last Monday I introduced it to two players who have NEVER played a table-top RPG before, and they had no trouble whatsoever in getting to grips with it. The cards are all there in front of them and the dice mechanic is pretty simple.

Aye, all you need to play this game is one person (pref GM), who's very familiar with the rules, then it's a very simple game really.

But if you don't have such one, then this game can be hard to learn.

I suggest (I did so), to make 1-2 chars yourself, and play through various scenes with them. Social/Combat etc... then look for answers, on the forums, to the questions rised while testing it. You're likely to want house-rules, answers to various subjects, like healing and such.