New Group to WFRP: What to buy?

By GeneticDeviant, in Warhammer Fantasy Roleplay

So guys, some advise please?

What do I need to buy for the best gaming experience possible for a group of new players?

I'm assuming the Core Set and the Adventurers Toolkit? However should I get anything else to supplement these?

Please help me with this if you can

I wouldn't really say so, given how much hatred there is for Swordmaster and Ironbreaker around here.

The Core Box is a good buy, but after that it's a bit up in the air. I'd reccomend the creature vault for new GM's, just for the sake of having creatures and their actions on the cards and easily managed.

Maybe a campaign to get yourselves rolling?

I would start with the Core boxed set and a player's guide.

That will give you:

a) Core Box: What you need to get started as a GM (dice, rules, a scenario and the monsters)

b) Players guide: ALL of the careers and abilities..and you don't have to spend $250 in old boxes to get them. You won't hear any griping about lack of careers or lack of special action cards. They can just copy the pages/info they need.

jh

I should point out that there will be six players in our group,

..and you'll need:

* Basic Action Summary Sheets (3"x5") instead of a table full of cards

* The NEW character sheets posted recently here in the forums (they have the basic action summary sheets on them). Don't keep the career cards on the table, just mark your talents on the character sheet.

If you've got 6 players, you'll need the group to donate $4 each so you can pick up a couple extra sets of dice.

That's about it. The core set can easily accomodate 8 players (like I did at a convention). There are three "tiny boxes" for putting some stuff and three sets of basic action cards in the core set, but since you can just use a summary, you don't have to worry about that at all (who still uses those cards anyways? they're about as convenient as the stance rings...:)

jh

Extra dice would be good, don't shell out for the adventurer's toolkit when the player's vault gives you so much more...

You can fill in most of the necessary stuff done with puzzlefit bits with a good character sheet...

Oh look! Good character sheets! There's also a dropbox rulebook about here somewhere...

..and you should download the obligatory Pre-Generated characters here.

jh

As a group I think we want to use all the game pieces, cards etc. This is what differentiates WFRP from other roleplaying games and helps to add a narrative to proceedings.

With this in mind . what should i buy in addition to the core set to accomodate 6 players?

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Also, you should take a look at my BLOG.

First
Core Set (You can get by just fine with nothing but this and some downloadable extras such as character sheets and pregens)
Creature Vault

Character Sheet www.fantasyflightgames.com/edge_foros_discusion.asp

Another One www.gitzmansgallery.com/WFRP3_Resources/index.html

Liber Fanatica (especially 7&8) www.liberfanatica.net/

Headless Hollows Rule Summary (though I can't find the link anymore)

Second
Player's Guide (If there is one book your players get, it should be this.)
Adventurer's Toolkit (just more player stuff like actions, talents, careers, partys etc) (careers and actions are referenced in players guide)
GM Toolkit (Useful GM stuff + extras)

Third
I chose these two first because the related material for players is included in the players guide.
Winds of Magic
Signs of Faith

As a side note, the player stuff from Edge of Night and Gathering Storm are included in the players guide as well.

Forth
Anything else

Dice, Dice, Dice... I have 5 players and two of them have the WFRP Toolkit App on their phones and the two left still have to fumble for dice along with the GM needing them. I don't think you get enough dice for the price, but it is reasonable to ask your players to pitch in. I laugh when I hear a player comment on how roleplaying on the weekends saves them money, when GMs have been biting the bullet for years.

I do also suggest the hardback Player's Guide it contains 4 expansions of stuff and is a revised version of the Core. Your mage player will appreciate the fast casting basic card that allows them to actually compete with the inevitable kill fest the Waywatcher, Ironbreaker or Swordmaster will bring. Also be a part of creation to spread out the roles, social characters are very important.