OK, so this looks frippin
boss:
http://www.fantasyflightgames.com/edge_minisite_sec.asp?eidm=93&esem=1
From Fantasy Flight games:
A new age is beginning. The winds of magic blow strongly, and the Old World’s two moons shine brightly in the night sky. Storms appear out of nowhere, and the land is rife with conflict. From the north descend savage groups of chaos marauders, men dedicated to the four Ruinous Powers of Chaos. They are seen side by side with degenerate beastmen and profane daemons. Their raids are striking further and further south, yet they are only the scouting forces.
Within, the lands of the Empire are besieged by Orcs and members of hidden cults. The Orcs delight in battle, and are laying waste to all they can find. The enemy within is rising up and striking vicious blows that mankind is unprepared to face. War is coming on all sides.
For every age, there are heroes willing to stand up and fight, or common folk for whom destiny has its own unseen plans. This age sees the arrival of many new warriors. Dwarfs, humans, high elves, and the enigmatic wood elves must set aside their differences to face the forces bent on destroying the Old World. Fortune favors the brave, and these heroes will need all the fortune they can muster.
Big-ass boxset comes with all this:
* 4 comprehensive rule books provide all the knowledge you will need on the Old World
* Over 30 Custom Dice give you unprecedented options for story-telling
* Party sheets provide new skills and abilities to keep everyone engaged
* 30 different careers and 4 different races offer a multitude of character options
* More than 300 cards keep you in the game, no need to look up skills or abilities
* Three character keepers designed to hold everything your hero will need each session
And here's a 10 minute video inside look:
http://www.fantasyflightgames.com/edge_minisite_sec.asp?eidm=93&esem=4
Here's a review from over on Bell of Lost Souls:
http://www.belloflostsouls.net/2009/11/review-ffg-warhammer-fantasy-roleplay.html
My friends wanna play pen and paper and we're big WH fans. I'm thinking of asking for this for Christmas, does anyone have any experience with the other editions? FFG also did Dark heresy and that's a pretty quality game. I'm a little hesitant because I already own some books for a very popular RPG which may or may not be in it's 4th incarnation, and I want to know if 100 bucks (well, less on Amazon) is worth it. Otherwise call me sold.
Posts
This game is the shit. It's revitalized my interest in RPGs more than anything in the past decade. Or two. Here's my quick review I wrote after the demo weekend for the mouth-breathers over at Warseer:
In short, it's an RPG that truly gets the fuck out of the way of storytelling. The social encounter system is more robust than anything I've seen, and anyone who suggests that it's a boardgame and *not* an RPG (other than using BG components instead of jotting things down on paper) is a dumb shit.
...Maybe it's just me, but I hate promo videos that repeatedly state how 'innovative' and 'revolutionary' a game is. No, mister bald guy, your game is not the first game to use action cards, nor will it likely be the last.
It's looks like a nifty game, but I'm not all that into the Warhammer fiction, so I'm not sure it'd do much for me that isn't already done by *insert fantasy dungeon crawler RPG here*.
Dammit I've already invested moneys into Dark Heresy, what more does FFG want of me?
Blood?
<_<
@ Morskittar, I just read through the Demo adventure, it's alright, but I didn't seem very confusing to me, and it list the page numbers for the Beastmen and Wargors in the Tome of Adventure.
...
ADVENTURE! I am soooo psyched
EDIT:
The structure didn't flow in practice. The characters went out of their way to get rid of the Gor's horn, which didn't appreciably slow down the escalation. The "climax" then is sitting and talking to the guy to give up the package... the package that he was instructed to give to one of the characters in particular before the attack. I was also flipping between books because of the monster thing; not horrible, but *notably* less convenient than the rest of the game (and full starting scenario in the Tome of Adventure).
Not something I'd run again without a number of tweaks.
That aside, I am loving this game so far. I ran a swashbuckling/exploration deal based on an RE Howard story (The Pool of the Black One) and have played a Barber-Surgeon who's faith in Science (and leeches) was shaken by a raving cultist in another.
WFRP is by no means a dungeon crawler. It usually ends up as a Renaissance-pulp-fantasy investigative-horror-crime, looming apocalypse deal. Deckhands, poets, and ratcatchers wouldn't end up in a dungeon (unless dragged there in a drunken stupor by an overzealous suicidal dwarf).
