WFRP is just not as fun as the "good old days"

By CoyDK, in WFRP Gamemasters

I have realy tryed to like the new "boad game" type of RP that is so popular today. Just like D&D 4.0 WFRP have taken up this trend.

Me and my crew have been playing "Warhammer Roleplay" ever sins the first edition. We loved it, we still do but we miss the "old" system. We have been playing alot of Rogue Trader & Deathwatch and well we dont like the 40k univers but we love the system. We gave Black Crusade a go and well agen we dont like the 40k univers but the system was exelent!

Ok time to stop blabering, I would so ever much love to see WFRP with a "Black Crusade" system instead of all thise cards, counters and cardpoard thingis that go places I dont want to say. Gives us the freedom back, give us as game masters the easy system that will allow our new and younger players to get aboard quicker!

/ Coy

CoyDK said:

We loved it, we still do but we miss the "old" system.

Is someone keeping you from playing it? Fun gaming is fun gaming, regardless of it being in print.

True, but we miss new content. Its hard as a gm to have to keep "updating" your old system and we are running in to dead ends with the rules and our house rules. It would be nice to have a new polished system a bit like the pathfinder series for D&D where they took the old system and beefed it up.

FFG make so many arwsome games, why not let us have 2 version of Warhammer Fantasy and let us the players chose. I think alot of players would enjoy the older system sins its easy to learn and easy to use as a gm + you have more freedom.

CoyDK said:

why not let us have 2 version of Warhammer Fantasy and let us the players chose.

If you like the 40k system maybe v2 is a better fit for you. Surely the v3 adventure PDFs are easy enough to convert back to V2? Then you can take heart that the new TEW is written to appeal to all version players. (will still require some conversion, I imagine though).

Why fight a system when you can convert it to one set in the same world?

well, our group enjys 3rd edition alot.

we have played the dark eye firs for several years and then, kinda by accident came to WFRP. at first we were also shocked and thought it was WAY too complex and WAY too many cards.

but playing it for over a year now we really see the advantages of the system. to us, the cards are alot easier since there is no more reading in rulebooks most of the time to find out what an attack does. the advances are way easier to spend and to calculate and the gm has the opportunity to make up an encounter in under a minute if he wishes, simply by drawing a location and an enemy card and bind those into the story.

we have tried to switch back to the dark eye a few months ago because we had a campaign to finish and we found it to be so much more comlicated and we had to read back all in the rulebooks again...we decided to switch back a session later to WFRP

of course, WFRP looks more complicated at first with all it's cards and the dice, but in the end, it makes for a really great system anyone can join in in 30 minutes and know the rules, since the rest is on the cards!

nephtys said:

of course, WFRP looks more complicated at first with all it's cards and the dice, but in the end, it makes for a really great system anyone can join in in 30 minutes and know the rules, since the rest is on the cards!

This , yes Five Hammers out of Five.

To original poster, we all do have our own legitimate tastes and preferences. I find it a very easy system to ad lib in, convert stuff into and enjoy the focus staying on "what's there in front of us" not "let me look that up". Shopping for stuff is about the only time our table has to look stuff up.

You could just write down your abilities on a sheet of paper :P

I have simplified some of the rule system for a convention-style character sheet:

* Removed all "cards" except for the special actions(and even those can be written down)

The fact is though that the game system has evolved. It has added components (fatigue, stress, stance and special action abilities). It has moved away from a d-100 and "just talents and skills."

It's just how it is and I guarantee it's never going back to the percentile system.

jh

1 out of 10 for the tired old "board game" straw man.

WFRP 3rd edition is exactly the same format as almost any other RPG. Instead of columns of numbers to track on a piece of paper, you have counters. Instead of constantly looking up the rules for what you can do, they're printed on cards and laid out in front of you.

I think having all that information physically in front of you makes the game more visceral, not less.

Try another rant.

The number one reason why I chose 3rd edition is because everything was on cards. I hate looking things abilities, skills, talents up. Sure you can write it down....wait that's what the cards in 3rd Edition are. I used to make small cards for my gaming group. Now I don't have to waste time.

P.S. I hope the Star Wars RPG is along these lines and not the 40K stuff.

Wager SW will walk a middle path. Neither fully light nor dark side. Basicly big fat books like 40k with card supplements that make it play as intended.

Daedalum said:

Wager SW will walk a middle path. Neither fully light nor dark side. Basicly big fat books like 40k with card supplements that make it play as intended.

D100 system

Put in "Special Ability Cards" & Weapon Effect Cards.

Give us some loot cards & critical damage cards.

