Hello all new to the forums and this is my first post ![]()
So are get right to it. After having a really unhappy time with 4th edition D&D and all the emphasizes on the technical encounters and combat maps I decided to have a look at 3rd edition warhammer fantasy roleplay and I'm very hesitant to invest my time in it. I have the big core boxset and have only sparingly looked at it a few times. I was immediately put off by all the tokens and cards and the slightly odd way the books are presented. But as a massive fan of the warhammer world and the 2nd edition of the game I decided to have a really good read of the reviews on the American version of amazon. It seemed to be mostly split down the middle with the reviewers either praising it or outright despising it calling it more of a rpg board game then anything else.
However this review really got my attention;
"I'll try and make this as short as I can. I have been playing RPG's regularly since the early D&D days. As the years have passed I've tried about everything that's been put out. Rifts, GURPS, all editions of D&D as well as the earlier edition of Warhammer.
I literally freaked out when I heard FFG's was planning on a new system of rules for one of my groups fav games. I spit, cursed and raised an angry fist to the gaming Gods for once again taking something and screwing with it to make more money. All of my friends felt the same and we turned out backs on the new edition before it even came out.
At some point, I picked the basic box up on a bored whim. I got it at half off and was curious after reading some of the better reviews on Amazon. I received the box and although impressed with all of the components, I essentially blew it off as a boardgame RPG with funny dice. The game sat on my shelf for some time. My group had just jumped on the D&D 4th wagon and so I probably blew 400.00 on books for this system to run. Needless to say, I will be placing those books on E-bay soon as we once again hear rumors of a possible 5th edition, LOL.
While playing 4th, many problems and complaints arose that eventually led me to pick that clunky box back up and actually give it a honest read. The more I read, the more I couldn't stop reading. The more I understood the rules, the more I became blown away by it's innovation. Every rules gripe we had with every other system we often discussed over our weekly burger session was totally fixed with the new WHFPRG rules. I'm really not kidding folks. It was like the clouds parted and I saw the light that FFG's had so carefully and lovingly created.
After several months of reading and rereading the rules my challenge was to take my group and convince them what an amazing system this was. In all honesty, the first session was bland. Rules questions and movement rules caused things to lag a bit. I heard "2nd was better" and seriously went upstairs to grab my old hardbacks to revert to the old rules after the gang left. I posted this on the Fantasy Flight Games forums (A WONDERFUL gathering of folks by the way!) and was told to hold my course and give it some time. Reluctantly I did and since the first session we have had three more. To put it bluntly, the group absolutely loves this game now. I cannot stress to you the brilliance of the rules. They run fluidly, and are simple, but have the depth to cover any situation on the fly without having to look up this rule or find that table. It's mindnblowing how smooth this game runs once you "Get it".
Now, with the wonderful things I have said about this game I want to warn you. If you need a chart and rule for everything you can imagine, such as how far a goblin can throw a squig against a strong wind, this might not be for you. My days of growing up as a DM was with a style that focused more on the story and descriptive combat. I didn't count hexes and let my players know what the stats of the creatures were. I want a sense of wonder in my games. I want every monster to be a threat that makes the players "Worry" that they could lose their lives. The Warhammer system lends gracefully to this method of play. The dice make telling the story of combat amazingly easy. The action literally unfolds in your mind once you see the dice results. All of my players have at least ten years each under their belts and I can't tell you enough how much they praise this game.
I don't write reviews on things to be honest, but I felt that I actually owed this to Fantasy Flight Games. They knew to have something innovative that they would have to literally go against the grain and tear the rules down to the ground and build them back up.It was a ballsy move and as a result they have lost a lot of the hardcore 2nd edition fans. The end result is this review from a GM who has grown tired of so many attempts at making a new game, or set of rules that in all actuality aren't really all that when you put them to the test. FFG's have truly given our group a breath of fresh air with this system and I truly hope it's around for years to come. So, there you have it. I hated it when it came out and refused to even look at it, but once I did give it a chance it has become my favorite game hands down....... Sincerely, David"
Especially the part about the system style was more focused on storytelling and descriptive combat as this is how I was also brought up on role playing. With just me and a Gm with his screen and some dice and every now and again having to check my character sheet. I feel all the battle maps and tokens detach from the imaginative story telling you and your fellow players and GM create.
Anyway I'm rumbling on a bit So I just wanted to know if you could add to the review above and tell me of your experiences and convince me not to let the tokens and cards get in the way and go back to it and have a good old proper read and reread.
Thank you for taking the time to read this and I look forward to your reply's
Harry