Showing posts with label WFRP3. Show all posts
Showing posts with label WFRP3. Show all posts

Friday, December 22, 2017

Gaming in 2018

Here's a look ahead at my plans for gaming in 2018:

1. Complete The Enemy Within for Warhammer 3e
I recently posted my impressions of Fantasy Flight's 3rd Edition of Warhammer.  My group has completed the first of the four chapters of the campaign.  I plan to knock out the other three before finding a storage solution for the acres of cards that make up the game.  Thus far the campaign has had some great moments, although the layout and lack of maps and other documents and relatively linear plot make running the game harder than it need to be.

2. Pulp Cthulhu: The Two Headed Serpent
Call of Cthulhu is a staple in my gaming group, and I'm keen to dive into a new "high-octane globe-spanning" campaign using the new pulp-action rules for Cthulhu's 7th Edition.  If you're interested in a chapter-by-chapter review, as I did with Horror on the Orient Express, please let me know via the comments.

3. Playtesting Instruments of the Chrysanthemum Throne 
The secret to writing good games (in my opinion) is understanding the diversity of approaches, expectations and experience that players (and GMs) bring to the table.  The best way to do this is to test your game as widely as possible.  The initial playtests of Instruments have already revealed some major opportunities for improvement and there's plenty to do before the game is ready to be released.

4. Warhammer 4e
If there's any time left by the end of the year, and sufficient material has been published for Cubicle 7's new edition of Warhammer I'd ben keen to give it a whirl.

Friday, December 1, 2017

A Small But Vicious Dog

Over the last few months we've been exploring the world of Warhammer Fantasy Roleplay (3rd edition) from Fantasy Flight Games.  Described by the publisher as: "an new, exciting way to experience the popular Warhammer Fantasy setting... a grim world, constantly at war", I think WFRP 3e is an important game, albeit an imperfect one.  The following text contains my reflections of the game thus far.

Why WFRP?
There are many, many fantasy games on the market, so why does Warhammer have enduring appeal?  For me the answer is in several parts.  One part is nostalgia. For anyone who played the Warhammer Fantasy Battle, or earlier editions of the roleplaying game, WFRP is a familiar, well resolved, interesting fantasy setting, that contains most typical fantasy tropes alongside some tongue-in-cheek humour.

The second major appeal of the game has always been the idea that instead of playing a fledgling hero, you play a character just trying to get by.  Careers like Rat Catcher or Servant are the norm, and darkness is everywhere.  Perhaps the characters will survive the adventure and prosper, but they may simply end up mutilated, mentally scarred or diseased, trying desperately to get into a more respectable career.  If you favour a dark fantasy game, WFRP has always been a good choice.

Finally the game has always been well supported with a large range of sourcebooks and scenarios.  Some classic campaigns, like The Enemy Within are considered classics and extremely innovative for their time.

Pick a card, any card
The most striking difference between the 3rd edition of WFRP and it's predecessors, is the use of cards.  The bespoke card decks are used for the entirety of the options available to players during combat, reflecting wounds, insanities, diseases, madness, mutation, monsters and even in-game locations.

The cards are neat.  They take a lot of the load from the GM to manage the rules for the players, and make clear the potential outcomes for most results.  On the down side, the cards take up a lot of space during the game, and require careful management between sessions to prevent hours of searching later, and make second hand versions of the game a touch-and-go option.

It should be noted that, toward the end of the license, Fantasy Flight published a series of books which enable the game to be played without many of the cards previously required, and allowed players to plan career development at a glance (rather than scouring endless card decks).  The utility of these books make them an important addition to the smooth operation of the game.

Other innovations
There are several other neat elements of WFRP 3e.  The game is practically bursting with little innovations, such as the stance tracker, which tracks whether a character is more conservative or aggressive and allows you to swap dice in your pool accordingly, social combat rules, a descriptive range tracker, and overall party tension measure.  And of course, the special dice which so polarised gamers when the game was released.

Although many of these elements are not smoothly integrated, they are extremely innovative for a traditional system with such a long history.  For these reasons I think the game is important in the history of roleplaying game design, and many have been influential on subsequent designs.

Quirks and peculiarities
WFRP 3e is not without some eyebrow raising limitations.  For example, High Elves are included as a core character race, but widely marginalised in the settings for most of the scenarios written for the game.  In addition, no elf expansion was ever made limiting elf-specific career options.

The game was originally designed for just 4 players with card options to match.  These days this problem is easily resolved by finding the basic card summary online and printing one for each player.


While the materials included in the scenario and expansion boxes are beautiful, there's a criminal shortage of usable maps and the organisation of the scenario books is not always ideal.  Should the card decks become separated from the scenario books they are almost unplayable in some cases.

