Been a way for a while, but still buying all the expansions. A questions about all the tokens, etc.

By sugarwookie, in WFRP Gamemasters

Hey Folks,

It's been over a year since my attempt at a campaign with the new rules. I did turn some critics into fans by the end of our run, which was cut short after several months of Sunday adventuring.

Although my veterans liked the mechanics a lot, some of the complaints I understood, especially after cracking open the last two explansions. The cards, tokens and standees are all quality made and appreciated, but is there not a point where they seem to start getting "Too many"? The last adventure I ran I'd ran out and purchased a toolbox with dozens of compartments. The thing is, if I were to crack it open now I'd be scratching my head at what came with what and what I should include in a starting adventure. It almost would seem easier to buy a new box set and crack it open, LOL!

I'm just curious if any of you have encountered this feeling and if you'd came up with any sort of system to keep it neat? I still may saddle up again.

Peace,

Wookie

*raises hand*

Same feeling here. I've kept playing, and focus more on investigation & narrative than real combat, so it's no dealbreaker for me.

Still, I can't just do nothing so this is my personal adaptation:
Done away with tokens for distances during combat and replaced that with actual distance and a ruler with notches (1 notch: 1 manoevre)
Created one big combo-card for all the basic actions, one for arcane basic abilities as well as divine basic abilities. (cuts back on card-sprawl a lot :) )
Created a character-sheet that puts everything together in an easy referenceable page, AND tracks your wounds/fatigue/stress/corruption/ (need to incorporate shame) with a slider - no more need for those chits either. (and makes setup between sessions easier: "Hey GM, did I have 3 fatigue and no stress, 2 fatigue and 1 stress, ... ? How many of these wound cards were criticals?" )
Additionally, this sheet has room to put everything important from your career-sheet, making that one unnecessary as well. (Players keep it in their character sleeve, but it doesn't need to be out on the table.) (I still need to make a black&white version of that sheet I just remembered!)


I'm keeping the official chits so far for:

recharge of actions
fortune points
event-trackers
markers on the "battlemap"

Keeping the talent-cards, action cards, diseases, mutations, insanities, ...


Looking for a way to:
- consolidate action cards (The perform a stunt - card seems like a good start... Make a general action-card, with a general recharge, and have a table of modifiers a player can choose from)
- replace the system of recharge with something less fiddly

I used organization trays (you get them craft hobby stores etc.) to keep actions of different types, talents of different types sorted.

So each session - anyone need to see the tray (taking new stuff of that sort), and out it comes.

For NPC's, I group all the NPC cards together by type (beastmen, skaven, undead etc.) and then put with them the actions that go with those ones. This doesn't silo as goblins and skaven can share some possible actions etc but it works well enough for pulling out "beasts" and deciding what animal a chaos star on making camp runs into wetc.

I use coloured glass markers instead of chits for stress/fatigue/fortune points and also have stackable trays for those. The wound, disease, miscast etc. cards go into standup holders to sit on table - my last blog post has photos of some of this, see link.

http://valvorik.livejournal.com/

Rob