Vaults plus Creature Guide

By Bending Arms, in Warhammer Fantasy Roleplay

I just finish picking up all three vaults and the creature guide and I have to say as the GM I really like them. Creature vault is the best out of the three vualts. As a GM put a adventure together is a snap, place out the cards you would need, look over general story line and quick run down of encounters and your set. I dig that with the cards I can see the shape of the story and it has pervented some snags that I wouldnt have caught. these vaults are a stong GM tool. I know didnt invest in the rest of the guides, I do own the other expasions so I felt there was no need to reinvest in something I already own. Player guide is nice but I already have player hand outs, Gm Guide is okay but then I have the rules and errata is online, the best bang for your buck is the creature guide if you own the expansions already.

I thank FFG for keeping up one of the best standards in my hobby.

I like them too.

I used the creature cards for first time last night, having grabbed variety of beastmen and their actions and put them aside ahead of time.

I am one of those not happy with the errors etc. (the rpgnet review is pretty good on this, it points out most of the goofs and also the wasted space on repeating stuff in creature guide that could have been spent listing standard actions).

I post here mostly to make clear despite my grousing about these things in other threads I agree, yes, a valuable resource for a GM, just something you have to work with.

Rob

Yeah the errors are there but then I haven't seen a rpg book that was perfect the first print from over seas yet. Still there are not many even to the standards of FFG.