The party tension meter is a really nice idea, but unless your players are rigorous in staying in character, most bickering around a game table happens 'out-of-character' and punishing players for bickering in character actually works against a richer, more fully realised, game.

The bespoke dice mechanic is a nice way of randomising several possible outcomes in a single throw, but dice outcome cancelling each other out, means bigger pools (as the character advance their careers) complicate the resolution of this mechanic without any additional benefit.

Freeing careers from a tree-progression system and allowing an almost unlimited ability to pick up new cards means that players have a lot more options in terms of character development, but this also means players face a bewildering array of choices, especially when they start playing the game.

In summary
WFRP 3e is an eccentric game.  It is bursting full of ideas and neat tricks, but much of the way these work together at the table feels unfinished, and doesn't live up to their full potential.  Indeed, you might say that Fantasy Flight refined the system when it made Star Wars: Edge of the Empire and again for Genesys.

If you like the setting, and can get past the challenges inherent in the game collateral (bespoke dice and large numbers of cards) you'll find a surprising accessible system, that delivers a solid gaming experience, particularly for early-career characters.

Thursday, June 13, 2013

Four Campaigns I’d Like to Run

We’ve been playing a lot of EPOCH recently, which has been terrific fun, but too much single-session madness can sometimes set you hankering for the meaty substance of a longer campaign.  There are many games on my shelf that I’ve been looking at wistfully – planning to run one day when time permits.  Here’s my shortlist:
 
1. Call of Cthulhu 7th ed.: Horror on the Orient Express
A Chaosium classic, I played through parts of this campaign and ran parts of this campaign years later, but I’ve yet to give it a thorough and solid run.  An evocative campaign with many classic horror moments, I plan to run this campaign with 7th edition next year, when both that kickstarter and the new Orient Express Kickstarter are delivered.  I’m particularly interested in seeing how the writers have addressed some of the more ‘clunky’ elements of this campaign, and what material they’ve added to the new prequel scenarios.
 
2. Rogue Trader: The Warpstorm Trilogy
After running Lure of the Expanse I had a hankering for another, longer Rogue Trader campaign.  The Warpstorm Trilogy remains high on my ‘to be run’ shelf, although I am a little concerned about how many Rogue Trader books have been published since we finished Lure of the Expanse, and what new or extended rules might now exist, and have to be ferreted out, deciphered and interpreted.  As always with Rogue Trader, the amount of preparation needed to stay ahead of the curve seems fairly high, as each sub-element of the game has different rules and tables.
 
3. WFRP 3rd Edition: The Enemy Within
This version of the game has vexed me for some time.  I really like the idea of this game, and some of the elements of the latest edition of Warhammer Fantasy Roleplay seem really neat.  My initial playtest of this edition was not a great success, but that probably had something to do with just how many choices are involved in character creation.  I’d love to give it another try and this campaign seems like a good option.  I ran the original Enemy Within Campaign, and this product seems to have little resemblance to that, but I still think it will offer an entertaining and accessible epic fantasy campaign, if only we can get through character creation.
 
4. Mutants and Masterminds 3rd Edition
Epic Villains and Vigilantes campaigns were an important part of my formative gaming years.  Ever since I’ve thought it would be great to have an ongoing supers campaign with a decent amount of crunch.  My recent supers campaigns have had a much more narrative style – and while these have been great, I’d really like to run a game which used a more detailed system, and have players that were engaged with their characters on that level.  I think it would add a deeper level to the important narrative aspects.  M&M 3rd Edition seems like it might offer an interesting entry to this style of campaign.

Thursday, July 8, 2010

Not Just a Number

Luke’s comments about my ongoing D&D game, contrasting them with his own experiences, have made me pick up a proposition I made elsewhere a while ago, and reconsider it. Namely; is the GM’s style and personality a far greater determinant of a player’s game experience than system or setting?

My D&D 4e game may use all the bells and whistles of 4e (power cards, action points, milestones etc.) but, fundamentally, the game experience for me is very similar to 3.5, 3e and 2e, because the GM’s influence on the game, his NPC’s, the setting, and the types of encounters that he runs (epic) have always been pretty much the same. Yes, I think about my PC in different ways, and we have different tactical options (more immediate and less strategic IMHO) in this edition, but for me at least, that isn’t a massively significant element.

I then consider my own experience. I recently completed An Eye for an Eye, an intro scenario for my WFRP 3e players. It’s a fairly straightforward scenario with an investigation sandwiched between two fights. Now, I suspect that the investigation component wouldn’t be radically different then if I were running Call of Cthulhu, there are NPC’s who must be questioned and clues obtained. Yes, the setting is different (The Old World rather than New England), but I’m not sure that it’d really be a significant difference to the players experience of the encounter.

