Having finally read and re-read and mostly digested WFRP, I think it's a lovely piece of work. Beautifully put together and refreshingly original, taking a similar gamist line to D&D4 but leaving control with the GM rather than the rulebook (sometimes too much, you could argue!). Yes, some of the rules could be tighter in places, but I suspect that's because they were intentionally trying to downplay the "crunch" aspect and perhaps just overdid that. However, a few things have cropped up which I thought I'd share in case people have answers or opinions. Well isn't that what forums are for!?
1. Map of the Manor - an easy one, but is there a map available of the manor house in the sample adventure? This is an essential if I'm going to run this with my group, which means I will need to make one up if there isn't already one, but there only seems to be partial, unlabelled, rough sketch provided, which is a tad annoying.
2. Reiklanders - I can see how in a long-term campaign, the default humans are probably balanced with the other races, but my group flits from game to game and may play WFRP once or twice and never look at it again. As such, I was thinking of giving the humans 1 extra creation point. Does this sound about right?
3. Human NPCs actions - one of my RPG pet-hates is when what a character can do is restricted by meta-game elements like class or PC/NPC status. Yes, things may be harder to the point of being impossible, but the option to learn or train should always be there. I have no problem with the monsters having unique actions, but all of the actions available to the NPCs in the WFRP rulebook should IMO be available to PCs. Can anyone see any particular balance issues with doing this?
4. Managing NPCs in battle - how have GMs who haven't bought the Creatures Vault coped with this? I can see myself being surrounded by photocopies of the monster pages, with tokens and wound cards all over the place just waiting for a stray elbow to send the battle into chaos!
5. Glad to see the list has already come up with solutions for the quite blatantly broken Opposed check rules, and I also agree with the suggestion I've read of having a limited (albeit it not too limited imo) list of actions available for each career. Would love to see if someone has got a finished draft of this. Otherwise nothing more to add here. Good work people :-)
6. Character sheets - for me, the character sheet is one of the most important aspects to the game. It is in effect the GUI of the game system, and too many games are still relying on the equivalent of Unix. As I said, my group dips in and out of games, and so the character sheet must immediately grab the players' attention, communicate the genre, must contain only the key pertinent information in a way that is accessible and relatively jargon free. WFRP actually helps a huge deal here, because you can keep so much info off the character sheet and on the cards, and I also like the idea of putting the basic actions on there. However, for me, I'd drop the career card - it adds so little and takes up so much space. The only real during-play value that it offers is the action and talent slots (which can be marked on the character sheet) and the picture. I may design a character sheet with a cut out, so you can slot the career card behind it. Getting creative ![]()
7. Encumberance - I will at some point change these rules, and it's more a thought I've had about RPGs in general recently. I think encumberance is way underplayed, and for me the WFRP is a little more on the realistic than cinematic style. The effect of momentum on you if you are so much as wearing a backpack with a few pounds of weight in it is more than enough to disadvantage you against someone not so equipped. I think of WFRP parties as pragmatic adventurers, wagons or pack animals in tow, following coin or righting wrongs or doing their thing in whatever pragmatic way they can. they aren't dungeoneers leaping around slaying rooms full of orcs and zombies with a backpack full of lanterns, holy water, iron rations and a couple of spare weapons. I may do something like double the point at which fatigue affects a player, and then restrict the free maneuver each round for characters who try to fight with much more than armour and a weapon.
I think that'll do. A lot of random thoughts bouncing off in different directions, but I've knocked flat with a chest infection this week so it's given me waaaay too much time to think about it :-)
