How do you deal with or plan to deal with expanded material?

By agduncan, in Warhammer Fantasy Roleplay

In another posting there was some talk about how expansions will effect the game as a whole. My thoughts are that everything has been modular so far - take it or leave it outside of the core.

New Careers - Yeah, this has the potential to make things grind a bit during creation - players humming and hawing over choices and a massive stack that makes it difficult to randomly draw a satisfactory career. As a house rule I break the careers into 5 piles (one racially specific to be added in as applicable, one advanced that isn't added) of the 3 I use, one is combat focus, one is commoner focused and one is education focused. Each player gets a card from each pile and the option to re-draw from one pile (a potential of 4 Career choices). My thought is the first career should be limited because one cannot choose the life they are born into but players can switch careers shortly after with a good reason. In terms of selection after that I tell players to have a few careers in mind when they think they're ready for advance and it's on their own time. There is no reason why more and more careers can't be added and simply making more specialized piles - the draw is random after all (that's in the rules correct?)

New Cards - I think this is a no-brainer - additional cards are awesome and if people don't like them they can simply leave them in the box. I'm currently considering making 2 wound decks, one for fighting most bad guys and one that gets pulled when either a) Fighting a particularly nasty opponent or b) some dice mechanic is triggered (ie- rolling 2 chaos stars in combat triggers all future wounds from the harder deck) but I'll wait until after a few combats with the new cards to decide if I want to do that.

New Rules - Again, optional. What do players do before there is a rule for swimming? Do some GMs avoid water scenarios until rules are released? You ad hoc the rules. When the rules come out for swimming - simply evaluate them and decide if they are easier/better than what you have - if so, use them, if not, box them. I think the disease rules/cards are really neat and nasty - I totally use them, but you could easily ignore them.

Adaptation -

I think one of the primary strengths of WFRP3 over something like 4e is the instant adaptation... take the plague/disease rules for example - if that was introduced in something like 4e it would make me sick... new charts, pages of descriptions... if I wanted to inflict sickness I'd have to get that book, find the page, roll on the chart, read the description, have the player make notes of the effects - lord help me if I wanted to figure out how sick someone with 2 illnesses might get.

With WFRP3, I just randomly deal a card and the effect is done. Everything you need is right on that little card!!! How time-savingly awesome is that!! I would never have used something like mutation or disease in my game before - or at least they would have been rare - for the exact reason that I wouldn't want to break the game for research on the details and effects; now I just flip a card and BAM! Worlds of hurt and the story goes on!

Anyways, how do you plan on dealing with things? Do you really find things difficult to add with the card system?

Bring it on and let the GM sort it out! :)

I am digging the modular system more and more. If I don't want to use something its an easy card-ectomy. With the Strange Eons plug-in homebrewing stuff is way way easy too, and while those cards may stand out in a deck...it really doesn't matter...if my players know that a severe wound I made is coming up so what? They can quake in their boots as it stares at them from the top of the deck. IF they have an ability that allows them to pick two cards and choose one...they'll avoid mine (most likely demonio.gif) anyway so who cares if my home-mades aren't as graphically pleasing.

The more cards, the merrier. That being said, as I mentioned in the Slaanesh thread, it would be nice to have boat-loads more options within the existing rules than having to constantly make a choice as to whether or not we want to include a new rule subset.