One of the most oft-discussed and frequently pondered aspects of WFPR3 is all of the "stuff" (i.e. everything that isn't in the softcover books). The Action Cards, Party Sheets, Stance Track, Location Cards, etc. Often times, players discuss the success/failure of their use of some (or all) of these bits and pieces and whether or not they feel that the game is better or worse for them.
What follows is a quick run-down of what *I* have learned about WFRP3 from my campaigns, concerning the aspects that I have (for one reason or another) identified as unnecessary and/or distracting to *my group's* experience and (briefly) if and how I've replace those mechanisms (whether physical "bits" or rules systems) in my games. It's worth mentioning that I'm a fairly "low-prep" GM. Always have been. I have my "adventure" set up in my mind and the proper NPCs, locations and monsters at the ready but I otherwise let the players do the walking and react to the decisions that they make.
Disclaimer: All of what follows is entirely a matter of *subjective opinion* based solely upon personal experience and is not intended to express negativity toward the game or any of its contributors or participants. On the contrary, it is intended to spark further and extensive exchange of creative thoughts and ideas and as resource to prompt other WFRP3 enthusiasts to consider possible solutions to any of their own difficulties that perhaps crop up during their games. Enjoy and take everything I propose with a grain of salt! It's *your* game, afterall!
1) Party Sheets - I remove them from the game entirely. They are a neat idea (several neat ideas, actually) but the tracking of Party Tension and the table-real estate taken up by the sheet itself and any slotted Talents is a bit too much effort for too little return. I still use the Fortune Pool but simply stock them up behind my screen until they reach the point of "Refresh". For party tension, we simply defer to role play and good judgement about when the party is "on edge".
2) Organization/Creature Sheets - See #1 above. If I want to give baddies Talents and the like, I will do so without the sheet and I generally resort to making simple notes as NPC factions have their agendas advanced/hindered.
3) Recharge Tokens (Warning: Controversial) - Recharge in general is too rampant and too time-consuming for myself and my group. Individual cards are not problematic. It's when there are a dozen cards between a handful of players in various states of Recharge that it causes confusion and distraction. We switched away from using "chits" to using d6s which reduced clutter but didn't solve the inherent problem. House-rules are still in early stages of playtesting but we're simply trying an alternate approach where cards either "Recharge" automatically (Recharge Value 0-3) or only "Recharge" at the end of the scene/encounter (Recharge Value 4+), with some additional rules thrown in to make it work.
4) Tracking Tokens - The default cardboard tokens are too small, light, hard to pick up and difficult to see against the color schemes of cards and character sheets. With the changes in #3 above, tokens on cards are now a non-issue but we have also replaced Fortune Points, Fatigue and Stress tokens with colored glass beads. Much easier to see/manipulate and relevant for tracking status between sessions when character sheets are stowed. I continue to use the default Corruption tokens as normal (because they're awesome!).
5) Stance Meter and Dice - We like the option for characters to choose Stances and how Stances impact the results. Forcing characters to "throttle" Stance on a die-by-die basis, however, is another "fidgit" that players get tripped up on or forget entirely. We keep record of Stance tracks as normal but simplify it such that players simply need choose to the appropriate Stance and decide how many dice (up to their PC's normal limit) to replace. Characters can still only shift one "step" (Conserv. to Neutral for example) for free but may take 1 Stress to shift again, if desired (1 Stress to shift between Reckless and Conserv.). This creates a nice "risk vs. reward" game that the players must consider when they take a Stance.
6) Delay Results - The results for rolling Delays have never seem very convincing or compelling (IMO) and with the house rules from #3 in place, extra Recharge on Action Cards becomes impractical. Shifting characters 1 space on the Initiative ladder has also never proven to change a conflict in any appreciable way (especially since WFRP3 uses "team" init anyway). Since Reckless dice impose Fatigue, it seemed reasonable and compelling to equate Conservative dice to Stress. So we established house rules that a Delay result imposes 1 Stress on the character for each Maneuver attempted the same round in addition to normal Fatigue gained (representing the "Oh, crap! I took too much time lining up my shot!" effect). This has the further result of increasing the presence of Stress in-game, a condition which is otherwise fairly rare and too easily overcome.
7) Range and Movement - Love the abstract nature of movement and the separation from any kind of grid-based, real-world values mapping system. The system breaks down a bit when large numbers of characters begin moving off in different directions. My solution is fairly direct and simple. Essentially, I've adapted the "Zone" system from Spirit of the Century/FATE 3.0 (also known as the "Area" system from TSR's Marvel Super Heroes). Each Maneuver allows a character to move 1 Zone. Characters in the same Zone are "Close" and may spend a Maneuver to Engage. 1-2 Zones away is "Medium", 3-5 Zones is "Long" and 6+ Zones is "Extreme". More details on "Zones" and what they represent in the future if anyone need clarification.
That's all for now. Thanks for reading and leave your comments!