Yea, kind of used to FFG pricing now that I bought a bunch of games from them.
Oh, that's interesting. What are the mechanics?
I'm pretty harsh when it comes to PR videos in general, so take my opinion with a grain of salt, but this one really didn't tell me anything other than, "WOW. THIS GAME IS SO AWESOME. IT IS SO UNIQUE. PLZ BUY IT SO WE CAN RECOVER OUR LOSSES FROM ANDROID BOMBING SO BAD."
The review wasn't much better.
The components look neat (like in any FF production), but I need to be told what it is they do that makes the game stand out before I can really gain an appreciation for them. :P
Well, yes - I understand the reason that companies release this type of PR. I just personally find them unbearably pretentious.
That being said, plenty of people have talked about games like Agricola, Chaos in the Old World and Space Hulk (to name a few really successful recent titles) without the need for the publishing house to drone on about how 'innovative' their new product is. I can usually decide that for myself.
The game has (at least, in my mind) two key mechanical standouts:
The dice system effectively takes your character's stats, skills, momentum, modifiers, and target number and boils it down into a dice pool. The goofy multicolored dice take about 10 minutes to master (building pools and reading the results) and give extremely varied results, as well as supporting on-the-fly GM calls. That's the core of the game right there, the same for melee and social. It's all about how the fiddly bits and situations interact with the pool. The results also suggest success or failure by luck, skill, or other factors, giving pretty immediate narrative cues for the GM and players.
The second part is all the cards, chits, and fiddly components. They put the "in-game" (ie: outside of character creation and the basic mechanics) rules right in front of players, which frees the GM up to present the story. Some GMs may not want that, but for a part-timer like me, anything that unloads rulekeeping on the players is a good thing.
Okay - this is the part where I'm getting hung up. Just to use 4th Edition as an example: say I use Character Builder (...Or, well, almost any piece of graphic design software) to print out ability cards for my character.
...Haven't I just achieved exactly the same thing with my D&D game as has been done in WHRPG 3rd Edition?
Or is there more to it than that?
If the setting, mechanics, and ability to pay 60-100 bucks for the core game and not have to print anything don't do it for you, you're probably barking up the wrong tree.
Cool beans; that's more or less all I wanted to know.
Lose one, you've got problems; and it prevents people trying to, say, run with the dice pool system but without the cards.
The big thing for me is just the cost. Making all of the cards and things required is kind of silly to me. You don't really need cards if you need a character sheet. Lots of sheets are streamlined to just write numbers down if you know the rules, but there's nothing preventing you from writing down your mechanics and rolls and things. But yeah, when coming from games where the base cost is 30-50 bucks for a book, spending 100 for a 'kit' makes me kind of .
As for the price point? After It's cheaper than 3 D&D books or a few full units of Clanrats. I'll get more use with my group than either of those. Very much YMMV though. It'll be the first time in about five or six years where I have players interested and willing to try a WFRP game on a regular basis.
For 60-100 bucks the set is reasonable, considering how much money and time/effort it takes to prepare and furnish your roleplaying group for a new game. D&D's starter sets aren't that far off for the essential 3 books and a set of dice, and that still doesn't have all the useful tools for running the game with 3-6 other people.
Eveyone's gotta have their own dice, everyone needs character sheets printed out and filled from scratch, there's tokens or minis to use, and you'll want to provide handouts and supplements and additional items, everyone needs their own book to find specific rules and equipment and actions and whatnot unless they're all going to fumble with sharing yours every night...
I'm not too snobbish with my RPGs to admit I benefit from visual aids, and some people require them. So I cringe every time I think about introducing RPGs to new people and realize how much stuff they need is hidden away in one impenetrable tome. A lot of those items are things I wish I had time to make for D&D and Dark Heresy (and skill to do it well). But I suppose money works too.
I'll admit that I still want to see what can be bought separate from the box (which ultimately is meant to be a complete starter set for new groups to actually learn to play on their own in case the skeevies at the game club are too busy to teach noobs). I see they'll have dice, but additional counters and separate books could be useful for some people.
What exactly are the cards that have rules that aren't in any of the rulebooks? I was under the impression the main WH Roleplay book in the game still covered the professions and actions, as the cards' purpose was being able to separate and sort out the rules you needed.