Not one to sit back on my GMing, even when I’m not currently running a game…
(I’m not getting withdraw symptoms or anything, honest…. OK, well maybe a little… OK, a LOT alright, OK HAPPY NOW! I’m a GM and I’m addicted to prep.)
I’m currently reading through and preparing to run the First Edition Warhammer Fantasy Roleplay (WFRP) adventure collection called the Enemy Within. I’m having a blast. The story’s great with plenty of action and things to keep the players guessing. Transferring the adventure to Third edition has been really easy, especially with the Creature Vault putting all the creature and NPC stats on cards.
Being a GM can be quite difficult so its great to see that someone has taken the lead and produced a book about session prep. Yes we all know there’s GM & DM books that should help, but they’re very lacking on actually prep tools.
Step in the Gnome Stews new book Never Unprepared. This could be the book that every GM is looking for and as I’m in the process of prepping myself I’m eagerly waiting for the PDF version to become available.
I have been loving the new WFRP system and creating a new campaign has been a breath of fresh air for me as a GM, but I have run into a small problem. I’m completely and totally GMed out and have started to slip onto a very dark place that I don’t want to be in.
Now this happens to me ever now and then. I have to take a step back, take a long hard look at what I want from my gaming hobby. Then decide what actions to take in the future.
I will admit it did almost come to a complete gaming implosion. I started to resent my hobby, didn’t want to attend gaming sessions and would start to think of excuses not to attend. But the game would start calling and I would turn up and have a brilliant time.
The problem, I have found, is the mystical green eyed monster called GM/DM burnout.
Here’s how it started:
D&D 4th edition had just been released so I went out and bought the three new (and shiny) core rule books. Stumped up the monthly £ subscription to D&D insider, got the group together and asked if they were up for giving it a go.
Then we were off, starting with the first adventure H1 Keep on the Shadowfell and we were having a blast.
Then after a few months of playing the game I started to realise a few things.
I was turning up and running the game but not enjoying it any more.
I was having to print out tokens to represent miniatures (RPGNow.com your a godsend) and battle maps for each session. I got tired of what seemed to be a just one combat situation after another. There was no imagination and no creation in it and the guys were continually walking into combat and everything was about tactics. Wizards were releasing a new book every month. Everything was really hacking me off. Now I am quite happy to put this down to being a newish DM and not adding my own style to the adventure but H1 is ALL about the combat.
After Shadowfell finished we moved straight into the H2 story Thunderspire Labyrith and about 3 weeks into the story I was ready to quit gaming altogether. I could of walked away quite happily, I felt directionless, I could not be bothered to plan the sessions, print the maps and the game faltered because of it. I ended up killing two of the characters in a session and much to my surprise the remaining two characters committed suicide by Orc. Apparently they had enough of the game as well. I handed over my DM screen to one of the players and the sessions continued along for a while, but in the end our hearts weren’t in it.
This is where I made a fatal mistake. I started to look for a new system to try and came across Warhammer Fantasy Roleplay 3rd edition. It was love at first sight. New mechanics and cool components, everything a GM could need to be inspired. I got caught up in the system and volunteered to run it and stepped behind the GM screen again.
The fatal mistake, can you see it?……it’s right there……..OK, it was this:
I stepped behind the screen WAY too early. I had not taken the time to get over the slump and figure out what I wanted. I just headed straight for the new shiny RPG.
After only about 9 sessions I have burn out again. I’m right back to where I was after Dungeons and Dragons and let me tell you it’s a darker place than any Dungeon Delve. I don’t want to play, don’t want to turn up, I have had enough of gaming all together. So I have lowered the GM screen, pack it away and currently re-evaluate what I want from my hobby.
Now I have decided I need to try Roleplay from the other side of the screen. To help myself, not only by getting over my slump but to also see how the game is concieved from the players point of view to make me a better DM/GM.
Whoop Whoop! Better session today. Finally finished the battle of the Mother Tree and completed the first leg of this campaign.
