Two very important questions from a new player to the warhammer frpg

By Yusaku, in Warhammer Fantasy Roleplay

Hi,

i recently discovered WFRPG and i have to say that i was enchanted by this first look. I loved the careers as game options and the grim/gritty feeling of the world.

Is possible to take the game mechanics and transfer these to my homemade world? Or the story is too hardcoded to the rules? I am using my homebrew world for more than 15 years and i loathe to abandon it. Actually the feeling and the atmosphere resembles a lot to the things i see in the books (in my setting the evil has won and almost all the world is under tyranny. So,there is a lot oppression, a lot brutallity, restriction to arcane magic and divine magic and no hope for grand heroics actions).

If i decide to purchase the game from where should i start? I know there is the box set and i have seen the "guides" and the "vaults". The "components" that i see in the description of the vaults are needed or they are for the better tracking of the game? Can someone play with only the guides?.

If your world is already similar to Warhammer, I don't see why you couldn't adapt the mechanics to it.

The best thing that you can buy, in my opinion, is the box core set. It will give you everything that you need to begin playing the game. And if you like the mechanics, it's easy to expand later on with additional stuff.

You could play using only the guides and no "components" if you like a more traditional approach. My group and I have the core set and the players guide and we like a sort of "mixed" play. We write some of the stuff traditionally (like wounds and fortune points) and we use cards for actions and talents.

Things to note about warhammer (as I see them) the system gears towards

- Players starting out as regular people

- gunpowder exist ...but is not that powerful

- not really high fantasy or heroic ...though that might have more to do with the standard of scenarios than the actual mechanic?

- the flavor of magic & divine incarnations are specific to the warhammer world ...but you could probably refluff as u see fit

- grim atmospfere in that severe injuries and disease is a pain for the players ...

Without much work you can adopt:

- basic dice mechanic
- talents /disease/mutation/... (all the small cards)
- a lot of careers

Unfortunately, the action cards for magic & divine magic are fairly tightly integrated with the lore/fluff.
Regular action cards are fine though.

Nisses said:

Without much work you can adopt:

- basic dice mechanic
- talents /disease/mutation/... (all the small cards)
- a lot of careers

Unfortunately, the action cards for magic & divine magic are fairly tightly integrated with the lore/fluff.
Regular action cards are fine though.

Well yes and no.
Whilst they have Warhammer names you can substitute them quite easily.

Bright wizard = fire wizard, Grey = Illusionists, Purple = necomatic-ish etc.

Sigmar = warrior priest, Morr = raven god of death, Shallya = Healing mother godess etc.

Nisses said:

Without much work you can adopt:

- basic dice mechanic
- talents /disease/mutation/... (all the small cards)
- a lot of careers

Unfortunately, the action cards for magic & divine magic are fairly tightly integrated with the lore/fluff.
Regular action cards are fine though.

Nisses said:

Without much work you can adopt:

- basic dice mechanic
- talents /disease/mutation/... (all the small cards)
- a lot of careers

Unfortunately, the action cards for magic & divine magic are fairly tightly integrated with the lore/fluff.
Regular action cards are fine though.

Well yes and no.
Whilst they have Warhammer names you can substitute them quite easily.

Bright wizard = fire wizard, Grey = Illusionists, Purple = necomatic-ish etc.

Sigmar = warrior priest, Morr = raven god of death, Shallya = Healing mother godess etc.

I can tell you through personal experience that the system is very easy to port over to another world. I've been running a Dark Sun game for over a year using the WFRP 3e rules. We just rename the action cards wheas called for and we separated the spells into more Dark Sun appropriate spell lists. It works wonderfully. The players design as needed, and when we need something like a new career that can't just be renamed from an existing Warhammer career, such as Gladiator, it only takes a few minutes to put together. I can build a new career in about 10 minutes now. To be honest, I design a lot more than needed, but I love the game. The closer your world is to the Warhammer world, the easier it is to do, but it can even be done with something as divergent as Dark Sun.

You just gave me an idea for a module.

Halflings in Dark Sun are cannabalistic...and warhammer halflings make meat pies..

Thri-kreen would be a nasty kind of chaos waste monster as well

Stuntie:

Agreed, I just meant: the non-magic cards can be used as is. For the others, you'll need to in your head translate the fluff-names to something that fits your setting.
If the fluff&names doesn't bother you, you can use pretty much anything.

The Demon Halfling of Fleet Street, lol. I should send you the Halfling Cook career I created...