News for October 2010
Master the Old World 13
A preview of the Game Master's Guide for Warhammer Fantasy Roleplay
Warhammer Fantasy Roleplay | Published 13 October 2010

Greetings Game Masters, both old and new. While some of you have gathered hours of Warhammer Fantasy Roleplay GM experience, others have yet to indulge their growing desire to create vivid adventures in the Old World. Regardless of which category you fall into, a new tome of vital information awaits you...

As we announced in our Shifting 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 who desire the full WFRP experience, Vaults contain all the additional components that make WFRP such a revolutionary roleplaying system. Previously we looked at the Player’s Guide and the Player’s Vault, which contain all the key player character information and components from the Core Set. Today we’ll look at the Game Master’s Guide.

The Game Master’s Guide gathers all the Game Master information from the Core Set, as well as the rules for Corruption, Mutation, and Disease from Winds of Magic and Signs of Faith, and presents them in an easy-to-reference hardcover book. Featuring clarified and expanded rules, this Guide contains nearly all the information from the Tome of Mysteries, Tome of Adventure, and Tome of Blessings from the Core Set. While it also includes the rules and mechanics for corruption, mutation, and disease, players can still find all the background information on magic and faith in the Old World in the Winds of Magic and Signs of Faith expansions, respectively.

While these new products have not changed the fundamental rules of Warhammer Fantasy Roleplay, they have created options for the growing fan base of WFRP players who would like to customize their game experience to their liking or want additional entry points for the game. Warhammer Fantasy Roleplay remains a unique roleplaying experience that utilizes helpful components.

One of the exciting features of the Game Master’s Guide is the inclusion of charts and tables that compile the information found on the cards from the Core Set. These tables and charts include all the critical wounds, insanities, miscasts, mutations, and diseases released since the Core Set (WHF01) up until Signs of Faith (WHF08). These charts are excellent tools for GMs who want to customize their decks and quickly reference specific cards on the fly. Additionally, these charts provide players with suggestions and rules for playing Warhammer Fantasy Roleplay without the use of additional components.

We've prepared two previews from the Game Master's Guide:

Game Master's Guide Index (pdf, 11.7 MB)
Game Master's Guide partial appendix (pdf, 19.7 MB)

Much like the Player’s Guide, the Game Master’s Guide is a wonderful tool for new and veteran GMs. Also, to complement the information found in the Game Master’s Guide, be sure to pick up the Game Master’s Vault for all the necessary components to enhance your Warhammer Fantasy Roleplay experience! Keep checking back for more on these exciting upcoming 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.

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Comments (13)

Angelic Despot
Published: 10/13/2010 3:36:15 PM
#1

Does this mean that GM information covered in the GM's screen pack is not included?   I presume so.

Could someone clarify for me: where are edited / errata'd / revised cards going to appear?   In the Player's Vault AND the GM's Vault?   Or just one of them?   (I'm thinking of things like the Bright Magic order card and others.)

I've got all of the expansions released so far (i.e., I've got all of the components): I know I want these knew books (for the ease of reference and for the revised examples etc), but I'd like to know if it's worth me getting the player's vault and the GM vault.   I know there'll be no 'new' content, but which of them will have revised content?

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