|Warhammer Fantasy Roleplay | Published 08 April 2010||Rating||34 votes|
Another of the cryptic shadows hinted at earlier by Grey Wizard Gavius Klugge in our Shifting Through Shadows preview has revealed itself – I’m pleased to announce The Winds of Magic, an upcoming supplement for Warhammer Fantasy Roleplay.
Magic pervades the Old World, coursing through the Eight Winds. Humans that learn to harness the energy found in the Winds of Magic can become powerful wizards. Or they may succumb to Tzeentch, the Changer of Ways, tempted by his offer of power, knowledge, and mastery of the dark arts.
The Winds of Magic is a valuable resource for Warhammer Fantasy Roleplay. It provides all players with important background and setting information on the Colleges of Magic, some expanded optional rules and additional tools for wizards to practice their art, dozens of new spells across all eight College Orders, and more suggestions and guidance for playing wizard characters.
For the GM, The Winds of Magic also introduces the Ruinous Power Tzeentch, his daemonic minions, and insights into the Great Conspirator’s fiendish schemes. New rules for corruption and mutation expose the characters to greater risks over the course of their adventures. Finally, The Winds of Magic includes a complete adventure for GMs to challenge their players with a dangerous plot unfolding in the heart of the Empire.
Winds of change are coming. Will you control them – or will they control you?
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.
Its good to see Winds of Magic is out!
I have been playing WFRP since the first edition, and while its true some of the rules are a bit loose in 3rd and there are a almost no tables anymore, I think 3rd edition have one important benefit. The very mechanics themselves strongly encourages and rewards good RP. I look forward to getting my copy of Winds of Magic, and im sure there is room for a lot of Roleplay in connection to the spell action cards.
It was actually very cool introducing 3rd to my sceptical group. After just an hour of play they were getting a hang of the dice system and more importantly. Wow they were actually RPing again.
WTF? WTF. The conversation is right here right now, why go there?
WTF are people giving their general critic of the game in this area? There is a forum to discuss such things.
Have to agree with those posting support for the new system. This has got me interested in roleplaying games again. I would post a more details of why I like the new system but I prefer to spend my time playing the games I enjoy. This means I find it even more unbelievable that people would rather spending time posting on games they do not enjoy when they could spend it playing games they do.
Agree with the previews two posters. Yesterday I finally ran my first session. I was worried that my players wouldn't like since I knew their first impression was that this game was going to be like a Descent session instead of an RPG session. My fears were unfounded. By the time they were negotiation with the gentleman in the carriage (we were playing the demo) they were:
1. Creating dice pools without my help.
2. Lamenting the fact they didn't took social action cards.
3. Interpreting the dice pools in interesting way ("All my success are on the blue dice, that means that luck is not a factor my words intimidated the guy")
4. I was giving bonus/penalties with ease.
By the end of the session the system and the tokens were transparent. This is from a group that hate Exalted because they have to use tokens to track initiative.
I think that everybody that is complaining about 3ed have never played it, just like Sorenthion said.
I have played it, my players taht are big fans of previous editions have played it with me and we all agre that this edition is tha bomb. It rocks and I know that we are having much fun with it so we will buy every new supplement for this one. WFRP 3ed rules!
I'm fairly certain that the majority of negativity directed at 3rd edition comes from people that haven't even played it. I have played it, I love it, I will be buying every supplement for it, and I can see from sales that there are many other people like me. Despite how some people like to post their distaste for it, this game is already a success.
Back on topic...I can't wait for this release. I'm hoping for one for priests next!
Exactly what type of change do you hope to bring about?
Maybe because they like the old world setting and would be happy to help to identify and fix perceived failings of the game?
As it was already said, if you keep quiet, nothing at all will ever change.
doh forgot no edit button bah. sorry.
Perhaps, after readigna few comments in here, FFG should consider going back on teh vision they had. Maybe produce a book with all of the actions in it, so that those coming from traditional RPGs or those that hate filtering through cards, can instead flip through a book.
I don't play Warhammer FRP (I like storyteller systems), but I can see a few issues that would stand out to me.
First the cards. Great idea on paper...but at least with a book you can create an index or break the action types down so that the player gets a feel of where in the book to look in order to find the action. You can bookmark pages in books or make sticky notes for corrections. Cards are great for the action and talent mechanic to show the cards that are inactive or waiting, but a horrible choice to serve a supposed purpose of organization. RPers have survived decades without need for cards most prefer books for the reasons above.
The second turn off and reason my local game store owner doesn't even have the product on the shelf. It's a big freaking box! I asked him why he has it behind the counter tucked away. He told me "If I put the product on the shelf people will it, tear it, and wear it down. Then a person will see this dented 100 dollar product and pass on it. The game will not sell in this store, because the box is overwhelming to potential new buyers. FFG should have stuck to the old method of making 4 books with EVERYTHING in each one. Magic book should have all winds of magic, high magic, dark magic, and wood magic. The divine book should have all of the high elf, sigmar, and other divine concepts. The core should contain the basic rules and beginner spells and blessings. Instead now I have THREE boxes sitting next to each other and potential customers are going to be turned off because right away they think 'I need all of this to play...maybe I will just pick up the starter book...where is it?' Next thing you know I lost a customer to the fact of half a shelf being just boxes for an RPG. RPGs are supposed to be modular THAT is why they sell so well. You pick up core book and play then realize I must have magic now!"
He continued on about the dice, but I like the dice. All he said was that the dice scare people off, because now they have to learn a new game and what all of the symbols mean.
The third and final reason they need to alter the game plan, is because, this current one is suffering from the same issues as the last two. No exotic lands to explore, no exciting new races to play...smae old same old...empire vs chaos. There are a ton of other enemies and place in the warhammer world.
My suggestion to people that don't want to buy this game. Skip it and for the same price buy the starter box of Mordhiem if you can find it. You will get more out of mordhiem in one box than you can out of all 3 boxes for this game.
If you can't find mordhiem box. The rules for it are free on games workshops specialist site.
If you have no issues with 3rd edition, then happy gaming. As long as you are happy I am happy.
I also bought the Core and Adventure kit with my friend, we wanted to share the cost if we didnt like it. I'm glad we made that choice. There are some things we like, specially the dice mechanic, but there are lot of holes, or rather unexplained things, in the rulebook. Also FFG's rulebooks have always been a bit hard to read in boardgames, the first thing I do with FFG boardgame is search for a fanmade summary.The Core rulebook reads exactly like that. Unfortunately RPGs rules are so huge that summary is not easy to do.
In the mechanic itself I see the basic problem of a very precise system that is the action and talent cards and at the same time the rulebook tries to avoid explaining some things by being vague like "we want to give room for your imagination". That is two totally different mindsets and creates confusion. I think there should have been a design decision made for either way. Now it seems like it tries to please two different playstyles and failing.
Also when we play 2nd ed. with several books, I have a tendency of loosing a needed book when trieng to search for some crucial information. I've played collebtible card games. When you have hundreds of cards, I know for certain that looking for certain card (for information) is not easier. It is harder. Which is the reason why CCG players usually end up buying binders for cards. When you have RPG-cards in a binder with pages... I think you are far of from what was intended......
So what we have realised is that, for us, the biggest problem are the cards. For the vague mechanic with holes to work and get the nice dice system, we need to get rid of the precise cards mechanic (with unexplained holes and some broken cards). I know there are a lot of suggested house rules for the game, but we're starting to see that the card system is perhaps just not worth it. So we're thinking of making just one house rule for the cards. We're going to abandon it.