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Made in us
Hangin' with Gork & Mork






Now I can see why it costs $100. You get a lot in that box.


Amidst the mists and coldest frosts he thrusts his fists against the posts and still insists he sees the ghosts.
 
   
Made in us
[DCM]
.







And if you go here:

http://www.amazon.com/Warhammer-Fantasy-Roleplay-Core-Set/dp/1589946960/ref=sr_1_1?ie=UTF8&s=books&qid=1260296453&sr=8-1

it costs a lot less...

This message was edited 1 time. Last update was at 2009/12/08 18:18:56


 
   
Made in us
Stubborn Temple Guard






I'm not overly impressed by it. It seems much more like one of Fantasy Flight's other games: Descent. It appears somewhat limiting, and the dice mechanic is just weird.

It looks like it will play more like a narrative board game than an RPG.

It is pretty, though.

27th Member of D.O.O.M.F.A.R.T.
Resident Battletech Guru. 
   
Made in gb
[DCM]
Et In Arcadia Ego





Canterbury

I cannot decide if the following is cool or tragic you decide.

The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king,
 
   
Made in us
Cowboy Wannabe




Sacramento

reading this kind of stuff makes me ill: "We tried several different approaches. A single passive effect didn’t seem appropriate. A once-per-session ability didn’t match the idea"

Good on them for trying to fit the dog in, but "effects" and "once per session" are things which do not belong in RPGs.

   
Made in us
Servoarm Flailing Magos







lasgunpacker wrote:Good on them for trying to fit the dog in, but "effects" and "once per session" are things which do not belong in RPGs.


A lot of RPGs have used terms like 'effects' and 'session' over the last few decades.

Many RPGs (Deadlands and Savage Worlds, to name two somewhat linked ones) have a game mechanic that is timed on a 'per-session' basis. In both cases, it's a variation of the 'benny/fate point' mechanic many games use that allows players an occasional reroll/on-demand bonus. I think there's a few effects in old White Wolf games that could be used once-per-session. The biggest problem with per-session stuff is that it can be 'metagamed' a bit by intentionally procrastinating.

I don't know why the term 'effects' is worrisome... Again, RPGs have used that term for years as it is a perfectly cromulent word. Ultimately, it boils down to various character abilities having some defined action on other game elements (characters, objects, etc.) and effects is a perfectly good word. I assume the issue is that the 'effects' in question are more like status effects or similar, but again many RPGs have been moving in that direction for years. Savage Worlds, for example, encourages using a handful of basic modifiers for different situations regardless of the reason: Being in the dark because your flashlight died is fundamentally the same as being in the dark because an evil wizard cast a spell to blind you. A spare set of batteries is only useful in one, of course, but that's just details. Making the rules for being blind identical makes things a lot easier to actually play.

This message was edited 1 time. Last update was at 2009/12/09 21:48:10


Working on someting you'll either love or hate. Hopefully to be revealed by November.
Play the games that make you happy. 
   
Made in us
Tinkering Tech-Priest







I love how people think WFRP 3rd ed is a board game, It's pretty far from that. It's an RPG with lots of cool tools to help Role Playing. All the Tools appear to be designed to add to the imaginative element of RPGs while requiring less effort wresting the rules.

Check out my painting and Modeling Blog
http://www.dakkadakka.com/dakkaforum/posts/list/228997.page

 
   
Made in gb
[DCM]
Et In Arcadia Ego





Canterbury

more info and some,potentially, handy stuff



The Old World is a grim land of peril and greed, where the suffering masses do their best to protect themselves from foul forces that would exploit and corrupt them.

But today, the Old World becomes a bit less perilous... The Errata and FAQ for Warhammer Fantasy Roleplay (pdf, 1.2 mb) is now available on the support page. Additionally, you'll find a card and component list (pdf, 708 kb) and a living index (pdf, 628 kb)!

Warhammer Fantasy Roleplay is a roleplaying game that sets unlikely heroes on the road to perilous adventure, in the grim setting of Games Workshop's Warhammer Fantasy world. Players will venture into the dark corners of the Empire, guided by luck and Fate, and challenge the threats that others cannot or will not face.


linky

The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king,
 
   
Made in gb
[DCM]
Et In Arcadia Ego





Canterbury

Bit more news...

The Adventurer’s Toolkit, the first exciting supplement for Warhammer Fantasy Roleplay, is now available at your friendly local game store!

As threats to the Empire’s stability loom, some brave individuals step forward to lend their aid to the cause, while others are caught up in fate’s plans to find themselves facing perilous adventures.

With more than 50 action cards, 30 talent cards, 10 new careers, and much more, The Adventurer’s Toolkit expands your options and deepens your Warhammer Fantasy Roleplay experience! Game Masters, too, will find The Adventurer’s Toolkit extremely useful. New career sheets and talent cards can help the GM develop new and compelling non-player characters, enriching the Old World.

