Newbie Still Mildly Confused About Purchases, Please be kind!

By theboss2, in Warhammer Fantasy Roleplay

Ok so I have watched the videos, read the forum, did some google searches and I have to admit, since Im still waiting for my core set to show up and Im uncertain what components are nescessary to play with components, Im uncertain how to expand the core set to include 2 additional players. (or at least the best way to do it)

So .. I have the core set on the way, which I understand can handle up to 3 players with full components. The goal is to add two more players in the cheapest way possible..

My choices I think are 2x adventure toolkits. Or a 2nd Core set, but Im hoping this is not the "cheapest route", though it very well maybe.

The question is to the Players Vault, does that include enough components for 2 additional players? Would I be missing anything essential? And is the vault usable with the core set, or are their rules and things I need from the Players Guide in order to use all the components in the Players Vault.

Eeesh.. Im confused.

Ok moving on. As a GM I know that the Monster Guide and Vault are recommended for expanding the game from a GM perspective, but Im curious does the core set come with an adventure to get us started? I kind of don't like the idea of writing my own adventure right out of the gate before I get to know the system. Assuming their is an adventure, what is the natural progression (level wise) through the adventures, aka, whats tthe first stop for a GM after the core set adventure wise?

Be Kind!

As the basic actions are the only component that limits the number of players. The cheapest way to add two more players would be to either copy the basic action cards (8 in total) for those two players and put them in deck protectors or somesuch. The basic actions are avaliable for download on the support section for WFRP, here: www.fantasyflightgames.com/edge_minisite_sec.asp

OK well first up, take a breath and relax, you bought the correct first purchase. :). My advice is to hold out till you have familarised yourself with the core set before ordering anything else. Better still get the group together and start playing, as adding the two extra players doesn't really require any more expansions or vaults. The cheapest way to add players is to just buy a couple more sets of dice and print out Basic Action Reference Sheet for each extra player (they can place their tracking tokens straight on the sheet or even cut em out like cards). The sheet can be downloaded from the FFG WFRP Support page. And bang you're off and running. All the adventure and campaign expansions are designed to be playable with just the core set alone. So don't sweat it too much, you are good to go with plenty of options for the first few sessions. A few games with the core set will also inform you as to whether you group prefers the default suggested play style of not having any two playes take the same cards/careers.

Once you are familiar with the core set, download the Card and Component List, also from the support page. Study that and you will realise that the Player/GM Vaults are simply the cards and chits from the core set split into two boxes. No you don't need the Players/GMs Guidebooks to use them as the are just the same stuff as the core cards and chits, but repackaged But they don't include any rulebooks so you would need either the core set or Guides to play (or DL the PDFs i guess). And Yes the players vault has three sets of Basic action cards.

I think the only reasons you would buy the Player/GMs Vaults is if you...
a. Hadn't bought the core set but had the hard back rule books and wanted to try the cards and chits style or
b. Have a play group that dont want to share and want extra bits for everyone (not very likely) or
c. Want a spare set of cards and chits that you wont feel so risk adverse about for taking to conventions or
d. You are a completist and really really need that small handful of/updated errated cards or
e. Tell your players they should pony up and buy their own Player Vaults rather than wear out your lovely core set (good luck!)

So, the Player and Game Master vaults dont add anything that isnt already found in the Core set. (but a Playe/GM vault combo gets you less dice than buying the core set). They also DON'T add any new content from any of the expansions,suppliments or adventures.

The Creature Vault DOES add new content

The Adventurers toolkit DOES add new content (including an extra set of basic cards)

Further Expansion/Suppliment content can be seen listed in the Card and Component List.pdf (That list will makemore sense to you once you have explored the core set btw) Study that to get an idea of whats available in the different boxes.

Yes there are plenty of monsters to get you started in the Core set and yes it includes an excellent adventure. The suggested play through of the adventure suppliments is probably "A day late a shilling short" (free pdf) --> "An eye for an eye" (core set rulebook) --> "Gathering Storm" (boxed campaign) --> "The Edge of Night" (boxed adventure) --> "The Witches Song" (boxed adventure).

The big expansions like the Magic one, Faith one, Martial one and Dwarf one all feature an adventure as well that could be played any where the keeper sees fit amoung the others.

Ok that was extremly helpful, thanks for that.

I noticed that their is another adventure available in PDF for free now called Journey to Black Fire Pass. Has anyone tried that and where does that fit in?

Heya,

That was a scenario designed for running demos at conventions, etc. However, if you want to run a Dwarf centric game, it could provide a nice jump-off point for a longer campaign, and it will likely dovetail nicely with the new Black Fire Pass expansion coming this summer.