Will WFRP 3rd edition be for me ?

By Harry J J, in Warhammer Fantasy Roleplay

I love the warhammer world with it's dark and gritty setting and have done for many years. Not so long ago I went hunting for the warhammer fantasy roleplay 2nd edition books on ebay and I loved the rules and fulff that echoed the setting. Now the type of RPG systems I like are the ones that combine fluid or light rules but still maintain there diversity or complexity in some form or another and with a style that is more focused on the storytelling with descriptive combat rather than relying on countless tokens and battlemaps. which I feel takes away from all the imaginative story telling you and your fellow players and GM create. I was brought up on role playings with the Gm with his screen and some dice and every now and again having to check my character sheet.

So when I got the core boxset and had a look inside I was immediately put off by all the tokens and cards and the slightly odd way the books were presented and have only sparingly looked at it a few times.

I just wanted to know if 3rd edition was for me and if you could tell me of your experiences and convince me to not let the tokens and cards get in the way and go back to it and have a good old proper read and reread. As I really love the setting and the emphasis on non combat roleplaying and the very human characters you play and the deadly effects of combat.

Thank you for taking the time to read this and I look forward to your reply's

Harry

P.s I decided to do a new post as the last one was a little rushed and not to the point. That and I don't know how to delete it.

Sure, I can move my reply here (and even make some additions at the same time). I don't think you can threads once you've posted by the way, so there's no use looking for a button.

My old post:

"Convince me to play WFRP 3rd edition :)"
Easy! ;)

I'll just start off by sumarizing the main things from the review you posted:

  • Fluent rules.
  • ROLEplaying, not ROLLplaying

These things are truly true, I've gamed for a good while and played a lot of different games. Some I like, others I dislike naturally. But I'm willing to say that WFRP3ed is by far the best roleplaying game I've been a GM for. The narrating of actions comes naturally through the dice system, the bits and cards give the players and me visual clues about everyting and it's working great

I had my issues from the beginning from the "board game"-feel of the bits and the box, but that's blown away and replaced by wonder. As I see it this system and way of playing RPGs really added something new and modern like a fresh spring breeze.

Ok, I just had to be a bit over extatic, since you wanted us to convince you, but seriously it is a great game. The focus on grid-combat from D&D 4ed, you won't have that issue with WFRP, all the bits and pieces actually help make the game run smoothly and let you and the other players focus more on the story than on rules, 5-foot steps, combat grids etc.
Once you get going there is no board game feeling about it, it is a roleplaying game aided by components.

My group has a great time with this game every time, and the warhammer world is just a great setting for a game too. So I can't do anything else than recommend it to you. :)

Addition:
Harry J J said:

I love the warhammer world with it's dark and gritty setting and have done for many years. Not so long ago I went hunting for the warhammer fantasy roleplay 2nd edition books on ebay and I loved the rules and fulff that echoed the setting. Now the type of RPG systems I like are the ones that combine fluid or light rules but still maintain there diversity or complexity in some form or another and with a style that is more focused on the storytelling with descriptive combat rather than relying on countless tokens and battlemaps. which I feel takes away from all the imaginative story telling you and your fellow players and GM create. I was brought up on role playings with the Gm with his screen and some dice and every now and again having to check my character sheet.

Well, then we both love that world and well, I've got to say the 3ed rules fits the world. It is gritty, critical wounds stick for a long time and is a pain, deseases are dangerous and deadly, the threat of insanity is ever present, and soon we have rules for permanent wounds (when Omens of War is released).

As for the tokens and cards they are really a gaming aid, helping to make the rules fluid and light as you seem to like. All the while giving the players lots of options and make their characters unique through the actions they have access to. Since the rules for the actions are on the cards the game runs smoothly even if everyone have different actions avaliable.

Also using terrain and surroundings in a good way can be rewarded by the GM by throwing in Fortune dice to aid the players roll if they are creative and use terrain to their advantage. This makes for interesting and varied combat, at least in my games since I encourage the smart use of the surroundings. So well, From the description of what you want I'd say that WFRP3ed should be the perfect fit for you if you read through the rules and play a couple of times.