With The Adventurer’s Toolkit, you can now play as a sturdy Dwarf Ironbreaker, a formidable High Elf Sword Master, a nimble Wood Elf Wardancer , or as a downtrodden Ratcatcher with a small but vicious dog – or as one of the other new careers introduced. The Adventurer’s Toolkit let’s you face your grim and perilous adventures with more options than ever before. Pick up your copy today!


linky..

So..has anyone actually seen or even played this yet then ? I'm going to stick with 2nd edition for the foreseeable future, this has some nice ideas and I admire their balls in trying something so radically different than before...it just doesn't grab me as such. I'd be tempted to pick up any sourcebooks they release, but seeing as it looks like any further releases will also be in box form ( to contain more cards etc etc) then I'll be giving those a miss as well it seems. Which is a pity.

Still. managed to grab myself a copy of the old hard to find 1st edition dwarf supplement t'other week..guess, like i the empty years, I'll be reduced to trying to scrounge cheap copies of the first edition books.

The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king,
 
   
Made in us
Stubborn Temple Guard






NinjaRay wrote:I love how people think WFRP 3rd ed is a board game, It's pretty far from that. It's an RPG with lots of cool tools to help Role Playing. All the Tools appear to be designed to add to the imaginative element of RPGs while requiring less effort wresting the rules.


When I think "RPG" I think (other than rocket-propelled grenade) of a character sheet, a pencil, a few dice I can pick up at the game store, and some imagination.

I don't think "Party Tension Track," jigsaw "Stance Position," or a bunch of cards telling me how I'm standing determines how effective I can be. I also don't see rolling 10+ dice and consulting two different cards to tell me my attack didn't do squat.

It is overly complex for something incredibly simple. It requires too much checking of cards to figure out simple results.

I'll try it, but it just looks pretty poorly designed.

27th Member of D.O.O.M.F.A.R.T.
Resident Battletech Guru. 
   
Made in ca
Regular Dakkanaut




Mattlov wrote:
NinjaRay wrote:I love how people think WFRP 3rd ed is a board game, It's pretty far from that. It's an RPG with lots of cool tools to help Role Playing. All the Tools appear to be designed to add to the imaginative element of RPGs while requiring less effort wresting the rules.


When I think "RPG" I think (other than rocket-propelled grenade) of a character sheet, a pencil, a few dice I can pick up at the game store, and some imagination.

I don't think "Party Tension Track," jigsaw "Stance Position," or a bunch of cards telling me how I'm standing determines how effective I can be. I also don't see rolling 10+ dice and consulting two different cards to tell me my attack didn't do squat.

It is overly complex for something incredibly simple. It requires too much checking of cards to figure out simple results.

I'll try it, but it just looks pretty poorly designed.


You've never seen the rpg FATAL then...
   
Made in gb
[DCM]
Et In Arcadia Ego





Canterbury

The response to the recent release of The Adventurer’s Toolkit has been amazing, and our webstore has already sold out of this exciting supplement for Warhammer Fantasy Roleplay!

If you didn’t get a chance to order, remember that plenty of copies went to retailers and distributors worldwide, so check with your friendly local game store.

Otherwise, check back here in a couple of weeks as another shipment is due to arrive soon!

Warhammer Fantasy


blimey that sold out fast...and somewhat oddly...

Warhammer Fantasy Roleplay, a new way to experience the popular Warhammer Fantasy setting, is now available for purchase online via download! It is a grim world, constantly at war. As a hero, you will take up weapon, spell, or prayer and do your best to combat the might of enemies terrifying to behold. As the Game Master, you will make the lands of the Old World real as you craft the story, the people, creatures, and the mysteries the other players will encounter during their adventures.

Now, the four books found in the core set can be downloaded at drivethrurpg.com and rpgnow.com (You can download the Rulebook, Tome of Adventure, Tome of Blessings, and Tome of Mysteries separately, or as a bundle)! Although you still need a hard copy of the core set to get the cards, custom dice, and other necessary components, pdf copies of its informative books will provide a quick and handy reference tool.

Keep watching, as more of our fan-favorite RPGs are made available through this exciting new resource!

