Let's go shopping

By wittgenstein2, in Warhammer Fantasy Roleplay

Ok, I love Warhammer, and I think FFG have done a great job with the products. But how they've gone about releasing those products has left me confused. I've tried a few times to get into the game, but i fail every time. I thought I'd take a different approach. What if I tell you what I want, and you tell me what I need to buy?

I want all the wizardrly magic, all the prieslty magic, and all the careers. I like 'visual', so I really don't mind the counters and stuff as I believe it adds to the experience. We also have 4 players and 1 GM (me).

What products would I need?

Hi,

Well the core set plus the adventurers toolkit gives you the base kit for four players. Signs of faith gives you the religious stuff, and Winds of magic gives you the wizardy stuff. An extra set of dice or two would help if you have four PC's. Nearly every supplement gives you some extra careers, so you may want to consider Omens of war and Lure of power, that give cards and careers for warrior and social themes respectively.

Hope that helps, give it a go it took our group a couple of sessions to gel with it but in the last few years we have grown more and more appreciative of the system.

No:12 said:

Hi,

Well the core set plus the adventurers toolkit gives you the base kit for four players. Signs of faith gives you the religious stuff, and Winds of magic gives you the wizardy stuff. An extra set of dice or two would help if you have four PC's. Nearly every supplement gives you some extra careers, so you may want to consider Omens of war and Lure of power, that give cards and careers for warrior and social themes respectively.

Hope that helps, give it a go it took our group a couple of sessions to gel with it but in the last few years we have grown more and more appreciative of the system.

Thanks No12, but I have to say, just got off the phone with a friend of mine, and apparently, two of my players hate all the fiddly counters and stuff. They just want books and dice like other rpgs.

Is it possible to have it this way?

I would suggest the core set and major chaos gods expansions. The vaults and guides are a bit of a distraction and both are now out of date due to recent releases. I think playing without the cards and things is a bit counter productive (as there are lots of RPGs without bits) but realistically it is the dice mechanic which is the key feature and everything else could be dropped. To do this get the guides, plus the pdfs of the expansions that have happed since the guides were published. You'll need a bunch if dice but the rest is unnecessary.

I agree with Captain Fluffy. The hardcover Guides are aimed at giving you a more traditional rpg experience, and include guidelines for doing without all the bits and pieces. And they include information for all the careers in the Core, Adventurer's Toolkit, Winds of Change (magic), and SIgns of Faith (religion). Those and some dice will get you a playable game. But it is not the most fun version of the game, as far as I'm concerned.

My group doesn't use all the chits and stuff...we use dice to track stress, fatigue, recharge times, etc. But there are things I couldn't imagine doing without. Progress trackers, action cards, and so on. I've worked in the game design industry, and I wish I had thought of some of this stuff...lots of traditional games could benefit from FFG's design philosophy. This is a relatively high crunch game you can play fast and smooth, almost without referencing the books once you have the basics down, because the components do the work for you. And sure, you could write all the information from your talent and action cards onto a character sheet, but at some point you're just duplicating the work FFG has already done for you.

And it doesn't look as good