What Next: Creature Vault, Winds of Magic or Signs of Faith?

By Doublehex, in Warhammer Fantasy Roleplay

Hey guys! I am just getting into GMing Warhammer 3rd Edition. My question is, what should the next supplement I buy? I can see the advantage of all three. More creatures are always good for my players to fight against, but this IS the Warhammer world and magic and it's relation to Chaos is vital. But just as vital are the various religions of the Empire and their influence on everyday life. Everyone has been touched by one of the Cults in some way or another, and more info on that is always good.

The only difference between them all is price - Creature Vault is $22, while Winds of Magic and Signs of Faith will be $35 each.

I (obviously) already have the Core Set, and the GM Toolkit and the Adventurer's Toolkit are en route.

Welcome to the club. Here're the questions I'd ask myself:

  1. What scenarios are you planning on running? What do they require? The vault has ALL of the creatures from everything(excluding witch's song, omens of war, and blackfire)
  2. What do you want your players to start out with? If they're leaning priest, then get SoF
  3. I'd advise at least one of your players to cough up the funds to buy the Player's Guide. It has every career and every action (excluding witch's song, omens of war, and blackfire). It is THE ultimate reference for the players. Then they don't have to sort through cards, etc. to find what they're looking for to make a character.
  4. You should also download Liber Fanatica 7 and Liber Fanatica 8. :)

jh

creatures vault makes GMing so much easier. having enemies as cards is more efficient than flipping through the book.

Well then, I guess I will be getting the Creature's Guide next! I was leaning towards that anyways, what with it being cheaper than the WoM and SoF.

I just ordered creatures vault today as well. I already had the Winds of Magic so when I reach a point of ordering again I have to choose between Signs of Faith and Omens of War.

Any recommendations?

Having all three, I address the Winds of Magic more frequently than either of the others -- both of my groups contain a wizard and I am constantly seeking more ways to ensure they have good descriptions of magic and that the world properly reflects their vocations. They also provide great ideas of things that go wrong because wizards are allowed to exist.

I like having the creature cards, but not so much for the stat lines. During a session, I find myself ignoring them for more free-form narration more often than not even relevant cards right in front of me. Ingame, their biggest usage is as a handout to show the players what they see. However, preparing for a session, the attacks and cards provide a great source of inspiration towards designing an encounter and what circumstances the creatures favor and what tactics they employ.

Of the three, I use the Signs of Faith the least -ish. None of my players run a priest so most of those mechanics go by the wayside. However, I always make sure the Disease deck is handy and visible, making a point to shuffle it when a player is gung-ho about looting a Skaven/Nurglitch/Goblin/Pauper body. Its presence on the table is a great reminder to DM and player of one of the Old World's greatest threats.

*Omens of war has seen little use in my playgroup. The min-maxers of the table don't like the idea of losing dice as a cost for a good effect and their "words of wisdom" have dissuaded others from taking those enhancement cards. My players are video-game minded and are unwilling to change their gear to reflect any boosts provided by fighting styles they weren't already employing. Our campaigns have been more cult/arcane-centric (following the released adventures) rather than militaristic so the military flavor hasn't had much effect, either. Unless your players really want those fighting styles, or you intend to pursue a more military rather than mystical campaign, I would put it on the back burner after Signs/Winds.

Winds of Magic: For me, magic is much more important than Faith, I prefer wizards to priests as PCs. The Book on Tzeentch is real fun, and the adventure "Winds of Change" is -- in my opinion -- one of the best Warhammer Adventures ever. Mutations are great

Signs of Faith: I don't care much for Priests and Blessings, but the Nurgle book is hilarious. I love Diseases. The adventure Horror in Hugeldal is not great but also not bad either. If you plan a campaign in the Übersreik region (with Eye for an Eye, Gathering Storm and Edge of Night), this adventure fits in perfectly.

Omens of War: This is mainly for advanced fighters and Khornish campaigns. If you and youre group are into that kind of things, it is really great.

Creature Vault: For me, it's a must-have. GMing is much more easy with the cards. And it's good to expand on the creatures from the core book.

1) WOM

Magic plays a major role in the old world.
Mages will probably be adversaries at one point and player mages will love this supplement.

2)SOF

So does faith, but imo just one step below magic, even if faith governs the world of man.

3) Creature vault.

Monsters are easily created or you can use my unofficial creature generator (wip): http://www.cutlass.be/rpg/wfrp/creatureview.php

Even then, having all those nice cards to show your players (and yourself) is very nice.

Well, I guess my next two supplements will be Creature's Vault followed eventually by Winds of Magic.