Last session we left the Elf hanging to the edge of a pit trap but an unsuccessful strength check left him sliding to the edge and finally the sodden ground gave way dropping him into the hole. As he fell his quick reflexes allow him to grab a hole in the wall of the pit and was able to stop his descent. Pulling himself up he looked into the small hole and could just make out the top of a skeleton’s head and realizes in disgust that he was looking into a coffin . A set of red glowing eyes watches him from the darkness and a rat jumped a him from the darkness. One unsuccessful discipline check later and he completed the journey to the bottom of the hole. One observation check later and he finds he is standing in a great cavern under the tree, in the darkness there’s movement all around and he realizes the place is full of the undead.
Up near the tree the Elf, Human and Priestess are all making range attacks on the tree while the Dwarf gets up close and personal with the tree putting the hammer to good use. The tree opens its great mouth to call for reinforcements when suddenly the Dwarf has the idea that maybe he can cause more damage to this foe from the inside and makes a dash for the opening.
Below ground the Elf is fighting for his life in the darkness with two skeletons and things are not going well.
The Dwarf crawls into the gaping hole leaving the Mother tree feeling quite violated. Emerging into the hollow interior of the tree he makes a quick descent of slime and snot, think Goonies water slide, to find himself knocking over the Elf, springing to his feet and helping the elf, who had been knocked unconscious by the undead.
Above ground the winged Demon started strafing runs on the characters. Slicing the Priestess shoulder open on a successful attack the Demon felt on top of the world until the blood on its claws started to burn him.
This whole part of the campaign has been based on a piece of powerful comet that has been taken over by Neergal the god of disease and rot. The Priestess being a tool of Shayeela goddess of healing who fights Neergal with all her might could of been more of a force against the tree. This did not happen the way I thought it would. She stayed back and helped the other characters with blessings. Even after a Intuition check which pretty much told her she had more to do she did not step up to the plate. Well thats the way it goes sometime and you can’t control the players characters for them.
When the Dwarf entered the melee with the undead they moved back and did not want to engage. Using a Observation check the Dwarf realized that the cavern was of Dwarf construction and the Undead were Dwarves themselves. Using his Dwarf knowledge he was able to detect the small signs left by his people that pointed to the exit and emerged into the sunshine dragging the Elf.
After the Elf was back on his feet it was all out group attack on the Tree and Demon until finally victory was theirs.
I will write up a end of campaign summary with my thoughts about the system and my writing campaigns experience in a future post, but for now I am signing off, I’m in Scotland and I don’t want to waste the day!
I have a mind like a sieve, no really, and sometimes I can’t remember what I had for tea yesterday. Then throw in the factor that we have two weeks down time between each WFRP session which gives me just enough time to forget about 10% of the rules.
After the great session last time with everything flowing seamlessly, story flowing, a good pace, iPod GM Toolkit being a god send, I was really looking forward to getting back into the GM flow. I got set up and the session became a nails down a blackboard experience.
I made the stupid mistake of not taking the toughness off the wounds….AGAIN, AAAaaaarrrgh. I was also having trouble with the ipod App. I could not remember what combination of prod, poke, swipe, tap, dribble, swear and hold I had to use. Some sessions you have it…and other times it is just better to pack up and go home. With going home not being an option, I get pissy if I don’t game every now and then – just ask the girlfriend, it was just time to suck it up, grin and bear it and get it done.
Last session the group had just knocked one of there own characters out due to suspicions that he was a traitor. They build a stretcher to carry him and then used it to drag him. Then it was back to the original plan of following the disease infected merchant to his “Mother”.
When the unconscious character started to show signs of coming around the group stopped and it suddenly became a session of Law & Order. The Dwarf took the lead in cross examining the accused until the group were satisfied that he wasn’t any threat. Then he was released from his bonds and was allowed to help in the fight ahead, mind you with a Dwarf keeping a close eye on him and carrying a hammer which turns his foes into the consistency of mince meat, you have a tendency to be on your best behavior.