A digital aid in the form of a APP for Iphone/pad & Android for BOTH gm's and a aid for Players mabye a rule dictonary sorpresa.gif

BAM! We got ourselves a good Star Wars Game (FINALY!!!)

Nothing is as much fun as the old days, its called getting old. Now, where did I put my glasses?

New Zombie said:

CoyDK said:

personally i find this system provides me as a GM more freedom than i've ever had in other RPGs

hi there

I am a 2nd Edition GM and I having been looking at making the transition over to 3rd and your above comment caught my interest. Can I ask how so?

cheers

To me, as GM, the fact that things such as modifiers for snow, wind, fighing on inclines etc can all be done using fortune and misfortune dice, adding challenge dice etc., having a useful npc be invoked as an expertixse die, these allow easily reflecting a wide variety of situations. The fatigue and stress system allows noncombatant situations to still have drama and meaningful consequences to characters. That social, travel and combat matters as use the same basic system is useful.

My blog has a few more of my thoughts.

GravitysAngel said:

1 out of 10 for the tired old "board game" straw man.

WFRP 3rd edition is exactly the same format as almost any other RPG. Instead of columns of numbers to track on a piece of paper, you have counters. Instead of constantly looking up the rules for what you can do, they're printed on cards and laid out in front of you.

I think having all that information physically in front of you makes the game more visceral, not less.

Try another rant.

As far as I can make out the original post was nowhere near a rant, just an expression of a players disappointment with the new edition. I have played and enjoyed all three editions, but that is not to say that I don't miss some of the 2nd edition. Just because somebody has tried 3rd edition and found it wanting does not make them a heretic!

Please go and troll somewhere else, like Twitter for instance.

sloblock said:

New Zombie said:

CoyDK said:

personally i find this system provides me as a GM more freedom than i've ever had in other RPGs

hi there

I am a 2nd Edition GM and I having been looking at making the transition over to 3rd and your above comment caught my interest. Can I ask how so?

cheers

  • how the dice pool works.
  • weapon damage + statistic - toughness - armour soak.
  • 4 tokens to recharge a talent.

everything else for the most part is on a card that i don't have to worry about looking up.

but really what is most liberating is the dice pool. it covers any situation. i don't have to worry about being caught by surprise by an unexpected action a player takes, this lets me relax, confident that the dice will look after us. i never look at the rulebook during a session. there are a couple of rules that tripped me up early in the game so i made cards like the action cards in the game to cover these.

ragnar63 said:

As far as I can make out the original post was nowhere near a rant, just an expression of a players disappointment with the new edition. I have played and enjoyed all three editions, but that is not to say that I don't miss some of the 2nd edition. Just because somebody has tried 3rd edition and found it wanting does not make them a heretic!

Please go and troll somewhere else, like Twitter for instance.

I have no problem if the person didn't enjoy the game.

"It's a boardgame because it has cards and tokens" is as old a rant as the game itself is old, and it's also empty and superficial and shows someone who is not really considering either what WFRP is or what other RPGs are.

GravitysAngel said:

ragnar63 said:

As far as I can make out the original post was nowhere near a rant, just an expression of a players disappointment with the new edition. I have played and enjoyed all three editions, but that is not to say that I don't miss some of the 2nd edition. Just because somebody has tried 3rd edition and found it wanting does not make them a heretic!

Please go and troll somewhere else, like Twitter for instance.

I have no problem if the person didn't enjoy the game.

"It's a boardgame because it has cards and tokens" is as old a rant as the game itself is old, and it's also empty and superficial and shows someone who is not really considering either what WFRP is or what other RPGs are.

It is not a rant, it is just expressing an opinion. Please use a word in the right way or don't use it at all. If you read quite a number of the other parts of the forum, there are a number of people who don't use all the paraphenalia and just stick largely to the dice and a character sheet. I happen to know a couple of people who have tried 3rd edition for over a year , but have gone back to 2nd edition because of all the paraphenalia, which whether you like it or not, have been drawn from boardgames. And there is nothing wrong with that fact.

The first, and most important rule of our hobby ladies and gentlemen and the thing that should always be at the focus of it all is thus: FUN

We are playing this game to have fun. If it is not fun to us we should try something else, and be free to do so without fear of critism of other players. For all of us are gamers, we get enough flak from idiots who belive the whole "mazes and monsters" thing.

That being said, I like this edition and will continue to support it with my money until the rule of fun no longer applies.

My group and I only recently started playing Warhammer though I had purchased my copy a long time ago and quite frankly in 25 years of role-playing games this is the first time I have played a role-playing game where at the end of the first session I didn't say "Ya it was fun BUT... xxxx complaints here about the system".