Also, there's a podcast called "Reckless dice" where you can listen to recorded game sessions and other good stuff. :)

Good gaming!

Thank you for doing that k7e9. I think you have really convinced me to give 3rd edition a proper chance. Sounds like it ticks all the right boxes ! I think I'm going to take up the mantel of GM aswell for this one as I love immersing myself in the old world.

Yes I have been listening to the Reckless dice pod casts. Even sent a email to see if I could play in one of there next adventures.

Also what do you think is the best adventure/campaign currently available ?

If you are interested in learning more about the system or hearing some lively discussion, we run a Podcast dedicated to WFRP3. It is called The Reckless Dice Podcast. It is available on iTunes or here a http://recklessdice.rorschach.net

Gitzman

Aye I have bookmarked it ! Been following An Eye for an Eye from session 1 I have also sent you guys a email to see if I might one day be able to join one of your future games.

You wouldn't be the same Gitzman who did that amazing job on the massive old world map in color by any chance ?

Ha didn't see the Gitzmans gallery link at the bottom of your page !

The same! *queue dramatic music*

lol, anyway, i hope you enjoy the play sessions, the 2nd campaign/adventure being run by Rorschach will begin shortly, should give some nice variety to the GMing styles and approach to rules.

Gitz

Harry J J said:

Thank you for doing that k7e9. I think you have really convinced me to give 3rd edition a proper chance. Sounds like it ticks all the right boxes ! I think I'm going to take up the mantel of GM aswell for this one as I love immersing myself in the old world.

Yes I have been listening to the Reckless dice pod casts. Even sent a email to see if I could play in one of there next adventures.

Also what do you think is the best adventure/campaign currently available ?

Good that I've convinced you to try. :) Download the errata/faq before you start reading, it might clarify stuff. :)

Well, I've only played through "An Eye for an eye" which comes in the GM-guide and The Gathering Storm. Right now I'm playing through the adventure in Liber Fanatica VII (www.liberfanatica.net/).

An eye for an eye is a great starting adventure, the Liber Fanatica adventure is also great. The Gathering Storm is longer much like a campaign with adventures that are connected. But well, the best currently avaliable. I've only skimmed through the Edge of Night but I like what I've read so far.

My tip would be something like:

  1. Begin with An Eye for an Eye.
  2. Go on to the adventure in Liber Fanatica VII.
  3. The Gathering Storm.

Those three will keep you occupied for a good long time. We've played 15 sessions (5-6 hours each) and we're not done with that list yet. :)

Harry J J said:

So when I got the core boxset and had a look inside I was immediately put off by all the tokens and cards and the slightly odd way the books were presented and have only sparingly looked at it a few times.

A few pointers...

1) I bought 5 different sets of glass pearls to use instead of the paper tokens (which are very easy to confuse), white (recharge), red (fatigue), black (stress), green (fortune) and blue (for favour, blue is a bad colour though, as it looks like black... so will get some milky white instead).

My group has had no trouble keeping the tokens apart, and it's very easy to see your level of stress/fatigue, etc...

2) For wizard power, we use the miscast deck, that way when the wizard rolls a Chaos Star, he'll just flip one the those cards.

3) Keep in mind that the tokens/tracker etc... are stuff to make it easier for the GM. Some might disagree, but if you're using trackers to get a more accurate picture of the situation, I think you're using it wrong, and you'll just end up being overloaded with rules.

Example of not using Tracker (for me): Chasing someone, here you just roll an opposed athletics, adding relevant extra misfortune/fortune dice. If the pursued is trying to hide while you pursue, just add some misfortune dice for his skill in stealth, and some fortune dice for the chasing chars observation.