Then we get to the combat. As the GM I found it to be a fairly challenging time, the PC’s eliminated the initial bad guys in record time (the Waywatcher shot and killed 3 in a single action), but then had an extremely tough time with the subsequent foes. I found that running this part of the fight was very hard work, as there was quite a lot of system to get my head around. I need to make sure that the PC’s are using their actions correctly, and that they include the bad guys ‘defence’ value in their dice pool each time, apply any fatigue or delays that result from their roll, allocate damage if the attack hits and then be able to narrate the action. Then, for the bad guy’s actions I need to select an action, place charge counters if necessary, build a dice pool, queue a PC defence - and factor it into the pool, roll and assess if the attack hits, and then see if anything else is triggered by the result, attribute any wounds and critical and narrate the action. And I need to do that for each bad guy. At the end of the game I was exhausted.

All that work, made the fight feel very different for me than a similar type of Cthulhu encounter. Indeed it felt very different from most other kinds of combat’s I’ve run, but I wonder if the players found the experience to be significantly different from other games? If so, I wonder if once we’ve played more, and are more comfortable with the system, if it will still seem significantly different from a Cthulhu encounter…

In short, I’m coming to believe that the system and setting of a game may seem like a significant element for a GM, even the most significant element, but from a player’s viewpoint, I wonder if the same is true. GM style, ability and personality seem like they must be a far greater influence, and I’m not sure these change dramatically from game to game.

Thursday, July 1, 2010

These are the Games of Our Lives - Part Three

Running: Call of Cthulhu - Final Flight

I ran this Pagan scenario as a one-off session the other week. I found it was laden with good detail, but almost completely undone by a poor layout. It’s a simple adventure involving a plane flight and then an aftermath of about the same length. It’s a nice idea, but the scenario as written involves a dozen NPC fellow passengers, including cabin crew and a major villain. This was pretty challenging, and while the scenario thoughtfully provided me with a matrix of their stat’s it didn’t do the same for their personality elements or motivations, making it a pretty hair-raising experience.

Then the second part of the scenario really needs some work, tying in the fairly cool elements sketched out in the scenario into a comprehensive story. IMHO, add in a story tree of possible actions and responses, options for setting it somewhere else at another time, and some colourful and fun pre-generated characters and you’d have a really excellent ‘con game. As it stands it was fun, but unnecessarily hard work.

Running: WFRP 3e

So, I’ve been intimidated by the new edition of Warhammer Fantasy Roleplay since I purchased it. For those who don’t know, the game is played using a collection of cards, with relevant rules printed on them rather than having a rulebook as reference, and uses ‘special’ dice. I had played a game with Luke over Kapcon weekend, and wasn’t convinced that the game really did anything that 2e couldn’t do better, or that the special dice and card represented a worthwhile addition, given the associated mechanical hassle. However, having spent a decent chunk of money on it, I finally got up the courage to give it a run.

I ran it as written, rather than creating pre-gen’s like Luke did, as I don’t especially like reading rules in my free time, so was keen to learn with the players as we went (although obviously I did do some pre-reading).

The character creation session was extremely daunting. Players can spend their points on virtually any combination of statistic, wealth, or pick from a range of ‘action’ and ‘talent’ cards. By throwing it open like this, the players really need to read almost every card they might pick from in order to select the best value-for-points for their characters. Because they hadn’t played, this also meant that I needed to explain the rules as they went, so they had some idea of the relative merits of each selection. A huge job, made easier by the fact that the players, despite being a little overwhelmed, really engaged with the game.

Characters made, we then had just enough time for the into involving some brief roleplaying and a combat (I was determined to get the combat in so that the players could see how their choices worked in practice). It actually went very smoothly, and I was pleasantly surprised. The fight was flavourful and challenging, but I think ultimately a lot more empowering for the PC’s than a 2e equivalent would have been (at entry level that’d be rounds of everyone missing their targets).

I hope to get the next session under our belts next week. I am a little concerned as two of the players picked (and randomly chose) the Waywatcher and Swordmaster careers, which seems to make them pretty kick-ass in combat, when compared to the Gambler and Rat-Catcher. Story wise, appropriate, but I remember how incensed my 2e players were that some characters were better at combat than others – the idea that other characters are better in social situations, didn’t hold much sway. I’m also not convinced about abstract movement in combats where there are multiple attackers, nor do I find the monsters easy to run when there are many of them – however, time will tell if these kinks work themselves out.