So I've GMed 2 sessions for my crew so far. We've had a lot of questions but most have been solved with some searching of the rules and forums. Much obliged.
We started off with the characters waking up from vivid nightmares (which I wrote out individually beforehand for each player.) Upon waking they found themselves in a jail cell of sorts chained to the wall with no memory of how they got there, their past or even who they were. This is where we did character creation. We ended up with a Dwarf Gambler, Human Apprentice Mage, Human Watchman and a Human Coachman. We then started a flashback: "As you guys talk and think back, you realise everything started to go strange during your first adventure together, the day you met one Kastor Liebrung" (For those of you who know TEW campaign the name will be familure, I'm stealing a bunch of stuff from it and folding it into my own campaign.) They find him, of course, on the side of the road and he bares a striking resemblence to....well....you know how it goes.
Anyhow, we ran into some troubles that I could use some help with.
1. Speeding up the game in general and especially in combat. This is my big thing in all games. I love a game that moves smoothly with little down time. If I can save 30 seconds everytime it is someones turn well after 20 turns I've just saved us 10 minutes of game time that could be spent roleplaying or investigating. How do you guys speed up game play? Demand everyone have their own dice? Use the party tension meter lots? (I'm avoiding this as we're still figuring out the rules). Any suggestions, no matter how trivial, are welcome. I love customising my set up in between sessions. I'd glady spend an hour of my time to save 5 minutes of game time.
2. The transition from encounter mode to story mode. I've read the game modes PDF and some other suggestions out there but it still only sort of works for me. The players use the Strong Will talent on the party talent socket. They come out of encounter mode and there are three recharge tokens on it. When do I take them off?
3. NPC's. Tracking them is a pain. Too many actions, too many cards. I'm going to make index cards for each beasty with spaces for available actions, ACE and tick marks or tokens so I can track them independantly. A few other people have done this. Good idea. Any other suggestions?
4. Are all NPC's considered unarmed unless I arm them? Why no "typical trappings" for the NPC's?
5. Social NPC's. Innkeepers and shopkeepers. I don't want to just use the Basic NPC template for everyone and adjust abilities with ACE. I'd rather have a whole list of premade NPC's of various types (farmer, watchman, shopkeep etc) with stats and skills as opposed to what is provided in the rule book. Has anyone come across something like this?
6. I posted this question on rpggeek but got no reply. When I GMed the Star Wars RPG I used the star wars text crawl creator on www.starwars.com to do a session intro that I would email out the day before our game session. It got people excited and set the tone a little bit. Is anyone aware of something like this for a fantasy setting?
Thanks for reading.
P.S. I have yet to PLAY WFRP 3rd edition. I've only GMed. If anyone in the Edmonton area needs a player drop me a line.