Warhammer Fantasy Roleplay – The Winds of Change Adventure Review

82513-thumb140This winter, my gaming group is exploring adventures from the now-defunct third edition of Warhammer Fantasy Role-play series using my own custom “Warhammer World” game system. The system has been working well for us, already working on the third revision, but for this review, I will be reviewing The Winds of Change adventure from the perspective of how much fun it could be for your own table, game system aside.

Summary: This is one of my favourite urban fantasy adventures, featuring an evocative setting, engaging NPCs and a thrilling mystery.

There are spoilers below, so if you might play it, don’t ruin your fun!

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Gaming Life: Warhammer World – Session 5 – An Eye for an Eye

Our final session of the Eye for an Eye adventure brings our heroes together in the library of Lord Aschaffenberg’s hunting lodge in the Reikswald Forest. Brought here by fate, they were enlisted to help the Aschaffenberg uncover what is wrong with the staff of this newly acquired property. They soon discovered some kind of conspiracy involving some of the staff being drugged. Having failed to convince Aschaffenberg of the plot without any evidence, they proceeded to split up and all get into fights with servants, the doctor and beastmen.

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Regrouping in the library, arguing amongst each other for a time, they finally form their plan – a frontal assault on the cultists in the cellars below currently mid-ceremony – just as they hear a strange stone-on-stone grinding sound. The group descends the ladder down from the trapdoor in the library floor into a corridor and race around the corner, only to run straight into a blunderbuss blast! The soldier takes the brunt of it, the others managing to dodge in the second before the cultist fired it off.

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They surge forward, finding another cultist also waiting in ambush just inside the room where there are a group of robed cultists chanting, an already dead sacrifice (one of the servants the soldier had gotten friendly with) and the manservant Piersson, in full robed glory, horribly mutated eye uncovered and gazing upon them. On the altar, covering the bloody sacrifice, the painting of the eye and another cultist holding open some unholy tome. The whole scene is light by the pale greenish light of Morrslieb, shining in from an opening in the ceiling and bathing it in put evil.

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The soldier manages to take down the shooter, but suffers his first insanity, unable to cope with the sight of the horrific painting and the blasphemous scene before him. The dilettante joins him fighting the other cultist while the High Elf performer, unfazed by the scene before him raced forward, just as Piersson cuts himself and bleeds on the painting. The performer tries grabbing the painting, but winds up fighting over possession of it. The burgher also races forward shooting off slingshots at the other cultist, but misses his shots.

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The ceremony complete, the painting suddenly shudders and a great winged monstrosity emerges from it, a daemon from beyond, unleashing an unholy wail that shakes the very souls of the group. The soldier snaps and faints from the horror of it all. The performer doesn’t pause and grabbing hold of the painting stabs into it with his dagger and manages to shear it completely in half, breaking the gate. The demon tries grabbing him as it is pulled back, missing, but the performer is nevertheless bathed in Chaos energy and finds his mind twisted by its effects, insanity ensuing.

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The dilettante takes out the other cultist, and as the burgher battles with Piersson and the fading daemon, he manages to hit the daemon once and then strike the cult leader in the face, dropping him in a single hit. The rest of the cultists flee the room, the group consider their condition, almost all are badly injured and only the performer decides to chase after one who ran down a passage on his own.IMG_0380

He gives chase finding the cultist has climbed up a ladder to the second story of the hunting lodge. He pursues cautiously, finding his quarry in Lord Aschaffenberg’s room, about to slit his throat as he sleeps. He rushes forward, the floor creaking as he moves, alerting the librarian to his presence and they get into a short fight before the performer slips his knife between the cultist’s ribs and renders a fatal blow. Aschaffenberg meanwhile yawns a little and rolls over, continuing to snore.

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The rest of the group, having done some quick first aid and revived the soldier, return upstairs to find the remaining staff of the lodge holding off the beastmen inside the lodge itself and two soldiers facing a couple beastmen trying to get inside.

IMG_0382Before they can move, the beastmen surge forward and cut down the soldiers. The dilettante rushes forward and cuts down one of the beastmen with his blade, the performer having emerged from upstairs also rushes down and joins the fray, putting down the other.

