Number of players.

By guest461286, in Warhammer Fantasy Roleplay

Good evening!

I am going to run a Warhammer fantasy roleplay adventure but yesterday I realised that unlike other RPGs the Warhammer has a limit on the players which is 2-4.My question is:if I am the GM and I want to play with 4 people as players(5 people total) is it impossible?I have already purchased the basic box,the GM's Toolkit and the Adventurer's Toolkit.

Thanks in advance!

It is possible, but the speed quickly plummets after 3 players. I have GMed a group of 3 for 7 sessions and it have been running smooth (exept for the first one with all the rule explaining). Last session another player was added and the speed was half of the other sessions. So with 5 players...snail city.

So it is not only about if you have enough dices etc. It is about the pacing and how much room each player will get.

You should ask yourself and your players if you want to go all in and be a heartly team where everybody is welcome or aim for a more constructed and fun experience with fewer players.

The biggest problem, as I see it, is that there is never enough dices. Yes, you can use the phone app, but that takes away alot one the charm. All the other stuff can be copied/printed and used in plastic sleeves.

The game can absolutely support more than 3 players; we have a regular group of five players plus GM.

As Chrull states, the game players slower the more players you have (which is true of most games, though), but its certainly not unmanageable.

The main consideration over numbers of cards is the number of dice you have; we play with the core set plus 2 extra sets, and that seems to be sufficient.

Where possible though I would try and get a single player to make a roll, with other players who help with the task adding fortune dice to that roll, rather than all players rolling their own pools, as getting you pool together rolling and interpreting for all 5 players, can take some time. So instead, for instance, if there is something for the players to spot, then I'll ask one to make the roll, and any other PCS are round who may also be able to spot "the thing" add dice into that players roll, rather than all the players rolling their individual observation rolls.

If you decide that the PCs can't take the same unique actions (so if someone has taken the relentless pursuit talent, no other PC can..), then card sharing really is at a minimum; I think with your set up, you''ll have a set of basic actions for each of your PCs, although if you are a set short, its easy enough to share those.

If you do allow more than one PC to take the same talent/action, then there is a little more card sharing involved, but nothing you can't work around with a little ingenuity.

P.S. I notice you have Grimm as one of your fav games; you should recognise the concept use with observation rolls then, with other players adding into the roll where possible rather than making their own rolls? WFRP gives rules on how to do this in the core book, and the concept is the same as the rules in Grimm should it should be pretty easy for you to adapt to and it can cut down on dice rolls a lot.

We have been playing alot of 2nd ed previously, so still on occasion all players go to make their own individual rolls by force of habit, rather than pooling dice into a single roll...important thing to try and cut out though for speed gains, IMO.

Pumpkin's reply is spot on. I play regularly with four players (+ myself as GM) and occasionally add a fifth. I recommend asking each player to pick up his/her own set of dice; that's what we did, and their dice plus the ones in the core set means we always have enough. Once everyone learns how combat works, it's not too much slower with five. In fact, I find the real time sink with five is not combat, but the bickering about what to do next and how to do it, and that occurs in any good game with a range of PC backgrounds. :)

Thank you very much to you all!

Llanwyre said:

...but the bickering about what to do next and how to do it, and that occurs in any good game with a range of PC backgrounds. :)

I hear that!

You can have any number of players, just like most any other RPG. However, if you want bits for all the players you'll need to supplement the card set with a Players Toolkit or a second Core set.

The game probably works best with between 2 and 5 players however. There's a lot of pieces to keep track of and player space at the table tends to sprawl more than most other games.

If you play the "lite" version, which is to say traditionally without the bits, then its the same as any other rpg.

Our game's always been 5 and it runs just fine. After the first session where the players were learning how to use the dice (and I bought more dice too), it's run as fast as any of our pathfinder games.

Crucial thing about play speed for all groups is the GM. Just like a baseball game, if the Umpire doesn't keep the pitcher pitching and lets him dawdle, the game will be slow.

jh