On the merry group went into the dark putrid forest when they came across a river of slime. Think Ghostbusters 2, which there were many references to out of character, and you will be on the money. Traveling up stream the group came across a guarded bridge and it was up to one of the elves to sneak up and get a closer look. Steve took up his dice with confidence and rolled. Not a single hammer in sight, Oops!
The elf was spotted lurking in the undergrowth. A quick blast on the warning horn and the group were up to their necks in Beastmen before you can say, “Was that a horn?”. Mmmmmm group of adventures or Beastmen? Which ones better, only one way to find out……FIGHT!
This fight had everything. I brought in a spell caster on the bridge which turned the air so thick every time the group wanted to move they had to spend fatigue. Arrows whistled through the air from the range attacks from the far side of the river and the sound of metal on metal from the melee battles on the adventures side, dead bodies were pulled into the river by black slimy tentacles emerging from the dank putrid waters and a rumbling sound coming from deeper in the wood. But without toughness being subtracted the bad guys were a bit of a walk through, I could tell something was missing but I had no time to sort it out as I wanted to keep the action going. So how to make a easy combat a bit more exciting, queue the Dwarf!
The Dwarf launched himself into an all out attack on the Wizard, which as it happened was standing on the bridge. With a mighty blow not only was he turned to mush he was driven through the wooden planks making up the walkway. As the bridge became unstable it began to sink into the dark waters giving the group a time limit to get across. As the Dwarf and his ward were in close proximity of the expanding hole in the bridge it was a average (2 purple dice) athletics check to jump across. But by the time the other members of the group arrived the bridge had sunk further under the water requiring an hard (3 purple dice) check. One elf made it across the swirling pool of death with help from his companions on the other side. The Priestess was not so inclined to try the jump and asked for protection from the remaining group member. As the bridge sunk out of view the infected merchant started across and was dragged under the mirky waters by the tentacles, screaming all the way until it was cut of in a gurgle as his head submerged leaving a stream of bubbles and then everything was calm.
Oh great, a split party AGAIN!
Dwarf, Human and Elf struck out towards the rumbling sound coming from the woods and was confronted by the main antagonist for this section of the campaign. A putrid, obese, pus flowing tree with roots that can strike out like whips. The tree was unable to trap the group in a pit trap it had constructed so everyone started wailing on the tree itself.
The Priestess and her protector were stuck on the wrong side of the river without any encounters planned. A quick hack and slash of the campaign story allowed me to move the last encounter with the Wizard. As they checked the river for a way across they heard a scream from just up ahead. Running to help they came across the Wizard, he had tied his lover to the tree and as the adventures watched he pressed a green glowing stone into her hand. The green stone could be seen glowing and crawling under her skin as it moved up her arm disappearing under her sleeve reappeared as it moved up her neck. Her screams were silenced when the stone disappeared into her skull.
The Wizard turned to the group and with a smile on his lips but tears flowing down his cheeks shouts “If I can’t have her, then no one can!”. As he taunted the players his lover starts to shudder and transforms into a huge winged demon. Reaching out she grabs his head in her massive hand and twists it completely off, much to everyones shock. You could also tell the Wizards was quite shocked by the look on his face as his head was thrown at the Priestess.
The Priestess tried to reason with the demon and as the human host fought a internal mental battle they both made a run for it. The demon regained control, took to its wings and chased the fleeing group down. Digging its claws into the backs of their clothing both members of the group were lifted high into the air and were dumped unceremoniously into the branches of the Mother tree. YES! group back together.
Both players crashed through the tree branches on the way to the pus sodden ground. The Priestess was able to pass her acrobatics check and was able to control her descent better than the Elf. As the Elf hit the ground he rolled into the pit trap. Using a brilliantly rolled check he was just able to grab the mucus sodden ground just before falling to the bottom.
That was where we had to end the session in mid combat but with time running out it seemed like a good place to halt. At this point i told the guys I was having a problem with the bad guys again and they seemed to be weaker than usually. It was at this point that Tristan (Dwarf) asked if I was taking the toughness off the wounds. BALLS, ARSE, BUGGER, “Yes of course I did!”, BUGGER, DAMN, SHITE ,FECK……..sob!
