Bra'Kan Needs help

By Bra'Kan, in WFRP Gamemasters

Hello all,

This is my first post :)

Happy to join the WFRP community. I used to be a HUGE WFRP 1st edition fan back in the day (never got a chance to get into 2nd edition).

Now I have decided to go try out 3rd edition as I think it looks really cool and has really improved on the old rule issues 1st edition used to have. So I ordered the core set and am now looking for your advice on the following steps.

To describe my game:

- Seems like my party will be comprised of 6 people. A lot of the players will want to continue playing their old characters but will start at their entry level career.

- One of the characters will be a trollslayer (he is basically going to continue the character he used to play in my 1st edition game but I'm going to

- I have another player who wants to be a human barbarian type that wields 2 weapons. (Also continuing his 1st edition character)

- Another one who would like to play a human religious type that hates the undead. (Also continuing his 1st edition character)

- The 4th player used to be a half elf, half dwarf rune smith.

- The other two will be new to the game.

- I used to create a lot of stuff outside the actual rules (races, careers, etc) but I have grown to hate now.

- I prefer buying campaigns instead of making them myself.

- Since I was raised with D&D (everyone was young and crazy at one time in their live :P ), I found it difficult to "level" characters... in that I was doing it too often (the players got too powerful too quickly).

So here are my questions to you:

1) Besides the Core Set, what other books do you think I should be getting to make sure all my players' careers are covered?

2) Is the 2 weapon wielding rule fixed now?

3) The half elf, half dwarf character I want to change. Any suggestions?

4) And for the other 2 characters, what do you think the party needs? Personally, I would prefer to start off with the typical WFRP characters and go from there. So if there are any core characters missing, let me know.

5) What campaign should I start with?

6) Anything else you guys think I should look out for? Are there any WFRP sites that have fan submitted resources?

7) Any tips on levelling characters?

8) Is there a good description of the Warhammer world in the book? There are some players that aren't that knowledgeable of Warhammer lore... and I must admit, I'm even a bit rusty...

Let me know! And thanks again for all your help.

Sincerely,

Bra'Kan

what the...

what kind of heresy is this half elf half dwarf? burn it at the stake.

you'll need black fire pass supplement for a rune smith

you should get omens of war supplement for expanding the options for dual weapons.

barbarians don't really exist. this is the empire after all. some norskan dude i suppose. careers that lend themselves to that archetype... thug maybe.

religious type would benefit from having the signs of faith supplement.

with a dwarf in the party you could try the free return to black fire pass adventure on the FFG site as an introduction to get you into the rules. after that for your combat focused party the gathering storm campaign should be worthwhile.

for the remaining characters i'd use the standard random selection presented in the core rulebook.

New Zombie said:

what the...

what kind of heresy is this half elf half dwarf? burn it at the stake.

you'll need black fire pass supplement for a rune smith

you should get omens of war supplement for expanding the options for dual weapons.

barbarians don't really exist. this is the empire after all. some norskan dude i suppose. careers that lend themselves to that archetype... thug maybe.

religious type would benefit from having the signs of faith supplement.

with a dwarf in the party you could try the free return to black fire pass adventure on the FFG site as an introduction to get you into the rules. after that for your combat focused party the gathering storm campaign should be worthwhile.

for the remaining characters i'd use the standard random selection presented in the core rulebook.

Lol

The Half Elf Half Dwarf thing was a mistake... hence me wanting to get rid of it.

As for the rune smith, will the entry level career be in the main book?

And about 2 weapon fighting... has that been fixed now? Don't want him to be over powered...

As for the religious type - is his beginner career in the Core Set?

Thanks for the Free adventure idea... I'll definitely take a look.

Regarding the random selection - i'd prefer to stay away from that... but I was wondering if you could suggest me some archetypes that are missing from the party... like doesn't the party need a magic user? or a healer?

Let me know,

Bra'Kan

i would strongly recomend to just start all characters new tell them you start from scratch.

