|Warhammer Fantasy Roleplay | Published 23 September 2010||Rating||36 votes|
Perilous adventure awaits those fate has chosen as its champions...
Since its release, Warhammer Fantasy Roleplay has received enthusiastic acclaim for its new take on the Old World. With its innovative components, intuitive dice pools, and high production values, Warhammer Fantasy Roleplay is a truly unique way explore a world of grim peril with your friends. As WFRP’s fan base continues to grow, Fantasy Flight Games is dedicated to providing new and veteran players multiple ways to enjoy their game.
As we announced previously in our Sifting Through Shadows preview, there are several new products on the way that break up the Core Set materials into individual titles, giving fans new options in how they enjoy WFRP. These products come in the form of Guides and Vaults. Guides are hard-cover books that contain rules of play, and when used without components, offer a more traditional roleplaying experience. For players wishing to use them, Vaults contain all the additional components that make WFRP such a revolutionary roleplaying system. Now players and GMs can customize their game experiences to fit the need of their play group, choosing which product will best complement their existing materials.
One of these products is the Player’s Guide, a hard-cover book containing all the essential information a player needs to make and play a character (including a way to play WFRP without additional components). Today we’ll take a closer look at what comes in this book, which is bursting with over 300 pages of information.
The Player’s Guide compiles all the Warhammer Fantasy Roleplay Core Set player information into one hard-cover package, including the rules, card summaries, and updated examples of play. By summarizing all the information from the career sheets, action cards, and ability cards, the Player’s Guide lets groups choose to incorporate however many components they like (including none, if that’s your preference).
The Player’s Guide contains the essential rules and information needed to start playing Warhammer Fantasy Roleplay—including streamlined rules for gameplay, character creation, exciting combats and engaging encounters. It also showcases Warhammer Fantasy Roleplay’s innovative career system, and makes it easy to reference hundreds of exciting actions, spells, blessings, and special abilities from the original Warhammer Fantasy Roleplay Core Set, as well as numerous expansions—now all in one handy resource.
Today, we’re pleased to preview several pages from the Player’s Guide, including the componentless format for careers and actions, as well as a sample from the updated chapter on modes of play!
Whether you’re new to Warhammer Fantasy Roleplay or a veteran gamer, the Player’s Guide is a valuable reference you’ll want to bring along on your adventures in the Old World.
And remember, for players that want to complement the information within the Player’s Guide with WFRP’s innovative components, the Player’s Vault contains all the necessary cards, sheets, and tokens to create, play, and manage their Warhammer Fantasy Roleplay characters. Check back in the coming weeks for more information on these exciting new Warhammer Fantasy Roleplay products!
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.
@Sarim Rune: Thats just bad interpretation of the D100 roll. There is the simple you made it or not attitude, then there are degree of success and failure and what modifiers applied and how you and the player imagine and visualize them. Also in combat the D100 helps determine hit location and then you have damage as a secondary factor to use to add effect to the action.
In many of the games I played in we rolled damage with our attack roll, we woudl have one die as the tens place (say, like the red die) one for the ones place (say the yellow die) and one for damage (blue) and it sped up action and combat and with the hit location, the "action taken", the damage inflicted (hit or miss it determined force of the attack) we were able to be pretty descriptive.
Besides, if you need dice to tell you how to imagine and picture your own imaginary game, then its even less a RPG and more of a interactive emotion/perception interface. A video game with no screen.
I will give merits to the dice pool system, but it isnt any better or worse then the D100 system, its all in the user, how its used and the imagination. Like all aspects of a Role Playing Game.
@superklaus - And just so you understand, some of us believe that miniatures belong in miniature games and not rpgs. I hate using miniatures. I prefer describing the action. Miniatures fit in something like D&D (which is a rpg/mini hybrid now) but I've never actually used them for any iteration of Warhammer.
Also, I personally dislike the d100 mechanic. While it's clear and simple it is also boring. IMO, it is 'contra' as you put it, to rpgs because it does nothing at all to stimulate the imagination or help the story (you succeed or you don't...not very exciting).
Anyway, I wasn't interested in this book, but I might just cave and get it. While the layout may not be the absolute best, allowing players to look through the book to find their careers and actions will be worth the price. I will use the cards for everything but they are a pain the butt to flip through.
I like how they previewed the Modes of Play chapter, which covers one of the most complained about aspects of the current rules. Just those few pages answer a ton of questions regarding how story mode was intended to work. I bet that preview choice wasn't by accident. It makes me think that FFG is really paying attention to the forums and thats great!
The direction without components is very good. Dont get me wrong, I am not totally against rpg tools or special dice, but what FFG did with 3rd edition with its myriards of unnecessary tiles, counters and cards is anti-rpg. I dont care if they did it because to easify copy protection. IMO, the main question every self respecting rpg designer should pose himself is if a rule is pro- or contra supporting the setting and roleplaying and if the group needs a big table in order to put all the counters and tables on it for playing a rpg, while OTOH not even supporting miniature use its a CLEAR contra in my books.
So now, as a poster below mentioned, all FFG has to do is to bring back a updated version of the original d100 system, and everything is fine again. :)
skywalker: had a feeling it didn't thats why i added a ;) have fun folks :)
Awesome. Its great to get a taste after a drought of silence (although I'm sure the developers are busily working on these gorgeous products). The writing seems crisp and clear (yay modes clarifications!!!), the career layout seems ok (although I'm curious about the orders/faiths), albeit I have to agree with UHs post that while the full page stretch of the action cards seems ok, the layout is messy with the stretched line. If all of them had the same spacing and maybe coloration to differentiate the parts it might be easier to read at a glance.
Good to see that recharging out of encounter mode gets explicitly addressed.
steamdriven: "does it let you use a d100 and d10s? ;) (sorry I'm not a fan of this system, had a go the other week, going to keep using second ed) those that do like it I hope you get what you want out of it, enjoy :)"
No it doesn't.
It seems you are making a great work with this books. The rules are great, but I was imagining being able to organize the first rulebook would be hard work. This seems to be coming out more than fine! I see the Mode of Play excerp will have an influence in the gaming community right now! I was actually writing to a thread in the Forum about this when saw this news... It explains a lot, and in a very understandable way!
Great work, guys! Keep it up!
Componentless play? Cool! You guys might bring me back with this! (for the record, I loved the dice and the cardboard stand ups too, but not the cards and other things).
Although overall I like what I see so far (but UH's comments have me slightly critical of the actions layout, mostly for the long spread of the descriptions), what I'm wodnering is why any rule information for the careers (and there is scant little in those entries) is spread between the upper area of each entry AND the very end? Why wasn't the relevant rule information combined? I'm sure any advanced careers show any entrance requirements (Witch Hunter, for example) at the end as well.
It looks like whomever was doing the layout 'cut and pasted' the front of the card at the top and then did the same for the back of the card without considering the flow of information. The rulestuff should ALL be together for reference.
Looking forward to this book, it will be handy for my players.
But, sorry to be critical ... I don't like that Ranged actions sample layout at all. The description line stretching over a whole page width is too difficult to read over such a long length; the faint lines between every line are unnecessary and clutter the layout (the darker tone behind every second line already does the job of dividing the lines up); too many lines and boxes in general (visual clutter); the check required and the action conditions don't stand out at all from the rest of the action text in any way - come on guys, we know you can do better than this; IMHO that layout is not doing the job of getting all that info across clearly and quickly.
Sorry, I'm a big fan - only being harsh in this case because I love the WFRP stuff so much ... :)