How many of us go away for the weekend then suddenly think great I forgot to bring something with me? Then you know there’s going to be nowhere around here that sells what I want. Well as it happens this happened to me this weekend.
I went camping up near Derby in a village called Ripley, where luckily I found a shop just for my needs. When I first saw the shop from the outside it didn’t look that big compared to some of the other hobby shops I had been to, but inside I was astounded by the variety of products they carried; all types of cards games, Warhammer 40k models, even the pre-painted models for D&D. Also available to buy were sweets, chocolates and drinks, ‘cuz you know when doing a long gaming session ya need refreshments!
I could go on and on but I wont but what really got me was how friendly it was. Everyone was chatting and laughing, I was approached by a lovely lady who inquired if I was OK. I was ‘cuz I had found a copy of Axis & Allies, the naval version, which seemed pretty cool and would keep me busy for the weekend. But as I payed for it the same lovely lady informed me that they were doing a game of Paranoia the next day at 10am. She also mentioned that if i wanted she may be able to arrange a session with my new game Axis & Allies with someone later in the evening . Well i didn’t know what Paranoia was so she refered me to a guy, I’m sure his name was Neil sorry if i got it wrong, anyway he told me about the whole concept of Paranoia and what I would be doing. It sounded really cool so I thought I would get up in the mourning and try it out.
The following morning I was greeted by the same lovely lady and as it turned out not enough people turned up for the game so i missed out on that. However Neil was generous enough to show me how Magic the Gathering works, which I have never thought of collecting ‘cus I thought it was a bit complicated. As Neil was showing me it seemed pretty simple so it’s another thing im going to collect! After some time chatting, some kids started turning up to play Yu-gi-ho. It was nice to see the younger generations still getting into it and that this place encourages them to join in.
I would like to thank Neil for the demonstration on Magic the Gathering and the lovely lady who helped set Paranoia up so I could join in, so sorry i do apologize I never got ya name, thank ya both for making a dull weekend into fun one.
So in the last session the group headed off in three different directions. The dwarf had headed out in search of a fallen comet, one of the elf’s searched the village for more information about the evil wizard and the priestess and elf had run back to to the chapel for reinforcements. They also found the missing member of the party who had been on holiday for a week.
Now I was not looking forward to this session. I find it difficult to keep all the players engaged in the story when there are two separate groups, but now I had three on my hands. So during the down time from the game I came up with a plan. Now the thing I had to remember was not to spend too much time on one group. Keep the action flowing but make sure everyone was getting their time in the spot light.
In the previous session while visiting the chapel the group had hatched a plan about releasing the tainted merchant and follow him to mother. So decided to tie him on a leash and follow him to the location of ‘mother’. They attached the kiddy reins and let him go. He acted very dumbfounded as he did not trust the party members but started to move off into the woods.
Now there are many places where inspiration for story lines come from and this is no exception. The idea for a minion leading the good guys to the big bad came straight from Buffy the Vampire Slayer episode ‘The Gift’. In this episode Tara, who has had her sanity ripped from her, leads Buffy and the gang to the main villain who is opening a portal causing an influx of monstrous creatures into our world. What can I say? I love that episode and Amber Benson acting really stands out as her ability to show the total distrust she has for the group by just her body movements is brilliant. It really leaves an impression and it was something that I could not reproduce in the session much to my shame.
The dwarf meanwhile come across the crater where the comet landed. To his dismay, but not really a surprise, the comet piece was missing but due to a unsuccessful observation roll did not notice the strands of web that was around the clearing and was set upon by a giant spider. On a side note I cant wait for the new creature manual for this system to appear as I feel I’m beginning to use the same enemy’s time after time.
In the village the elf was attacked by the small children who had awoken while he was finishing the search of the Wizards house. I used the henchmen rules for this encounter and the children were dealt with quite quickly. Though if the noble dwarf was present I’m sure he would of kicked seven types of shit out of the elf because while in his blood lust he stabbed the children in the back as they ran away. After the ass whooping he decided to follow the dwarf to the comet site.
