Thinking of diving in; a few questions...

By DandGeezer, in Warhammer Fantasy Roleplay

Is getting the Core Set really "enough" to play with a group of 4?

The module descriptions seem like there are lots of politics and intrigue and the like. Is this the case or is it disguised hack-n-slash?

Also, are the modules designed for a PC party of 3?...

Do it... you know you want to. ;)

Seriously, it's a great game. One core should be fine for 4 if your players don't mind sharing some cards and dice. There are plenty of widgets in the box for 4 and as long as nobody gets grabby. I kind of like not having duplicates of the action cards and talents during chargen actually, 'cause it encourages players to pick different abilities rather than to double up.

Titeman said:

The module descriptions seem like there are lots of politics and intrigue and the like. Is this the case or is it disguised hack-n-slash?

Also, are the modules designed for a PC party of 3?...

Shoot! Forgot your other questions. Oh, for an Edit button...

Yes, one of the most entertaining parts of WFRP is the human (and I use that term loosely) interaction. Although 3rd edition features less in the way of senseless/random character death, it's still pretty lethal to walk into the wrong fights. Talking is good. Hack-n-slash is decidedly dangerous doable now that there are a number of strong fighting classes available earlier in the progression but it's not a system that lends itself to a good ol' fashioned room-to-room dungeon clearing. There are no healing surges, less access to magical healing, lingering wounds, insanities, etc. You get the picture.

And yes, although I think the modules are aimed at parties of 3 there are no rigid roles that must be filled (no DPS/heal/tank assumption). And many of the encounters are written like "...use x ungors per party member." I've been *very* pleased with the adventures so far and there looks to be another good one coming down the pipe.

Titeman said:

Is getting the Core Set really "enough" to play with a group of 4?

The module descriptions seem like there are lots of politics and intrigue and the like. Is this the case or is it disguised hack-n-slash?

Also, are the modules designed for a PC party of 3?...

Titeman said:

Is getting the Core Set really "enough" to play with a group of 4?

The module descriptions seem like there are lots of politics and intrigue and the like. Is this the case or is it disguised hack-n-slash?

Also, are the modules designed for a PC party of 3?...

it's not really "enough" unless they mind sharing cards with each other, so I reccomend the tookit as well, comes with a set of extra basic cards, and some cool careers for the non-human races. But....you said 4 that includes the GM right? oh well you propably have enough cards then.

Both the introductionary module, and the The Gathering Storm are combat orientated, But Edge Of Night seems to be very intrique and political driven (despite its obvious flaws), and I for one find EoN to be something of the best the 3rd edition have to offers when it comes to module products. So yeah, wfrp caters to both the hack'n'slashers as well as the more social driven players. WFRP contains a whole system called social encounters, but so far the lack of examples can make it difficult to use, but there is rules about social encounters, including rolling social initiative and so on. I hope the hardcover books will illuminate better how to run a social encounter.

traditionally wfrp have had a strong element of investigation, social encounters, and gritty fights, rather than having just dungeons. the original designers of Warhammer (1986), wanted to replace dungeons with big city sewers, where you chased dangerous chaos cultists, and wilderness exploration with isolated and degenerated villages. They succeded by putting the dungeon into the city, as most of warhammer's famous campaings takes place in cities. If FFG will continue this tradition, we will have to see.

But despite the tradition warhammer has some first class dungeons quests as well, from Drachenfels, to the Doomstone campaign. I still remember with dread the horrors of Castle Wittgenstein from Death on the Reik. Best Castle Dungeonquest ever!

second edition of warhammer, pretty much held up the tradition of old warhammer, producing some of my favourite modules that takes place outside the Empire like Barony of the Damned and Lure of the Liche Lord. the 2nd edition line ended with the mastermind campaign The Thousand Thrones, a real tome that makes a worthy attempt at competing with the Enemy Within Campaing from the first edition.

a hallmark of warhammer have been the ability to produce well-crafted modules and campaigns for each edition. So its sufficient to say that FFG has inherited a great responsibility when it comes to honour the old tradition of warhammer. So far their efforts have been a mixed blessing, but in the end I think they will deliver. They've made a solid system, to build their game on. and allready they've started to grind out modules. A good sign I think.

Good gaming

I agree with everything everyone else has said, but I think the OP meant is the Core Set enough for a group of 4 people (meaning 1 GM and 3 Players), in which case, yes it is. If he did mean 4 PC characters, then yeah like the others said you'll need the adventurer's toolkit or some people may have to share a couple of cards.

If I get it, I'd like to play with a group of only 3 PCs (too many schedules to juggle otherwise.) And if the modules can be played with only 3 PCs, that's a big plus...

We played it with our group of 5 players and me GMing. Worked fine, but we were scrambling for dice more than anything. You'll always have enough if you just print out UHead's summary (including the basic action summary..which eliminates the need for the extra cards):

www.gitzmansgallery.com/WFRP3_Resources/index.html

jh