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Suddenly another, bigger one surges forth from the kitchen. The soldier already having moved upstairs lifts a sofa over the railing and drops it on the beast, smashing it in the head and dropping it. The others quickly move in and dispatch it.
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Dawn finally arrives and the few remaining survivors gather together to piece together what has happened, along with the finally awakened Lord Aschaffenberg. He is amazed at the group’s work and commends them on having saved his home from two attacks – one from within and one from without. Unfortunately, some of the cultists did escape in the fray and he hopes they might find them, but in the meantime he is very grateful for their assistance.

And so ends our first adventure – adapted from the Warhammer Fantasy Roleplay 3rd edition adventure from the basic game – An Eye for An Eye – one of my all-time favourites!

Gaming Life: Warhammer World – Session 4 – Let’s Split Up!

We pick up this session with our heroes at a feast in a hunting lodge deep in the Reikswald Forest. They have just accused their host’s staff of being part of some kind of cult and attempting to poison them. While this might well have been true, they unfortunately had no proof of these heinous accusations, so their host, Lord Aschaffenberg, was outraged and ordered them to leave at first light the next day. The dinner ended suddenly.

As everyone stormed out, the Burgher stopped the doctor and began complimenting him on how well he played them. The doctor, flattered, and now already feeling the effects of the poisoned venison (which he had eaten to prove to Aschaffenberg that it wasn’t poisoned!), replied casually, “I haven’t the faintest clue what you’re talking about. We’re not up to anything. (Yawn) We’re not doing anything special tonight. This night isn’t important at all. I don’t know why you would think that we have something big planned for tonight, no nothing at all. Good night!”

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Meanwhile, the hounds outside were barking, something was disturbing them. Perhaps the beastmen had returned? The soldier, who was not at the dinner, but instead was being “distracted” by one of the servants in her bedchambers (and also was plied with poisoned food by her). Being a stout lad, he not only withstood her distractions without fatigue, but also resisted the effects of the poison. He managed to extricate himself and ran by his room, grabbing his chain shirt and warhammer and heads downstairs to investigate the barking outside.

Now left alone in the Great Hall, our heroes considered their options and reviewed the mountain of clues (pink cards) and the maps of the grounds (realizing belatedly that they had missed visiting many locations in the Lodge and on the grounds).

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They promptly chose the best possible option – split up! Not only split up into two groups, but everyone went off on their own. What could possibly go wrong with that plan at night in a manor filled with what they suspect are cult members and outside possibly beastmen besieging the lodge?

The High Elf Performer sneaks off to shadow the doctor up the stairs and keeps out of view as the Soldier comes racing down, still pulling on his chain shirt. The Burgher follows the Soldier, planning on heading over to the shrine, but stops when he realizes there might be beastmen about. He lingers by a tree, watching the Soldier ascend into the watch tower, listening to the hounds bark at the night and the kennel master, Olver quietly calms them and then emerges with them sniffing the air and moving straight to the wall.

The Dilettante meanwhile decides to investigate one of the paintings in the main hall, thinking this might all have to do with the religious division between the staff (Ulricians vs. Sigmarites). While removing it from the wall, he hears some noise in the library and, moving to listen in, catches the end of a conversation, “Now go get it and be quick about it!” He hears footsteps approaching so ducks into the study next door, but is just about to hide behind a desk when two of the servants enter. They ask him if they can help him and. embarrassed himself at being caught trying to hide, claims he’s looking for a drink and so one servant escorts him to the kitchen while the other stays behind.

Outside, in the watch tower, the Soldier tries to stir feelings of bravery in the beleaguered watchmen and then, fearing the beastman had returned, convinces them to all light crossbow bolts and shoot them into the forest nearby. The lights reveal a number of the foul creatures lurking in the woods. They now let out howls and charge the walls. More crossbow bolts fly.

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The Burgher is distracted by a light in the sitting room window behind him. He turns and sees a servant has entered the room and then he sees the painting… the painting of the horrible, terrible eye. It draws him in and twists his soul. A little part of him breaks. Then, the servant removes the painting from the wall and leaves. Immediately, broken free of the trance, the Burgher races back into the lodge.

Meanwhile, the Performer has followed the doctor to the hospice and sees him there pouring something down the poor dwarf’s mouth. He steps into the room and the doctor turns suddenly, “Oh, I didn’t see you there, just um, pouring, um, some uh medicine in… (yawn), well, I really must be going,” and heads out. The Performer looks things over and confirms the doctor has poisoned the dwarf (again) with the soporific. Just then the nurse, a blind Sigmarite zealot enters and after talking with the Performer a bit, tells him to seek the Hammer, hidden in plain sight. He turns and races down the stairs to go to the Sigmarite shrine outside.