As the merchant led the priestess and the elf into the forest they came across a injured traveler who was asking for help to protect his family. As he was bleeding out the priestess gave him some much needed healing and they were off to save the family. What they were not expecting was a Rock Troll trying to kill two girls. Lucky the girls were able to keep the cart they had been travailing on between themselves and the pile of rock that was trying to pound them flat.
The dwarf at this point was making short work of the spider and had already pulverized two of it’s eight legs. As the dwarf delivered a mighty blow to the body of the spider it suddenly remembered that it had an important meeting that was anywhere where the dwarf wasn’t and made a run for it. The dwarf was about to put the spider six foot under when suddenly he heard a lot of shouting coming from close by. Funny enough it sounded like someone was about to get up close and personal with a Rock Troll. With a sigh he ran to give a helping hand. As he took off his armor made a Chink Chink Chink sound that disappeared off into the distance.
The elf who was looking for the dwarf was suddenly taken by surprise by a six legged spider which was moving like had left the iron on. It took one look at the elf, decided life was too short and ran off in the other direction. As the elf listened to the spider making a hasty retreat through the forest he suddenly noticed a chink chink chink sound which reminded him of a dwarf accelerating to charging speed.
When the dwarf burst into the clearing you could almost hear the sigh of relief from the priestess. He quickly assessed the situation and took no time at all in picking a fight with the large rock with attitude. There followed what can only be described as a mighty battle and everyone took a turn wailing on the Troll. At one point the Troll was so pissed it picked up the cart and tried to hit the dwarf with it. But the dwarf was having none of it and smashed it to smithereens just as it was about to turn him into an armored can of spam.
When the dust settled from the carts destruction there was a bunch of round rocks on the ground and in a sudden twist of fate the travelers tried to retrieve them while threatening the priestess and the human to keep away. After the Troll was turned to rubble there was a tense stand off between the adventures and the travelers. In the end the travelers decided they had to see a man about a dog and limped away. The human fired a warning shot above their head to make sure they got the message to bugger off. but in an unfortunate turn of events the warning shot was more of a direct hit to the leg, there had been no warning and the dwarf pummeled the human into unconsciousness, much to the shock of the group. The dwarf then hog tied him and in the stunned silence that followed he showed them the wanted dead notice that he had found in the last session.
Honestly the group was quite stunned by the turn of events.
This turned out to be one of the best sessions I have run and I was happy how it had turned out. Also what a cliffhanger to end the session on. Always leave them wanting more as the saying goes……
So last night I decided to give the new iphone / ipod app from Fantasy Flight Games a try in our Warhammer Fantasy Roleplay (WFRP) session.
Its called the WFRP Toolkit and acts as a virtual tray that you use to roll virtual dice for your checks.
After the annoying & un-skippable WFRP, FFG and Games Workshop logos have finally decide to bugger off your left at the front screen which has a nice graphic at the top and a current news section from FFG. Now I could go into the whole issue of “Why do I have to look at ads, I have paid for the app and WAAaaa WAAaa WAAaa”, but being a FFG fan I feel its a great little feature and every time it loads I excited to check it to see what’s new.
What can I say, FFG has part of my soul in their back pocked along with my pay packet.
So prodding the start button that rotates the screen and a virtual dice tray is presented with a nice chaos symbol etched onto the background. Along the top of the tray is a small bar containing the Characteristic (blue), Conservative (green), Reckless (red) and Skill (yellow) dice. Touching any of these makes the dice pop off the bar and appear in the tray in the centre of the screen. You can tap on the dice in the bar multiple times for more of the same dice. Swiping a finger across the bar makes it slide off the screen and another bar appears with the Challenge (purple), Misfortune (black) and Fortune (white) dice. These can then be added to the virtual tray in the same manner as the other dice.
Across the bottom of the screen is another bar containing a large red cross to remove dice from the pool, a reverse selected dice button and the menu button.