I think three things make this a genre redefining and totally revolutionary system.

First and foremost is the dice pool which in on itself tells a story about not just what the result was, but how the player came to the result. I love the idea of saying "hey your hands are wet because its raining, this black misfortune die represents that".. Than whent he roll is made if something bad happens as a result of that black die, you know exactly what the cause was. This by itself is light years ahead of anything I have seen in a game before.

Secondaly its the first time I have ever seen a role-playing game where everyone at the table knows everything that is going on, aka what the status of everything is. We know positions but we also know the health, condition, level of preperation and all the abilities that might come into play. We don't have to remember that the mage has X hitpoints left, or has X spells available or that have been used. The mystery of the tactical sitution in any given scene is completetly unvailabed by the available cards and tokens and this allows the game to always remain in the narrative rather than people trying to keep track of various stats by erasing, writing and erasing all the time. I absolutly love this aspect of the game and my players while initially a bit resistant ultimatly came to the same conclusion, its much easier to draw a card and put it in front of you than hidden on some character sheet somewhere.

Finally I think the profession system really helps to nail down the presence of the game world. Players are making more meaningful choices rather than creating choices via exploiting the mechanic. Their is no oppertunity to build the most optimal builds, or diversivy the party in the most optimal way. You pick you professions from a pool of three and while limiting this creates a natural dynamic rather than a superficial.. you play the mage, I'll play the healer and you do a tank. I absolutly HATE that about 4th Edition D&D. its a MMO in paper form and becomes a game about stats, builds and optimization. This game is all about the narrative as your characters profession is a guide for what you are going to create rather than a defining "this is who you are and here is the most optimal way to be the best version of that". I also think this ties great into the systems group think, where players have to make do with what they have rather than create and always existing in the most ideal group makeup. It becomes a game that is less tactical and more story driven. Players in my games are actively avoiding fights, trying to resolve dangerous situations and always showing a legiitmate respect to the possibility of bodily harm and death. This gives the game great realism in the narrative and players/characters act less like invincible super heroes and more like real believable characters in a dangerous fantasy world.

Hands down the best system ever made, made better by easy to track components.

BigKahuna said:

My group and I only recently started playing Warhammer though I had purchased my copy a long time ago and quite frankly in 25 years of role-playing games this is the first time I have played a role-playing game where at the end of the first session I didn't say "Ya it was fun BUT… xxxx complaints here about the system".

I think three things make this a genre redefining and totally revolutionary system.

First and foremost is the dice pool which in on itself tells a story about not just what the result was, but how the player came to the result. I love the idea of saying "hey your hands are wet because its raining, this black misfortune die represents that".. Than whent he roll is made if something bad happens as a result of that black die, you know exactly what the cause was. This by itself is light years ahead of anything I have seen in a game before.

Secondaly its the first time I have ever seen a role-playing game where everyone at the table knows everything that is going on, aka what the status of everything is. We know positions but we also know the health, condition, level of preperation and all the abilities that might come into play. We don't have to remember that the mage has X hitpoints left, or has X spells available or that have been used. The mystery of the tactical sitution in any given scene is completetly unvailabed by the available cards and tokens and this allows the game to always remain in the narrative rather than people trying to keep track of various stats by erasing, writing and erasing all the time. I absolutly love this aspect of the game and my players while initially a bit resistant ultimatly came to the same conclusion, its much easier to draw a card and put it in front of you than hidden on some character sheet somewhere.

Finally I think the profession system really helps to nail down the presence of the game world. Players are making more meaningful choices rather than creating choices via exploiting the mechanic. Their is no oppertunity to build the most optimal builds, or diversivy the party in the most optimal way. You pick you professions from a pool of three and while limiting this creates a natural dynamic rather than a superficial.. you play the mage, I'll play the healer and you do a tank. I absolutly HATE that about 4th Edition D&D. its a MMO in paper form and becomes a game about stats, builds and optimization. This game is all about the narrative as your characters profession is a guide for what you are going to create rather than a defining "this is who you are and here is the most optimal way to be the best version of that". I also think this ties great into the systems group think, where players have to make do with what they have rather than create and always existing in the most ideal group makeup. It becomes a game that is less tactical and more story driven. Players in my games are actively avoiding fights, trying to resolve dangerous situations and always showing a legiitmate respect to the possibility of bodily harm and death. This gives the game great realism in the narrative and players/characters act less like invincible super heroes and more like real believable characters in a dangerous fantasy world.

Hands down the best system ever made, made better by easy to track components.

Wow. After reading this I totaly forgot what my complaint was. God post.