Examples of using tracker (for me): The cultists are gathering materials (virgins and redheaded children...) for their ritual, each time the PC's "waste" time, you advance cultists once, and each time the PC's gather an important clue, you advance the PC's once. It doesn't really have to make sense, because you're the GM... but it's very easy to see if the cultists or the PC's reaches the end first.

4) Action cards are there to make it easier for the PC's. Instead of plowing through the rulebook every time they want to do stuff, they just look at the cards infront of them. No more "I cast fire-ball", "Again???". Most actions needs to recharge, which adds a more tactical element to combat (and to social skills).

5) I don't use location cards much, but I look at them for inspiration to add modifiers to different situations (based on the location it takes place).

Spivo said:

A few pointers...

1) I bought 5 different sets of glass pearls to use instead of the paper tokens (which are very easy to confuse), white (recharge), red (fatigue), black (stress), green (fortune) and blue (for favour, blue is a bad colour though, as it looks like black... so will get some milky white instead).

My group has had no trouble keeping the tokens apart, and it's very easy to see your level of stress/fatigue, etc...

2) For wizard power, we use the miscast deck, that way when the wizard rolls a Chaos Star, he'll just flip one the those cards.

5) I don't use location cards much, but I look at them for inspiration to add modifiers to different situations (based on the location it takes place).

Some comments:

1) Seems like a good plan, I really ought to invest in glass pearls at least for stress and fatigue. And maybe for some glass pearls for wounds as well since sending cards back and forth is kind of pointless.

2) Also a very good idea, I used this while we had a wizard (now we don't since he got eaten by a squig).

5) I actually have started using them a lot. I prepared an adventure by picking out the locations, placing them in a good order and well it's gone really well and by using them we've gotten into several good roleplaying situations because of the cards (for example a tavern brawl through the rowdy tavern location etc.). They work much better than I originally though they would and I'll probably end up using them for all major adventure locations.

Thank you for all the reply's and suggestions I will take them on board. Having a bit of a hard time getting my head round it all still but that goes for most new systems you delve into. Like when i went from pathfinder to Legend of the five rings ha. I think it would be good if I could find someone willing to run a game over the internet or if there any groups in England before I try my hand at Gming it.

Harry,

Remember there is a GM and Question sub-forum as well. Feel free to ask questions. Folks here are super-helpful and ready to jump the gun on any problem or question you might run into.

Harry J J said:

Thank you for all the reply's and suggestions I will take them on board. Having a bit of a hard time getting my head round it all still but that goes for most new systems you delve into. Like when i went from pathfinder to Legend of the five rings ha. I think it would be good if I could find someone willing to run a game over the internet or if there any groups in England before I try my hand at Gming it.

I usually "learn" a system best by creating a couple of characters and just rolling some stuff. The free "A day late, a shilling short" might be a good way to do this. Create two characters, get a friend that would like to roll some dice and just try to go through the 'adventure' with one character each while trying to learn the rules.

And as shinma said, ask questions on the forum. There's usually a quick reply.

Thanks shinma it does seem like you got a really friendly community going on here within the FFG forums. I have quite a few questions which are submit to the GM and Question sub-forum in a while.

Are try that method out k7e9! One quick thing I did want to ask on here is if I'm still a bit anti tokens cards and all the other bits. Would it be a good idea to invest in the Guides? As they offer a way of playing the game without the bits. Because I looked at RARodger's flowchart and thought maybe I should start with the guides and then slowly introduce the games tokens cards etc.

Harry J J said:

Are try that method out k7e9! One quick thing I did want to ask on here is if I'm still a bit anti tokens cards and all the other bits. Would it be a good idea to invest in the Guides? As they offer a way of playing the game without the bits. Because I looked at RARodger's flowchart and thought maybe I should start with the guides and then slowly introduce the games tokens cards etc.

I think you'll be missing out on much of the things that make the game great but if you want to later introduce the cards and bits that might be the way to go. When I started out I was sceptical to all the cards and bits, but there were no guildes so I went with it and I do not regret it, so I would reccomend that you try to play with the cards and bits but well, it's a matter of taste I guess. :)