To roll the dice just a quick shake of the ipod set the dice dancing in tray with some very satisfying dice on wood sound effects. Now at this point last night I had not told the guys that I was using the ipod to roll the dice just in case the app was not as good as I hoped. With the sound effects off and being a bit shifty I got a couple of strange looks as I started jiggling behind the GM screen and had to explain very quickly what I was up to. OK FFG please for the next version can we have a option for a button to roll the dice as I quickly got frustrated with the snigger’s from the other players.
When the dice start to roll both the top and bottom bars retract to give the full view of the tray and reading the dice is exactly like checking for successes with the real dice. A nice feature is that you tap the screen with two fingers it will bring up a summary of the dice rolled which I found a lot easier to read than counting the symbols. This is a brilliant idea! When you are the GM and have to read the dice it can be like reading tea leaves, it takes a while and sometimes its not clear , but with the summary screen it obvious and it speed up your turn, getting your focus back into the game. The summary screen also gives you the chance to save the dice roll to the log or to see the results of only selected dice.
Holding one finger on the screen for a few seconds brings the dice and option bars back onto the screen to make a new dice pool or add more dice.
Under the menu screen you have a log page to see what dice rolls have been saved along with a page of statistics. There is a option screen allowing you to clear the dice roll logs, turn off the sounds / shadows, turn off the FFG Movie that displays when the app first launches (to be replaced by the FFG logo!…?). A page to read the instruction manual and the credits for the app are also available.
All in all I love this app. I think that for the cost of £1.79 it’s a bargain and cheaper than having to buy a load more dice.
One of my issues with the new dice mechanic of WFRP is having to reach over the GM screen to retrieve dice scattered all over the table. This App lets the players use the core set dice and I don’t have to bother looking all over for those elusive purple dice which I’m sure the players hide.
So is this App worth the £1.79 asking price?
Oh Yes! Especially if you are the GM. Though I must admit I will miss rolling that two hands worth of dice.
P.S. The gaming session was wicked last night and there was a brilliant twist in the story that I set up but the players executed. I love roleplaying sometimes!
If there is one thing I hate about GMing its when the party decides to split up. Well it has happened to me over the last three sessions and it is getting worse each time the group sets out.
At the beginning of this session the group was already split, we had a different player on holiday and a single player in the woods fighting a inbred family who were sacrificing any locals they could get their grubby little mitts on.
Now, I was lucky at this point as the dwarf player and myself were both early to the gaming session. We had just enough time to get most of his roleplaying over with before the rest of the group arrived.
We had left the dwarf dealing with the family as they were pouring the blood from the sacrifices into a large pool of gelatinous mould that had been gradually taking over the forest. The mother was splashing around in the mud, blood and mould mixture why the other family members were generally milling about until they were attacked. I was not too worried that only one party member was dealing with this as it was the bloody dwarf and he is wearing what can only be described as a cocoon of amour that superman would have difficulty penetrating.
After the family had been dealt with I decided it was time to get the group back together to make my life as a GM easier. So as the dwarf continued onto the chapel to get help with the injured at the village I decided that the other three members of the group would meet him there. As the dwarf moved through the forest he came across a dead bounty hunter that looks like he had been killed by the missing member of the party. In his nap sack there was a crumpled piece of paper with a image of the missing party member with a bounty for return of his dead body. Can we say future story point?
So after some creative bending of the story I was able to get the whole party to the chapel and the party was back together as an adventure group, WHEW!
After some social interaction the group was able to get a party of healers with protectors to head to the entrenched village to give a helping hand. The adventures were shown a group of injured villagers that were being looked after at the chapel. Amongst the injured was the merchant that disappeared during the trip to Hound-slick. He was delirious and kept shouting that he needed to get to mother. The players also found out that the wizard had stolen one of the priestesses, his ex lover, the night before.
The group were then off to the next village to see if they could find any information about the rouge wizard.
And this is where things got from bad to worse.
The idea for the village was that the whole place had been poisoned by mould being placed in the village well, the adults had been turned into the beast men that were attacking the other village. All that was going to be left in the village was a resilient old man and the children who were running in small packs which would then attack the players at a given point.