Bra'Kan said:

1) Besides the Core Set, what other books do you think I should be getting to make sure all my players' careers are covered?

2) Is the 2 weapon wielding rule fixed now?

3) The half elf, half dwarf character I want to change. Any suggestions?

4) And for the other 2 characters, what do you think the party needs? Personally, I would prefer to start off with the typical WFRP characters and go from there. So if there are any core characters missing, let me know.

5) What campaign should I start with?

6) Anything else you guys think I should look out for? Are there any WFRP sites that have fan submitted resources?

7) Any tips on levelling characters?

8) Is there a good description of the Warhammer world in the book? There are some players that aren't that knowledgeable of Warhammer lore... and I must admit, I'm even a bit rusty...

1) If you want to keep a runesmith: Black Fire Pass. Otherwise, you should be good I think. Maybe Omens of War because of all the melee orientation.

2) if you mean double-strike, there is an errata card on the WFRP section of the FFG site.

3) If he wants to be a runesmith, he'll be a dwarf. If that's something he/she can do without, then it'll be either a dwarf or an elf. No karak is going to teach runesmithing to any but the most pure examples of dwarf culture.

4) You might want to look into having a class that can actually work on social level, or investigation level. That to me seems more lacking. A real healer like in D&D doesn't really exist too much, though Shallya initiates are close. Magic users, not sure you would need these. In each case, going toward magic users, you would need to buy another expansion, so I would wait with that.

5) Start out with something small, taht you can wrap up in 1-2 sessions. The Eye for an Eye is pretty good in that respect. Just to get everybody on the same page, and check whether they actually like the setting/mechanics. I would steer clear of any big sprawling campaigns that take over 20 sessions to complete, because in my experience, those things never actually finish anyway.

6) Check out Daily Empire, Strike 2 Stun & Reckless Dice (google should work :) )

7) don't level too much :) For the moment, they can only get up to lvl 4 anyway. Normally it's 1XP per session of 4h gameplay. YOu need 10 sessions to level if you stick with your career. That's 40h of gameplay. At that point you as GM should have a good feeling for the rules/mechanics I would say :)

8) Look for 2nd edition books of WFRP for a lot of lore/fluff, in this edition fluff is limited. For people with no knowledge of Warhammer, you really want something that goes a little deeper/further.

@ Nissis what do you mean you can only get up to 4th level ?

and 40xp would make you a rank 5 character
(it might be just me but i'll only be near the end of my second career at 40xp)

Valdrain:

For those that really want the levelling experience, there isn't really anything "higher" than 4th level. There are some careers that link into eachother nicely (for instance the priest/wizard career ) but they only have 4 levels. After that, you're pretty much forced to move into something different.

Nisses said:

Bra'Kan said:

1) Besides the Core Set, what other books do you think I should be getting to make sure all my players' careers are covered?

2) Is the 2 weapon wielding rule fixed now?

3) The half elf, half dwarf character I want to change. Any suggestions?

4) And for the other 2 characters, what do you think the party needs? Personally, I would prefer to start off with the typical WFRP characters and go from there. So if there are any core characters missing, let me know.

5) What campaign should I start with?

6) Anything else you guys think I should look out for? Are there any WFRP sites that have fan submitted resources?

7) Any tips on levelling characters?

8) Is there a good description of the Warhammer world in the book? There are some players that aren't that knowledgeable of Warhammer lore... and I must admit, I'm even a bit rusty...

1) If you want to keep a runesmith: Black Fire Pass. Otherwise, you should be good I think. Maybe Omens of War because of all the melee orientation.

2) if you mean double-strike, there is an errata card on the WFRP section of the FFG site.

3) If he wants to be a runesmith, he'll be a dwarf. If that's something he/she can do without, then it'll be either a dwarf or an elf. No karak is going to teach runesmithing to any but the most pure examples of dwarf culture.

4) You might want to look into having a class that can actually work on social level, or investigation level. That to me seems more lacking. A real healer like in D&D doesn't really exist too much, though Shallya initiates are close. Magic users, not sure you would need these. In each case, going toward magic users, you would need to buy another expansion, so I would wait with that.

