|Warhammer Fantasy Roleplay | Published 25 November 2009|
We are excited to announce the imminent arrival of the Warhammer Fantasy Roleplay core set at retailers around the world. Warhammer Fantasy Roleplay is your ticket to a world of dark and perilous adventure set in Games Workshop’s enormously popular Warhammer Fantasy setting. Shops in the United States and Canada will start receiving their boxes this week, and hobby stores around the world should begin accepting their first deliveries a few weeks from now.
The Warhammer Fantasy Roleplay core set is the perfect introduction for any new player to this richly textured world, while it offers experienced role-players innovative tools to enhance their storytelling in unprecedented ways.
Everything your group needs is included: multiple rule books, a wealth of player aids, and expansive supplementary background materials will help you bring the denizens, locations and events of the gritty Old World to vibrant life. Read all the details on the Warhammer Fantasy Roleplay product page.
The response so far has been overwhelming! In fact, we’ve already sold out of the first wave of the WFRP core set. New shipments are being prepared and will be sent to distributors starting mid-December.
We would especially like to thank all the players and GM’s who took part in the Emperor’s Decree Pre-release Event. It is your participation and enthusiasm that has made this launch of Warhammer Fantasy Roleplay such a tremendous success.
Be sure to visit your local hobby retailer this weekend to secure your own freshly minted copy, and join in the adventure.
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.
Okay, now that I have taken a look at the game, I can only say that this is no roleplaying game, it is a f.... board game without a board! Oh man, lots of shiny dices and lovely cards (btw, I don't need glasses but if I had to play this game, sooner or later I have to, 'cause the writing is very small on the cards and sheets). This game is really annoying and I can't understand why anyone is calling this game a RPG. This is a pimped ud version of desecent in the Old World. So, I have to vent my frustration, sorry. I don't want to start a flaming post, but I have to written my opinion after I have taken a long look at the components of the game.
Thank you Explorer7337 for the write up. It told me all i really wanted to know right now. I will try to play if anyone i know gets this edition but i too have all other material so i will wait and hold judgement and my money till i see what they ADD to my collection. Thank you for the info.
Waazdog, I have a dead character file, too. Lol. That is awesome. And Jakeboone, the answer is no. There is no new information in the third edition. They do change a few things though. I hope like hell there will be new information in the additions. Here is a copy of the email I sent my players.
So, after reading the main rulebook for Warhammer 3 Edition, I have several observations. Note that I have not read the priest or wizard books, or the GM book.
To begin with, the game seemed to have so many components that it was overwhelming. I didn't know where to start. It is very different in presentation than any roleplaying game I have ever played before. I decided to treat it like a board game and begin with the rules, ignoring the components. I got just a few pages into the rules before I realized this wasn't really the way to handle it. I read the rules but then when something was mentioned that was not in the rules and was instead handled on the cards, etc., I looked there for more information. What I found leaves me with a mixed impression.
The game did seem a bit gimicky, at first. I have not yet played it, and with all of the components it seemed to be very counter-intuitive in the way things worked. As I read on, there were several examples of varied situations. I practiced rolling the dice, making a character, using a skill, using a talent or action, etc., and I caught on very quickly. After reading the rules and toying with the idea of these cards, etc. out front, there is a possibility of that feeling remaining, but it is slight. Instead, it seems to speed game play, and dice rolls can be interpreted in a way to reflect circumstances at just a glance. The decks are not something you shuffle and draw from frequently. I think that with some getting used to the game will not feel gimicky at all, rather you have your character sheet spread out in front of you on a number of pieces of paper and cards. This will definately reduce book perusal time. It may also limit the imagination, or add to it. I could see individuals affected either way.
The feel of the game is definately not dark. I was at first very put off by this. The critical and miscast decks do not have very dark results, and it is even suggested that you not kill PCs. HA!!!! Anyway, it bothers me, but at the same time the same suggestion is made in second edition. Second edition was not dark at all, until the Tome of Corruption came out. Even then, it did not match first edition. I have a feeling that darker results on crits and miscasts will follow in additional supplements.
Another item that contributes to the lack of darkness is the curious absence of Demonology, Chaos Magick, Dark Magick, and Necromancy. To top this off, only 3 of the 8 winds of magic are covered, and only 3 of the major faiths. This seems to be a thinly veiled attempt to market additional products. And of course there is no High Magic. This being said, I think it is very important to note that the tone of the game is encouraging. Wizards in this starter set can only be humans, suggesting that elves will be given their own magician careers in future supplements. The other schools are talked about in the rules, as are the other human faiths. No mention is made of only including 3 of each. This is a sure indication that the rest are soon to follow. In addtion, every single card in the game has a symbol indicating which supplement it came out of, and planned supplements already include additions to miscast, critical, action, talent, career, party, and item cards, as well as the halfling as a playable race.
