Slaaneshi Speculation!

By The Strolling Bones, in Warhammer Fantasy Roleplay

Spheres of Influence

The Price of Desire

They'll keep it in the same tradition as the rest. They will take the major new gameplay component and create a title from that. Like magic, faith, war...

So what will it be? Something with social stuff or will it be something else.

Cloaks of shadow

Lord of Dance

Power of Words

Whispers of Deceit

Balls of Steel.

Von Todkopf said:

Balls of Steel.

Haha, Love it!

Sausageman said:

It gets to a point where there are too many rules in a game, I'd hate to see Warhammer go this way.

They won't stop adding new rules because, as was mentioned by Callidon, rules sell supplements. However, keep in mind that you don't have to use all the new rules coming out. The rules that are coming out are not flagged as optional but there are probably a couple groups out there that aren't using corruption, disease, etc. and I'd bet they're still having a blast. I think the modularity of WFRP3 is one of its strengths.

Alfonzo said:

They won't stop adding new rules because, as was mentioned by Callidon, rules sell supplements.

I don't really agree with this. More of what's out there already is entirely conceivable in this game - more actions, careers, spells, wounds, diseases, insanities etc etc etc, without having to add 'rules for training animals' or 'all new underwater combat rules'. I'm cool with the former, but less keen on the latter. I've seen it cripple games before (often CCGs, admittedly). And sure, rules are optional, but what players don't like to use as many rules a possible? :)

I think FFG can avoid adding strange not necessary rules as Drug addiction or similar.

Until now they just provided rules badly needed by the WHFR World (mutations, diseases, severe damage).

They can use their time and our money to add more careers or cards.

Concerning a supposed new rule or some new cards related to social interaction, I believe, as a role player and 'master' since 1988, that you cannot resolve a diplomatic meeting just rolling a dice roll, advancing a token or playing a card.

Sausageman said:

Alfonzo said:

They won't stop adding new rules because, as was mentioned by Callidon, rules sell supplements.

I don't really agree with this. More of what's out there already is entirely conceivable in this game - more actions, careers, spells, wounds, diseases, insanities etc etc etc, without having to add 'rules for training animals' or 'all new underwater combat rules'. I'm cool with the former, but less keen on the latter. I've seen it cripple games before (often CCGs, admittedly). And sure, rules are optional, but what players don't like to use as many rules a possible? :)

I guess I didn't understand your earlier post entirely, since I agree with what you say here. I'm okay with more of what already exists and I'm leery of continuously adding new systems. Although I think being careful with the amount of actions, careers, etc. is important. For instance, I like D&D4 but it's bloated with feats and powers to the point where some classes, especially the ones from the first PHB, give so many options that it can take a long time to sift through when making a new character. I don't think WFRP3 is in danger of that since they don't have a monthly magazine churning out poorly edited rules but it's something to think about.

Rules bloat certainly has crippled CCGs. I used to play Decipher's Star Trek and Star Wars CCGs and every new expansion that came out had a pretty big rules pamphlet to it. Too much!

I don't know if the intent of my most recent post was clear. I think we all agree that continuously adding rules complicates games to the point that people who do use the new rules and those that dont have a more difficult time discussing things and helping each other out within a given game's community. I completely agree (and previously attempted to state) that FFG could do right by WFRP through just expanding existing options and exploring areas of the Warhammer World that previous editions never accomplished.

Then again...after living through the death of 1st edition the second time (not quite grognardy enough to have snapped up the Flame Productions versions) and then 2nd edition...I just hope they keep putting out content to the point that we can finally start to blaze some new territory (not that I haven't made ample use of community created setting material). It would just be nice for a change to have some "official" acknowledgement of our corner of the RPG world via published books/supplements whether or not they shoe-horn some kooky new bit of cardboard tracking/card stack rules along with them.

And if they are going to continuously add new rules. I just hope they are ones that fit the spirit and style of WFRP as it has been and should continue to be. SO...drugs if anything would be a worthwhile addition with the Slaanesh box if I have to see anything new rules-wise.

I don't know how well it fits the theme, but this would be a good place to fill in the rules for curses. With drugs and poisons, that would finish up the list of nasty effects that a character can get.

This would also be a good place for those subtle mutations that pass in normal society. The ones that players are hoping for when they draw from the mutation deck (or roll on the mutation table in the old days).