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In the kitchen, the servant fetches some wine for the Dilettante then after pouring some wine, moves back toward the wall and grabs for a cleaver. As he turns, the Dilettante, realizing the jig is up, whips a knife at him, hitting his left arm, the servant lunges with the cleaver – the two are soon engaged in a scuffle, each trying to kill the other.

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Across the hall, oblivious to the fight, the Burgher arrives out of breath to find the servant with the painting in the library with the rug pulled back and about the enter a trapdoor in the floor. He confronts the servant and the two are soon in battle, fighting over the painting and the servant stabbing at the Burgher with his knife.

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The Performer, running down the stairs, misses the scuffle in the library, but hears something in the kitchen and arriving there finds the Dilettante in desperate battle with a servant, his clothes slashed and bloody, trying to draw his rapier as the servant is about to land a death blow. The Performer rushes forward with his blade and thrusts it deep into the servant, who collapses to the ground in a heap.

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The Performer declares he has to get to the shrine and rushes off, again missing the confrontation going on in the library. The Dilettante does see it though and sees that the doctor has joined in the fray, cornering the Burgher. The Burgher takes a chance and smashes the painting on the doctor’s head, knocking him out and destroying the frame. The painting (as Fate or rather, Chaos would have it) lands face up just as the Dilettante arrives and he is exposes to the horror that is the painting of the eye, terrifying him to the core of his soul, just before the servant grabs the painting and jumps down the trapdoor into the darkness. 

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Meanwhile, outside beastmen are battering the gate and the guards are raining down crossbow bolts. The Soldier, a poor shot, decides his talents are better served elsewhere. Looking back into the courtyard, he sees that some of the creatures have broken through ruined parts of the wall and the kennel master and his hounds are desperately outnumbered. He races down the stairs to help and is soon engaged in battle with one that slipped past and was headed toward the lodge’s open front door.

The Performer, having reached the shrine sees all the symbols of Sigmar in this little outdoor temple, including a replica warhammer, covered in dirt and grime. He pulls it out and cleans off the dirt, revealing that it is in fact a real Dwarven warhammer. He takes it and runs back to the lodge, passing the Soldier who has just taken out the beastman in front of him, throws him the Dwarven warhammer and the two of them run inside.

Inside, the Burgher, without a second thought, leaps into the trapdoor to the amazement of the Dilettante. He lands in a narrow stone passageway, mildewy and stale air, but can hear something vaguely up ahead with dim light showing around the corner. He runs ahead and turning the corner, he sees a large room filled with robed cultists chanting over an eight-pointed star painted in blood with the steward of the house, Piersson conducting the ceremony and another of the servants prone on an altar in front of him.

IMG_0245Piersson though has removed his eye patch and now the Burgher sees his horrible mutation, a large bulbous black orb in place of the eye. Immediately, he pulls back and races back to the trapdoor and calls up urgently, “Get the others, fast!” just as the Soldier and Performer arrive.
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And with that, the session ends.


NOTES

This was an awesome session. It started with the players puzzling over the various clues they had uncovered and feeling a little lost. At first their splitting up seemed insane, and in fact it could have led to a near TPK, but they in fact covered a lot of ground in very little time and by the end of the session were all back together ready to face the cult in the cellar, which will be where we resume next session.

At one point, we were spread over almost three tables with the map of the lodge, the gates and the cellar cult room all going at once. Thankfully, it was a quiet night at the game store. It certainly felt epic as battles rages all over the place.

I thought it might be difficult to keep everyone engaged as the group split up, but it worked well and once combat began with each of the groups, it was as simple as dealing cards to everyone (as per the initiative system taken from Savage Worlds) and counting down, each player and NPC going on their card as if they were in one big encounter.

I also experimented with using the Plate Mail Games soundscapes in the background. It was quiet enough at the game store that we could hear it and everyone liked how it added to the (major!) tension through this session. My playlist included the following tracks (you can guess when each was used):

Dark Ambience

Dark Woods

Hell’s Howls

Castle Siege

Cult Ceremony

We’re all looking forward to the big finale next session.