Everything in the rulebook indicates that this game attempts to correct issues with other roleplaying games, including previous editions of this game. Things are simplified to the point of player joy (no looking up stuffalmost nothing.) Even things that are not on cards, which are quite a few, have broad, open rules allowing for quick play. Combat promises to be very fast paced, and I believe they did well in their attempt to make everything focus on the story. Even opposed checks, etc. have been simplified, while remaining challenging and interesting. Given a chance I think everyone would enjoy this game.
In summary, this game seems incredibly well designed. It proves to be a lot of fun. However, it is a skeleton of a game system. Like all other games when they first come out, there is a shadow of a bestiary, a limited number of careers, not a lot of magic, etc. The telling point of this game, in my opinion, will be based upon future supplements. They promise greatness, so that is not my concern. My concern is that the next 20 supplements add so little to the game on their own that $1000 from now we have exactly what we already have for this game, only in a new, fast paced, story focused edtion. Well, that is not good enough. There are 2 supplements planned for the game, and I plan to buy them. I will assess, after each of them, what they add to the rules and to the overall game, and I will comment after each. High magic is long overdue in this game, and so are non-human priests. That is just a start.
I highly encourage everyone to check this system out. I would love to try a session. Just keep in mind that it is like playing 2 edition with only the main rulebook, only a few more monsters, fewer careers, and a lot less magic. I think it will actually be a lot of fun. If the skeleton gains flesh quickly, and in only a few steps, this could be a -great game. If not, - them. I already own 2 edtions of the same material. I don't need a third.
Hope this helps.
I preordered my copy from Amazon (I'm in the U.S.) in October, and they still haven't shipped it out. Has anyone yet gotten a copy through Amazon? Did Fantasy Flight send any to Amazon?
I have a copy or 3 of every WFRP book ever printed. I have been playing pencil and dice games for 30 years because i enjoy them. The only reason i would buy this would be for good information that i dont have in my large collection of Warhammer books. My question to all of you, "Is there information or fluff in this box that i dont already have?"
NP..... it will probably take a good year of positive reviews and full support and superb game play (with enough resources to support a full 8 players without a $200 investement to start) before I seriously even consider changing over... after killing off the current party: as with you: best sessions: most memorialized, are those where players died... hence why I keep a "deceased player" file with a short one line reason for their demise... "killed by Vampire X".... "Fell down 500 foot shaft".... "killed by party member after failed assassination"... "coughed self to death"...
No problem. It is nice to be appreciated. :)
Explorer7337: thank you for that review... I'm nowhere near where I could get the thing or even have an in store look at it... so thank you for an independent review on your impressions with it.
I bought the game, and I have to say I have a mixed impression. On the upside, it is beautiful. The artwork is great, and there is even artwork incorporated from the first two editions. There is so much here that it is a little overwhelming, in fact. I am sure the game will be a blast to play. The problem is, it is quite limited. The system is, of course, new. Unflortunately, that is really all that is new. The scope of information players wanted never materialized in the first two editions, and with the third it seems even narrower. I own every book ever made for first edition with the exception of one of the Realms of Chaos books. I own every single book ever made for second edition. This boxed set includes far fewer careers than the previous editions, the bestiary is very small (as it was in the previous editions of the game,) and magic is terribly under done. High magic is far overdue for this game system, as is a distinct form of wood elven magic, or at least rules specific to those practitioners. Hogshead attempted this once, but it was short lived. Not only is high magic not detailed, necromancers, elementalists, demonologists, and other dark magicians excluded as well. And if this wasn't bad enough, there are only spells for three of the eight orders in the boxed set! If this is a marketing technique to sell more expansions it is thinly veiled and exploitive. The boxed set is merely the skeleton of this new system. I desparately hope that these missing elements are quickly added. I also hope the grim setting regains its tone, as it is not well relayed in this boxed set. There is even a suggestion that you not kill player characters... lol. Some of the best sessions my group and I have hadsome of the most memorable and dramatic moments, in facthave involved the death of a character (or group.) To sum it up, I like the game thus far, it just doesn't seem complete.
The price the WFRP core set is actaully very reasonable. After you see the stuff that is packed in WFRP box it becomes clear that you are getting a good deal from the kind folks at FFG..
Picked mine up today (in Canada at a FLGS). It does not disappoint! And I was a person who had planned on not purchasing it. It's big and heavy and full of goodness. The price may be intimidating but you do get some serious value for your money.
Has FFG mentioned anything about a Collector's edition?