5) Start out with something small, taht you can wrap up in 1-2 sessions. The Eye for an Eye is pretty good in that respect. Just to get everybody on the same page, and check whether they actually like the setting/mechanics. I would steer clear of any big sprawling campaigns that take over 20 sessions to complete, because in my experience, those things never actually finish anyway.

6) Check out Daily Empire, Strike 2 Stun & Reckless Dice (google should work :) )

7) don't level too much :) For the moment, they can only get up to lvl 4 anyway. Normally it's 1XP per session of 4h gameplay. YOu need 10 sessions to level if you stick with your career. That's 40h of gameplay. At that point you as GM should have a good feeling for the rules/mechanics I would say :)

8) Look for 2nd edition books of WFRP for a lot of lore/fluff, in this edition fluff is limited. For people with no knowledge of Warhammer, you really want something that goes a little deeper/further.

1) Cool sounds good. I'll definitely pick it up.

2) I mean "having a weapon on each hand"

3) Perfect. Thanks for the tip.

4) Ok. Any suggestions on social or investigative careers my party can use? My players are used to D&D so I need to show those who decide to go this route, the advantages and benefits of such a path.

5) Perfect will do

6) Wow... these sites are amazing! Thanks so much!

7) Wow... sooooo not like D&D... I like it!

8) Sounds good! THank you so much for all your help!

When I saw the title for this post, I just wanted to respond with...

"It's called "talking in the first person" you use terms of address like "I" and "Me"..."

But that's because I'm a jerk.

1) Dont forget "Signs of faith" for the extra spells and info on Morr priest hood

2) Is the 2 weapon wielding rule fixed now?

There are abilities that utilises dual wielding, like slashes with both weapons, shooting from pistol and striking with melee weapon etc. Other than that, there is no benefit for dual wielding

3) The half elf, half dwarf character I want to change. Any suggestions?

I would suggest, if you want to stay true to warhammer lore, don't allow any half races. I don't think it is even possible in wahrhammer setting.

4) And for the other 2 characters, what do you think the party needs? Personally, I would prefer to start off with the typical WFRP characters and go from there. So if there are any core characters missing, let me know.

Do you have any priest or mage? It's hard to play as one if you don't know the setting, especially mage, but with help from game master there is nothing impossible. I would suggest some tracker, survivalist and maybe someone who travels a lot, and know how to do it, having own way of transportation (with rivers or roads). Will be much easier for players when comes to these situations, especialli since Empire is almost a giant forest.

6) Anything else you guys think I should look out for? Are there any WFRP sites that have fan submitted resources?

www.freewebs.com/kalevalahammer/ - Timelines for Warhammer, may be useful

www.gitzmansgallery.com/ - Wonderful gallery of maps, especially the big, 300+ MB one.

7) Any tips on levelling characters?

Well, I would say "level whatever fits you", but I just don't see any sense in making any builds in pen and paper rpg.

8) Is there a good description of the Warhammer world in the book? There are some players that aren't that knowledgeable of Warhammer lore... and I must admit, I'm even a bit rusty...

There is short, easy to remember, and sadly, rather poor description in core rulebook, but should be enough for your players, as they don't have to know more than you about the universe. For you, if comes to Empire, I would suggest purchasing "Sigmar's Heir", supplement for Warhammer second edition. It had most of the knowledge you will find useful if comes for the Empire. It's after Storm of Chaos, but mostly in not important parts, like number of population.

Bra'Kan said:

- Seems like my party will be comprised of 6 people. A lot of the players will want to continue playing their old characters but will start at their entry level career.

- One of the characters will be a trollslayer (he is basically going to continue the character he used to play in my 1st edition game but I'm going to

- I have another player who wants to be a human barbarian type that wields 2 weapons. (Also continuing his 1st edition character)

- Another one who would like to play a human religious type that hates the undead. (Also continuing his 1st edition character)

- The 4th player used to be a half elf, half dwarf rune smith.