Gaming Life: Warhammer World – Session 3 – The Plot Thickens

We pick up with our group as they continue their investigations into the mysterious hunting lodge staff. Hired by the new lord of the lodge to find proof about what is afflicting the staff, they had just about finished interviewing the guards and the burgher and performer go search the gardens some more, but only find signs that it was not kept well for some time. Looking back at the manor, the burgher happens to notice the steward watching them from a second storey room. They quickly race up into the building to find him. He evades their questions and escapes as quickly as he can from their relentless interrogation.

IMG_0206Meanwhile, the soldier and dilettante seek some lunch in the kitchen and find it bustling with activity as the cook readies the dinner for the feast tonight. The room is also filled with the smell of the strange herb they’ve discovered in the gardens and on the doctor’s clothes. They suspect it’s some kind of soporific, which might explain why so many of the servants and guards are drowsy and appear drugged.

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The chef is in no mood for questioning though. She offers a stew for lunch, which both readily accept. While the (drunk) chef fends off any questioning, the soldier and one of the servants get into a bit of a shoving match – apparently he is involved somehow romantically with the servant the soldier had hooked up with in the previous session. The chef orders everyone out of her kitchen just as the other two PCs return. They remain hungry while the well-fed soldier and dilettante begin feeling a little tired, but he soldier is able to shake it off.

The group turns their attention to the library and finds a lazy librarian doodling in the book there. They also find a couple banned works in amongst the various books. They arrange a distraction and get ahold of the book he was doodling in and find a strange reference to an eye. The dilettante remembers hearing a witch hunter speaking once in a tavern of having just wiped out a cult called something like the Eldritch Eye of something or other.

While they are busy in the library, the soldier slips off to a nearby closet on his own for another liaison with a different servant.

Meanwhile, the librarian discovers they have found his doodle and becomes incensed at their violation of his privacy and allegations that he has defaced the book. He huffs off to find the steward of the house. As that happens, shouts are heard nearby and they all arrive to find the male servant attacking the soldier who is caught with his pants down, the servant from the previous liaison screaming at him and his current amour also in a state of undress. The fight is broken up and everyone is sent off.

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The PCs head upstairs to the hospice and the soldier receives treatment for his wounds. They again question the doctor, but find little more information of use. The bells sound and it is time for the dinner. Everyone is gathering for the feast. 
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The notables of the house are all there, including of course the master of the house, Lord Aschaffenberg. The performer puts on a bit of a performance before dinner begins and weaves into his story references to the “eye” and the rest of the group notices that the doctor, gardener and librarian have all caught the references. Our heroes begin to suspect they know who is part of the “trouble-makers”, having already identified the steward as some kind of leader of a possible cult off-shoot.

As dinner is served, the group declines the venison, preferring the goose as they’ve found a note reading “goose is good”, starving as they are. But they’re troubled to see that the Lord has ordered the venison and the burgher picks this moment to present an antique two-handed sword as a gift to Aschaffenberg, “accidentally” knocking Aschaffenberg’s meal off the table. Aschaffenberg orders a new plate of venison, so the burgher tries to convince him to have the goose instead. Aschaffenberg agrees and orders the venison instead for the burgher. The burgher declines it, at which the lord takes offence and the High Elf performer tries to explain that eating meat is not good, but that goes over poorly with the hunting lodge staff. Instead, the burgher eats his vegetables to the great affront of those gathered there, already muttering about “funny, odd elves”.

IMG_0214The kennel master, hearing his dogs barking loudly, is about to excuse himself when the group decides they’re going all in and the burgher stands up and announces, “There is something foul afoot!” With all eyes on him, he accuses the steward, doctor, librarian and gardener of being part of a cult and that that the venison has been poisoned. The doctor stands up loudly protesting, the steward watches on aghast and the librarian stutters and titters denials. The gardener continues stuffing his face watching on like this is the best thing he’s seen all year.

Lord Aschaffenberg demands for proof of their accusations. At this, the heroes look at each other and an uncomfortable silence sits over the room. Aschaffenberg, now in a rage, berates them for having made such vile allegations without any proof and the session ends.

Gaming Life: Warhammer World – Session 2 – Investigating the Manor Staff

In our second session of Warhammer World, the heroes have just made it to the safety of the Grunewald Lodge’s walls and as the howling beastmen rage outside, they are ushered into the main building and, after a quick bath, meet with the current master of the house, Lord Aschaffenberg.

A big burly man, he quietly reveals to the heroes that he suspects the staff is up to no good and wants them to pose as hired help and find out what is really going on. He needs solid proof though, as they were all hired by his new wife and he doesn’t want to offend her, nor does he want any sort of public scandal.