Warhammer Fantasy Roleplay is a roleplaying game that sets unlikely heroes on the road to perilous adventure



The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king,
 
   
Made in gb
[DCM]
Et In Arcadia Ego





Canterbury

Small snippet about the forthcoming campaign

Warhammer Fantasy Roleplay: The Gathering Storm, a $39.95 campaign box, brings the heroes up against dangerous enemies, moral dilemmas, and nature. The box includes a full-color Campaign Book, 20+ Standard American cards, 20+ Mini American cards, six color maps and player handouts, new stand-ups, and more.


linky

and, out of interest and with thanks to Mr. Szlachcic of Warseer a list of the various careers in the initial set and first supplement :

Here is a list of the Core Set Careers:
Acolyte
Agent
Agitator
Apprentice Wizard
Barber-Surgeon
Boatman
Burgher
Coachman
Commoner
Dilettante
Disciple
Envoy
Flagellant
Gambler
Giant Slayer
Hunter
Initiate
Mercenary
Messenger
Roadwarden
Scout
Soldier
Student
Thief
Thug
Troll Slayer
Watchman
Waywatcher
Witch Hunter
Zealot

Careers in the Adventurer's Tookit:
Bailiff
Bounty Hunter
Dockhand
Ironbreaker
Pit Fighter
Ratcatcher
Scribe
Smuggler
Swordmaster
Wardancer

The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king,
 
   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Archer ARC-5S

Oh yes, I can finally be a barber like I always wanted.



Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in gb
[DCM]
Et In Arcadia Ego





Canterbury

Good grief, they really are pushing this hard..good for them..

Now that so many fans have had a chance to experience Warhammer Fantasy Roleplay, players around the world are eager to see how Fantasy Flight Games will be developing the line to enhance their campaigns and add even more excitement to their roleplaying sessions.

Rest assured, there are many exciting projects ahead for Warhammer Fantasy Roleplay. The development team is working on a wide range of products that explore different parts of the rich Warhammer Fantasy setting, provide additional information on important parts of the Old World, and add more options and depth to your game.

Some people may have heard rumours and speculation about what lies ahead. The Old World is shrouded in such mysteries. So I thought, who better to pierce the veil of secrecy surrounding the future of Warhammer Fantasy Roleplay and to shed light on these shadow-shrouded topics than a Grey Wizard, a master of illusion, trickery, and secrets?

By downloading the Sifting Through Shadows PDF (1.5 MB), you can follow along as Gavius Klugge, renowned Master Wizard of the Grey Order (and alleged author of much of the Tome of Mysteries found in the core set), shares his personal thoughts and musings on what the future holds in store.

Warhammer Fantasy Roleplay is a roleplaying game that sets unlikely


relevant link

The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king,
 
   
Made in gb
[DCM]
Et In Arcadia Ego





Canterbury



Very small update time Rainy Days in Stromdorf...

As The Gathering Storm campaign for Warhammer Fantasy Roleplay draws ever closer, I wanted to share more information about a key part of the adventure’s campaign setting, the town of Stromdorf. The Gathering Storm includes more than a dozen pages of details about this town, from its humble roots to its rules and regulations, from its interesting environs to many of its quirky, unusual inhabitants.

The rain-drenched town of Stromdorf can serve as a convenient “story hub” for the events that transpire throughout The Gathering Storm, but the details and information can easily be used by a GM to help bring any town, village, or community in the Empire to life. Writers Dave Allen, Steve Darlington, Dylan Owen, Clive Oldfield, and Gary McBride helped create a fascinating story set in an interesting place that is unique and yet at the same time thoroughly Warhammer.



Here’s just a brief look at Stromdorf. Stay tuned for more previews and more information about The Gathering Storm as its release draws near.

About Stromdorf

Stromdorf is a small market town in the southern part of the Reikland, about one hundred and fifty miles from Altdorf as the raven flies. It is located near the confluence of three rivers, the Ober, Tranig, and Teufel, each flowing from the distant Grey Mountains into the shadows of the nearby Reikwald Forest. The area of marshy lowland and stony hills south of this confluence is known as the Fleuchtschussel, a wet land infamous and avoided as the stormiest place in Reikland; even in midsummer, grey clouds smother the sun in a sky angry with rain and lightning.

The town’s population numbers fewer than seven hundred people. Neighbouring folk are puzzled that the entire population has not moved on to less damp climes before now, but there has been a settlement here before even Sigmar’s time, and the people of Stromdorf have a profound sense of history and are proud of their town. They regard it as a mark of their tenacity that they survive in such an intemperate climate; however, other Reiklanders mock this outlook as proof of the townsfolks’ inbred imbecility.

Stromdorf’s inclement weather ensures few travellers tarry in the town, and hardly anyone settles there from elsewhere unless they have to. Thus, Stromdorf remains a backwater; it is an impoverished place when compared to the thriving settlements in the rest of the Reikland. It is no surprise that, like the sky that thunders above their heads, Stromdorfers are a stormy lot, quick to anger and difficult to placate. They complain bitterly about the smallest grievance, finding fault in everything except, oddly, the weather, which they habitually shrug off with heroic stoicism: “Come now, it’s only a bit of rain!”