Queue some fun scare tactics with the patter of small running feet, glimpses of small figures running from house to house and a really scary nursery rhyme being sung by small children’s voices drifting over the roofs.
So here was the first problem. Two characters, the priestess and one of the elves, made a run for it to get help when the kids attacked. They dashed to the horses and left the other two behind. Balls!
The other two were helped by the old man and barricade themselves into a house to defend themselves from the attack that was about to happen. The children attacked the house and one character dealt with the group of children that broke in upstairs while the other looked after the old man downstairs. After the attack was over the old man told the adventures about a comet that had fallen one night, how the wizard had been convinced that he could win back the heart of the one he loved with the meteor and then the old man with a final gasp expired.
In the morning while the children slept the elf had a look around the wizards house to see if there were any clues about what was going on and came across a journal. The journal started out with love poems to the lover he had left behind and then turned into delirious rants about a figure called Mother. While he was doing this the Dwarf went to look for the comet in the general direction that the old man had pointed… Oh for F&%$ sake.
So not only have I got three different groups to content with this week I also have to contend with the possibility that my brain will leak out my nose before the end of the session. Oh well, guess what? I think I am going to have some fun this week and see if I can make it really gritty. Watch out people, the shit is about to hit the fan.
I’m a little worried after reading this release as there are a lot of hard cover books that were already in the original core box set. FFG has stated that the products are just add-ons with better charts for careers, spells, action cards and better examples of play for rule clarification. Now I know they have stated that these products don’t make the original core box set obsolete…..but I’m still worried.
The new books also have rules for playing the game without the tokens and cards for a more traditional roleplay experience. So not only are there new core books for the system but the tokens and cards have been repackaged into a new box sets called vaults.
Here is a brief breakdown of the costs for the new player, GM and creature books.
The Game Master’s Guide
Game Masters Vault
Now we are currently playing from the core box set, the GM toolkit with 2 adventures kits and I have already paid well over £150 on this system.
Our group use the tokens and the cards in our sessions so for a new player to join will they have to pay out ($89.90 / 1.50) £59.90 before they get to the gaming table. That is a big commitment in my book for a new player joining a group so I hope they keep the Adventures Kit in publication.
I also think that the system will more than likely lose the tokens and cards aspect and become a more traditional roleplay system. Asking the gaming group to pay an extra $29.95 to $39.95 for tokens just wont work.
Anyway…Here is the link to the announcement about WFRP future releases. The comments page has already erupted with confused players and GM’s flaming FFG for re-releasing the system after less than a year. FFG has committed to releasing a FAQ in the next couple of days so keep an eye on the FFG website.
I made a leap of faith with the new WFRP 3rd edition system as I loved 1st and 2nd. Now I just don’t know what to think about this game. I have also just had to pay for the updated rules for Tannhäuser……worried much?
Last night gaming went a lot better but due to work encroaching on gaming time and with a player absent we only had time for one encounter before we had to pack up. So as you can already tell this is going to be a quick post.
Combat was greatly improved this time round after last sessions muck up. Combat felt more fluid and the characters were not the unstoppable force they had been.
I also used the group mechanics with great effect to produce 2 packs of wolfs with 6 creatures in each pack to give the players a bit of a work out.
Each wolf had wounds equal to its toughness (5) giving the pack a total of 30 wounds (5 wounds times 6 creatures). Any wounds dealt to the pack standee are dealt to the group as a whole, when the amount of wounds pass the level of wounds equal to a wolf toughness one dies. So the first one dies at 5 wounds the next at 10,15 ,20 and so on.
When the pack attacks only one creature rolls but the others assist giving an extra white dice for every creature assisting. So if a single wolf attacked the GM would role 2 blue dice + 2 green conservative dice + 1 black die for the bite power and 1 purple die for the players defence. If the whole pack attacked you would also roll 5 white dice along with it giving a better chance that one of them they are going to chow down on the players.
In the end the combat was well balanced and we had fun.
I am so looking forward to the guys finding out what awaits them at the next village……………OOooh now that’s nasty!