After their briefing, they turn in (it’s late and they’re exhausted). While two turn in, the soldier hooks up with one of the servants and the High Elf performer sneaks out. He’s briefly interrogated by the Steward of the house as he reaches the front door, but talks his way out of it and emerges onto the lawn to investigate some strange movement he saw from his window. IMG_0175

Out there, he is ambushed by a smaller beastman that has slipped into the compound. In the brief struggle, the performer is stabbed badly, but manages to cut down the beastman and by the time the guards are alerted and arrive, the creature is dead.Fight

The night was not over though, as the soldiers had many questions for the performer, out in the darkness alone so late at night and keep him up through most of the night, they sought to find out just what he was up to.

The next day, the group visits the performer in the hospice, where a strangely smelling doctor is tended (badly) to the wounded, with a blind Sigmarite nurse following behind him, fixing the bandages. Other soldiers and servants remain here, victims of a beastman raid a couple weeks ago that almost overran the lodge. Speaking with them, they seem drugged and out of it. The blacksmith is here too, a dwarf who appears raving mad.

The nurse takes a liking to the merchant (a fellow Sigmarite) and proceeds to list off how each of the servants and staff here are lazy, corrupt and heathens, but in particular, the kennel master is dangerous. She also tells him that she found something important and hid it in plain sight, but won’t tell him what it is.

The heroes move out to the lodge grounds and check out the forge, finding an empty Dwarven case for a warhammer, then in the garden, they find a large patch of an herb that can be used to drug people.

Moving on to the guardhouse, they speak with the Captain of the guard and his men. They all seem strangely tired and drugged as well. They’re not terribly friendly and become offended when it’s suggested they aren’t doing their job in protecting the lodge.

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Finally, they visit the kennels and find its master there feeding raw meat to a trio of massive hounds. He isn’t very friendly and they soon learn that he is a fervent Ulrician and hates the Sigmarites who have moved into the lodge (the master and the nurse). They have noticed servant Ulrician symbols throughout the lodge’s older paintings and furnishings.

IMG_0182Having seen most of the grounds, they decide to head back into the manor for further talks with the doctor.

This session was heavily investigative, as opposed to the last session which was almost entirely focused on combat. I like that kind of dynamic, where we can focus in for a time. It’s a nice mix.

The props used in running this adventure are many, and special thanks to those who originally created them (though I can’t find their names unfortunately). The clue cards (in pink) provide the major clues that they find through their investigations (so that they can reference them from previous sessions) and the image cards for the NPCs for the staff of the lodge (there’s about 20+ NPCs, so important to differentiate them).

Gaming Life: Warhammer World – Session 1 – A Beastly Discovery

Just in time to play, I had the first version of my new Warhammer World game ready to go. The players created their characters using random draws from the career deck and we have a Burgher (merchant), a Dilettante, a Soldier and a High Elf Performer.

The group is travelling from Bögenhafen to Stromdorf in a carriage. The Burgher deals in rare weapons and is travelling for a sale or purchase (haven’t decided yet) with his Soldier friend as protection and the Dilettante studies ancient weapons as a hobby. He’s along for the ride and as an expert. The High Elf is meanwhile travelling with them as he explores the Empire, curious to see the sights.

Several hours into their travels, in the dark Reikswald forest, they come upon a gruesome sight. A carriage ahead of them has been ambushed and a group of Beastmen are toying with the coachman and others attacking the coach, tearing at it.

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The scene is chaotic and immediately they fly into action. The soldier leaps off the coach, calling out the beastmen, a couple break off and the three are soon in deep in battle. Two more race past the soldier, launching a spear into one of the horses, the other slicing the horse’s throat, both steeds fall and the coach, propelled by the momentum, but tripped by the fallen horses flips over, throwing the coach driver to his death and crashing the coach into the side of the road.

The performer rolls with the crash, popping out of the coach before it even comes to a stop and dashes across the road and up the hill in the confusion of the moment. He makes it to the tree line without being seen by the foul creatures.

The dilettante and burgher, not so lucky, pull themselves out of the wreckage and shudder at the sight of these beastmen. The burger makes his way up the hill and readies his sling. The dilettante is frozen in shock watching the bloody scene before him.