Economy

The River Teufel is Stromdorf’s lifeline to the Ubersreik in the west and the Reik to the north, yet the town fails to capitalise on the river traffic that bypasses it. Travellers prefer to hurry past, eager to escape the drenching rain. It doesn’t help that Stromdorf does not produce many goods to trade. Its low-lying farms eke out subsistent crops from the sodden fields, and the wool and meat from the hardy sheep pastured in the hills is of poor quality. Just enough produce is generated each month to keep the town from starving. Stromdorf used to rely heavily on its upland flocks for revenue, but a hundred years ago, goblin tribes drove most farmers from the hills.

However, the marshy climate and muddy waters of the rivers are an ideal breeding ground for the Reik eel, a large, voracious snakelike fish with razor sharp teeth. Its sleek body is muscular, and the flesh is flavourful. Many Stromdorfers fish for the eels, dredging the river with large nets. The eels are skinned, smoked, and barrelled, comprising one of the few regular exports of the town.

Administration

Burgomeister Phillip Adler has been the administrative head of Stromdorf for nearly a decade. Adler was appointed to the position by the von Jungfreuds, the prominent aristocrats in the region, hoping new blood would invigorate Stromdorf’s negligible economy.

Phillip Adler is a self-made man, who made a fortune in the textile business in his native Ubersreik, and married a distant relative of the von Jungfreud noble family. From the start, the town council, a collection of older, gruff white beards, disapproved of an outsider managing their affairs – by tradition the burgomeister had always been one of their own.

Initially Adler proved popular, encouraging trade between Stromdorf and other parts of the Reikland. At the beginning of his tenure, revenue increased, but so did the taxes, now that the von Jungfreuds had their own man in charge.

However, Adler has become reclusive in recent months. He has shut himself away, barred visitors to the town hall, and has even dismissed his servants, living there alone. He conducts his affairs from behind closed doors, using the watch captain, Arno Kessler, as his intermediary. Kessler is a man of war, lacking the verbal finesse needed for politics, and his brusque manner has angered some of the locals he has to deal with. Recent events have made Adler unpopular – a few folk openly call for his replacement, arguing that his behavior is hurting business.

According to local gossip, Adler is in mourning for his wife, Else, who died shortly after he became burgomiester. Further enquiry reveals that this happened two years ago, long before he decided to shut himself away.

A Brief Resurgence

Stromdorf experienced a brief renaissance during the first few years of Burgomeister Adler’s tenure, as he used his influence with Ubersreik’s Mercer’s Guild to encourage more trade between the two towns. However, since Adler’s “retirement” from public view, most outside merchants have lost interest in these ventures. It seems the only remaining profitable enterprise for distant traders and merchants is the import of dry timber and coal for fuel to Stromdorf, commodities which the sodden climate ensures are scarce in this locality.

Despite the challenges faced, the local tannery is an example of one business that continues to thrive. The tannery is operated by Marcel Gerber, Stromdorf’s wealthiest burgher after Adler. Tanning is a filthy industry, and in many towns, tanneries are relegated to the outskirts. Not so in Stromdorf, whose people are eager for any employment, however noisome. The constant rain helps mitigate some of the stink produced by tanning procedures, but a foul aroma subtly pervades the town.

The town’s one true luxury export, and the one thing it is known for apart from its wet weather, is its Thunderwater Ale, brewed by the Brenner family for generations, and sold to connoisseurs Empire-wide. Even dwarfs from nearby Karak Azgaraz have been known to make the pilgrimage to Stromdorf to tap a keg of the stuff, a potent brew with a distinctive peaty aftertaste.

--



linky

Good to see some familiar writers amongst the writers listed, and I like the artwork.

I don't think this edition is for me still but I wish them, and more importantly the players/customers every success with it.

Anyone here played/playing this then ? I know dakka leans more towards the 40k elements of the GW settings, but I would be interested in hearing the thoughts and experiences of anyone who does play, especially in a campaign.

The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king,
 
   
Made in gb
[DCM]
Et In Arcadia Ego





Canterbury

If only as I'm horribly completist

Eager to expand your Warhammer Fantasy Roleplay experience? I’m pleased to report that the Dice Accessory Packs have arrived! The Dice Accessory Packs include 12 custom dice for use with Warhammer Fantasy Roleplay.

Each Dice Accessory Pack includes:

3 Characteristic Dice (blue d8s)
2 Reckless Dice (red d10s)
2 Conservative Dice (green d10s)
2 Fortune Dice (white d6s)
1 Expertise Die (yellow d6)
1 Misfortune Die (black d6)
1 Challenge Die (purple d 8)
The Dice Accessory Packs will be available through your favorite retailer soon.


linky

The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king,
 
   
 
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