- The other two will be new to the game.

- I used to create a lot of stuff outside the actual rules (races, careers, etc) but I have grown to hate now.

- I prefer buying campaigns instead of making them myself.

- Since I was raised with D&D (everyone was young and crazy at one time in their live :P ), I found it difficult to "level" characters... in that I was doing it too often (the players got too powerful too quickly).

1) Besides the Core Set, what other books do you think I should be getting to make sure all my players' careers are covered?

2) Is the 2 weapon wielding rule fixed now?

3) The half elf, half dwarf character I want to change. Any suggestions?

4) And for the other 2 characters, what do you think the party needs? Personally, I would prefer to start off with the typical WFRP characters and go from there. So if there are any core characters missing, let me know.

5) What campaign should I start with?

6) Anything else you guys think I should look out for? Are there any WFRP sites that have fan submitted resources?

7) Any tips on levelling characters?

8) Is there a good description of the Warhammer world in the book? There are some players that aren't that knowledgeable of Warhammer lore... and I must admit, I'm even a bit rusty...

Hello! And welcome to WFRP v3!

You've been given some good advice already, but here are my thoughts:

6 players is a LOT. Probably more than this game was designed for, to be honest. That's not to say it'll be impossible to run, but you're not making things easy from the start. I would recommend getting another core set - for duplicate action cards and all the extra dice. With only one set you'll be very frustrated at how few dice there are for 6/7 of you. It's a worthwhile buy, and with an online discount doesn't come to much more than the cost of buying 4 sets of dice.

Given the above, I would try to keep things as simple as possible when it comes to choosing characters. In WFRP, unlike DnD, nothing is essential. You don't need a wizard, and I would discourage anyone in your group from playing one, as that's one more set of rules to learn, expansion set to buy, and setting material to remember.

If your players aren't dead set on playing runesmiths or priests, then I wouldn't encourage them into these careers either, for the same reason. But if they are certain what they want to play, then I wouldn't stop them just because I couldn't be bothered to learn the rules.

As the setting is more low fantasy, European medieval and consistent than DnD, I think having more 'mundane' characters will help you both create the right atmosphere / setting and, funnily enough, will help your players get into the game (even those playing the wacky careers will benefit from 'normal' companions). However, players might not see it like this at first, so don't tell them to 'play a boring character, it'll be fun really'. Tell them that as a peasant, scribe, merchant, watchman etc, they'll get to be involved with all of the rich and hidden detail that makes up the warhammer world - they'll be able to blend in with society and do things that 'freaks' can't get away with. And they'll get to experience the fun of defying social conventions by mixing with the wrong sort, outsmarting their social superiors, etc.

I wouldn't rush out and buy lots of other supplements until you're more confident that this game is for you. That said, I think you'll need the components in an additional core set to make it work. The Signs of Faith supplement would probably be another good one for you: it's got cool disease rules, lots of interesting background about the world and the religions (that is relevant to ALL characters: unlike the magic background, everyone is religious or at least aware of the religions), and the expanded rules for priests (including for the dark and brooding priests of Morr, which it looks like one of your players is leaning towards).

The Gathering Storm adventure is probably a good place to start if you want a published adventure: it's got plenty of action, a variety of locations and exciting combats, but plenty of scope for developing social and political relations in the town if you want. And as it's a fairly open, wilderness/small town adventure, it's easy to accommodate a large number of characters. (You won't have to worry about 6 people trying to sneak into the same coach at the same time, or anything like that.)

Several GMs have posted write ups of their games of the scenario that comes with the core set, and the Gathering Storm (and others) on this forum. I would particularly recommend Valvorik's write up, as not only is the writing good and interesting, the GM notes are helpful too, and it's reassuring to see how much an official scenario can be abused, changed and ignored by the players and not be derailed.

Good luck!

Thanks for all the great tips guys!

By the way, can anyone tell me what this "point system" is all about on the site?