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As the battle between the soldier and the beastmen rages on, the larger beastman delivers a final blow to the coachman before him and the performer deftly sneaks up behind the other one still stabbing at the coach they had come upon. From inside a voice cries out, “Help me! Help me for Sigmar’s sake!”

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The performer lodges his knife deep in the beastman’s side, it howls in pain and collapses.

The soldier is being battered by the two beastmen when the dilettante catches his breath and throws a volley of knives at one of the beastmen, one lodging in his throat and with blood spilling out over the soldier, he drops.

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The larger beastman blows his mighty horn, the sound echoing around them. At this, the burgher fires off a sling stone at him, inflicting a cut on its face. Then, the burgher races down the hill, crying out a challenge to it. The beastman lets out a terrible roar and the burgher freezes in his steps and turns and runs back up the hill. The beastman calls out something they do not understand and turns to run into the forest. The other follows behind, escaping into the trees.

Our group of heroes regroup and find inside the coach a manservant who introduces himself as Hendrick, servant of Lord Aschaffenberg, whose manor lies not too far away. He says he was on his way back when they were ambushed. The heroes decide it’s safer to head to the manor than continue on this road agree to join him.

He asks their help in carrying his master’s things and soon the group is loaded up with crates trudging down the side road in the rain.

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As they make their way, Hendrick explains that he had just travelled to Ubersreik looking for help. His master has just recently taken over this manor, previously held by a cousin of his new wife. The staff seem to be an unruly lot and his master needs someone to uncover evidence of what they are up to. Whether it is rebellion against him or something worse. Hendrick asks if they would help his master and the group readily agrees. They will pose as a group of new servants helping with his master’s things.

Thinking they might be close, the burgher decides to climb a nearby hill to see how much further they have to go when suddenly, without a sound, three beastmen burst from the trees and begin attacking the dilettante and soldier, the third spearing the manservant through the leg. Everyone drops their burdens and begin fighting back.

The burgher spots through the rain the turret of the manor house just around the bend and calls out to his allies that they need to get there now. He runs over to the fallen manservant, strikes down the beastman and starts helping him down the road.

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Meanwhile, the rest of the group are caught between fleeing to the safety of the manor and fighting these monstrous things. The soldier holds his ground until a massive beastman, a wargor emerges behind them, flanked by a half dozen more beastman. The better part of valour kicks in and they all flee in terror, the soldier downing one of the beastmen before turning and running.

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As they round the bend, guards on the manor’s walls begin unleashing a torrent of crossbow bolts, helping cover their escape. The doors open briefly to let them in and with them safely inside the first session comes to an end.


Afterthoughts

I enjoyed this first session using my custom Warhammer World rules. We were able to test out the combat system a fair bit and as a result I’ll make a few adjustments. Overall though, it worked very well.

We spent the first hour or so completing the character creation process. Although I like how fast Dungeon World character creation goes, my players prefer to have more options for customization of their characters, especially for a longer running series of adventures.

They rolled randomly to see what choices they had for race (two had the option of High Elf, only one chose it) and then picked one of three random careers. After that, it was entirely up to them, though constrained by their career to assign their characteristics and skills and to pick their talents, drives, hindrances and the rest of their characters from a long list of options.

 

At long last, I’m able to return to the world of Warhammer, and I’m loving it.

Warhammer Fantasy Reborn

WFRP-01My favourite fantasy setting would be that of Warhammer Fantasy Roleplay. I remember discovering it when a friend ran a game of it at his house in my college days.

Instead of the usual fighters, clerics, wizards and thieves, we were an odd collection of a burgher (merchant), a commoner, an apprentice wizard and me, a trapper. Instead of a trusty broadsword, I had a trap and a knife. I loved it!

In the Warhammer Fantasy setting, the heroes aren’t (at least at first) powerful or mighty.

They’re common folk, drawn into dangerous events and, as though fated by the gods, develop into heroes over many adventures.

D&D seems to be moving in this direction with 5e’s Backgrounds, but Warhammer did it first and does it best.

Players randomly draw their careers and develop their characters based off of them, not as a side-thought that adds a couple skills.

Just like in medieval times, what you were born into determined most of who you were (at least initially).

For a game setting that I loved so much, the game system left a lot to be desired. Horribly cumbersome (IMHO), I wasn’t a fan of it, so didn’t buy in for first or second edition. I did play with friends who had the game, but wasn’t interested in GMing such a complex system.

Warhammer 3e

When the most recent edition of Warhammer Fantasy Roleplay 3rd edition (WFRP 3e) by Fantasy Flight Games (FFG) came out, I jumped in with both feet. I bought nearly everything that came out for it.

wfrp-preview1_lrgMy favourite part of WFRP 3e was that it used custom dice that could be used to enhance the story. Instead of the binary result of succeed/fail, you had dice that told you how much you succeeded and whether there were also some good or bad side effects with one roll of the dice. I can’t tell you how much I enjoyed those dice. I even bought two extra sets.

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The other major part of the game system involved the use of cards. As with all FFG products, beautiful cards, but oh, so many cards. Cards for this, cards for that. There was discussion how gaming spaces had to be large to play this game as each player had so many cards to lay out in front of themselves. The cards were really a double-edged strength of the game. There were too many, but some of them were awesome.

I liked the game system overall, but all those cards were troublesome. For example, pretty much for every action you wanted to do in the game, you had a separate card. For basic actions, you had about nine different cards. Some people created custom sheets compiling them, but you can get the sense there was a problem there.

I tried creating my own custom cards, compiling some, altering the game system to alleviate the need for others. I tried cutting down the cards. I went through about eight different fully developed versions of the game, as time went by, incorporating more and more elements of other games. The one constant was the dice. I loved those dice.

Ultimately though, WFRP 3e was discontinued last year. A little before that happened though, my experimentation with using the dice with other games hit a wall. I was finding that the different types of dice, because they were using different numbers of sides, were properly balanced against each other. This was ultimately fixed I believe in FFG’s new Star Wars RPGs that adopted the best parts of WFRP 3e, including properly balanced dice.

Warhammer World

Although the dice let me down ultimately, the setting is one that I cannot forget. It’s a very fully developed fantasy setting, with its own distinct elves, dwarves, goblins, etc. It has a history that melds the atmosphere of ours with a dark, gritty fantasy. Magic is not something you just play with. There are consequences. The gods are not just something in the background, they’re active and the newest god was the founder of the Empire – a man become god.

Having tried D&D 5e, I liked how they had finally made D&D into something really playable, fast and fun, but it’s still bland and boring to me. I just never got into the Forgotten Realms and I like something grittier for my games. But, I love fantasy, so in playing I rekindled my longing to play Warhammer again.

I didn’t want to return to the now-defunct system, nor my eight past iterations of the game (I prefer moving forward, rarely returning to play old designs, except to steal bits and pieces that I liked). I decided to plunge back into design work and create something new using the Warhammer Fantasy setting.

Using WFRP 3e as a starting point (for careers, characteristics and skills listings), I adopted the Apocalypse Engine’s moves for actions (incorporating advantage/disadvantage), used Savage World’s tactical options for combat, Drives from Lady Blackbird and blended in Gumshoe’s point spend system for skills. For damage, armour, defense and NPCs, I created entirely new systems (which I’m still tinkering with) integrating the WFRP wound cards (some of the cards were quite good).

I still miss using those fancy special dice, but the result is something that works well and reflects the grim, dark world of Warhammer. I call it Warhammer World and once again I can return to the world of Warhammer. I can’t wait!

Warhammer Fantasy Initiative – Why it Sucks Awesome

I’ve been playing a new game recently, and I’m loving it. In this article, I’m going to talk about why you might consider tweaking one little part of your game for the better…

I’ve been playing a new game recently, and I’m loving it.  It has several little (and not so little) differences that make me appreciate diversity in gaming rules.  In this article, I’m going to talk about why you might consider tweaking one little part of your game for the better…

Almost all table-top role playing games utilize the function of “Initiative” to dictate the order in which characters (players and non) take their actions.  If you’re familiar with RPGs, then I’m sure I don’t need to explain the general concept any further.  However, where it gets interesting is in the various ways this function is implemented among the different games.

Some gamers like a more realistic feel of Initiative for their combat rounds, while others prefer an easier-to-manage method, foregoing realism for ease-of-play.  Very few gamers won’t play a game because of its Initiative mechanic (a bad Initiative design is not that much of a fun killer), while most others accept the mechanic as is, or will create house-rules to change the method to their liking.

Too often when house-rules are implemented, a ripple effect begins – change one thing, it affects another, change that thing to compensate, it affects two other things, and so on.  In my opinion, Initiative is one of those parts of the system that can be tweaked without game-breaking repercussions.   I know, I know… I’m breaking my creedo of “never again making house-rules,” but in this case, tweaking Initiative rarely has game-breaking consequences.

Enter Warhammer Fantasy

This isn’t necessarily an article to get you to play Warhammer Fantasy, but a vehicle to show you a great concept that can be applied to the game that you’re already playing.

If you’ve never played Warhammer Fantasy, you should.  It’s quite a game, and definitely set apart from other fantasy RPGs.  It has several innovative or revamped ideas – ideas that help make your table time more interesting, fun, and challenging.  One of those novelties is its implementation of Initiative:

  1. Everyone rolls for Initiative (players and NPCs).  NPC ‘groups’ are counted as a single unit.
  2. If the GM and the players end up with tied scores, the players go first.
  3. Initiative results for your side of the conflict apply to all characters on that side.  This means that if the PCs got scores of 4, 2, and 1, it is up to the players to decide who goes on Initiative counts 4, 2, and 1, regardless of who actually rolled those scores.
  4. Even if a character drops out of the fight, the Initiative scores remain.
  5. Initiative scores can change as the fight goes on, depending on certain combat factors.  Otherwise, the numbers stay the same from round to round.

Rule #3 is what I want to talk about, so stay with me…

In general, Warhammer Fantasy utilizes a “Party Concept” for the player characters.  It is assumed that the PCs work together for their common benefit, and have come to know each others’ strengths and weaknesses.

The concept and benefit of the group working together is seen throughout the game in several ways, including Initiative (rule #3, above).  The PCs are a cohesive group of characters that have to work together in order to survive.  The players get to choose, as a group, who goes on which Initiative count in any given round.  This reinforces the concept of team tactics, because it helps the players think tactically.  This naturally helps the players act as a team, because they’re working together to decide what’s best for the group.

Perhaps, in the fight, your character went last in the last round, and he ends up in an advantageous position – if only he could go before his partners in the next round.  In most games, you can only do this by making your partners delay their actions.  In Warhammer Fantasy, that is not the case.  Once you roll Initiative and get a score, that score belongs to the party; not you.

Most of the time, everyone can see that it makes sense for the Priest of Sigmar to go first, so he can charge out front to block for the archer.  Other times we can easily see that the archer needs to go first, because it makes sense that ranged attacks are faster.   It all depends on the given situation, the characters, the terrain, the enemies, and even how you are currently role playing your character.

Sure, if your character rolled a high score, he might actually end up going last – that’s for you and your group to decide.  What’s important is that you look past your character’s needs, and consider what is best for your group.

“That sounds cool, but how do you handle two players who want to go on the same Initiative count?”

Inevitably, this is going to happen, perhaps in some groups more than others.  All I can say is that my gaming group has been playing Warhammer Fantasy for three months, and it has never come up.   Have faith, though, because that problem ends up being its own solution!

The game (as a whole) embraces the Party Concept.  The characters are encouraged to work together in a variety of ways, and that includes the players by default.  My group has never once fought over who goes when in a fight.  Sometimes it makes sense that someone in particular goes at a certain time, sometimes it doesn’t matter.  What’s important is that we all work together to figure that out.  In deciding (as a group) who goes on which count, communication is automatically fostering cooperation, making the game that much more enjoyable.

Putting it into your game…

Ok, I realize that Warhammer Fantasy isn’t your typical RPG (action cards, stance meter, party tension, refresh tokens, original dice, etc.), but at its core it still showcases a great concept – the concept of a group of player characters coming together to accomplish similar goals, all without killing each other.  The game really encourages working as a team, and (sneakily) uses the Initiative mechanic to help make that happen.  So, there’s no reason that this can’t be house-ruled into most other RPGs!

As I stated before, I don’t normally advocate house-rules (not anymore), but Initiative is usually one of those aspects of a game that can take the abuse without serious repercussions.  Most games have an Initiative method, and most times that method is not entirely dependent on the overall system mechanic, so a little tweak shouldn’t harm your game.

I say to all of you reading this, tweak your Initiative rules for a few sessions to allow for a house-ruled Party Initiative, especially if you have a group of players that don’t always see eye-to-eye.  Sure, in some instances this might give the players a mechanical edge that they otherwise wouldn’t get, but it adds a strategic flavor to the game that is fun to explore, and individual players (who don’t always work well with others) just may start to work as a team.

And that is why Warhammer Fantasy Initiative sucks awesome.