Here's how I'd run them:
WFRP3D01 A Day Late, A Shilling Short (demo scenario)
WFRP301 An Eye for an Eye (Core Set, Tome of Adventure booklet)
WFRP302 The Gathering Storm – A Campaign For WFRP – Complete Boxed Set
WFRP304 Winds of Change (Winds of Magic boxed set, Liber Mutatis booklet)
WFRP3F01 Ghost of Mondstille -fan scenario by Clive Oldfield
WFRP306 Horror at Hulgedal (Signs of Faith boxed Set, Liber Infectus booklet)
WFRP3F06 The Lone Wolf (Wolfship) - fan scenario by Jay Hafner.
WFRP307 The Witch’s Song – An Adventure for WFRP – Complete Boxed Set
WFRP310 Mirror of Desire (Lure of Power boxed set, Liber Ecstatica booklet)
WFRP3F02 False Pretenses - fan scenario by Jay Hafner
WFRP308 Crimson Rain (Omens of War boxed set, Liber Carnagia booklet)
WFRP3F07 Oldenhaller Contract download from ffg (WFRP3 updates by Winterknight)
WFRP305 The Edge of Night – An Adventure for WFRP – Complete Boxed Set
WFRP3LF01 Revenant -fan scenario bv Jay Hafner (in Liber Fanatica #7)
WFRP311 The Art of Waaagh!(Hero’s Call boxed set booklet) -EPIC
WFRP3LF02 Wanted Pt 1& 2 (in Liber Fanatica)
WFRP3D02 Journey to Black Fire Pass (demo scenario)
WFRP309 The Harrower of Thanes (Blackfire Pass boxed set) --rank 2-3 very likely a total party kill!
WFRP312 The Enemy Within – A Campaign for WFRP – Complete Boxed Set
Here's a complete scenario list link for you as well: gallery.rptools.net/v/contrib/emirikol7/
The game is perfectly playable without house rules, however I prefer a faster game, so here are some things that radically improved our style of playing experience (also see my house rulebook in my signature at bottom):
House rule #1 - Decide how replacement characters will come into the game. Same x.p. and starting coinage only? Characters DIE or go insane in this game. Let players know this ahead of time so they don't think they're playing D&D. It's not ok to get mad when your character dies. That's just warhammer. Just make a new one and shoot him into the scene.
We dumped Talent "socketing (always on now..or exhaustable per encounter). There has been zero game breakage so far and it speeds up the game.
We dumped Party Sheets (we weren't using them, they are a thinly disguised 'player parenting tool,' and talent socketing is obsolete).
We dumped 'recharge' for active defenses. Pick one and it's always on. There has been zero game breakage (even with the advanced versions), and it speeds up the game.
We don't generally use "rally steps." Combats don't last that long, and it's just 'rules bloat'.
For any character career affected by the above rules, they get an extra fortune point instead (that they can use personally or grant to another PC).
We use the basic action summary sheet instead of having all those extra cards scattered across the multiverse (download on the FFG wfrp page).
We made an actual list of equipment (see my house rulebook) based on the actual cost of things listed in paragraph form in the core books.
A couple other things:
We put the Career Sheet in the player's ID- table tent (because it doesn't need to be on the table..with all the other cards). The artwork is nice, but the rest isn't necessary until you are leveling/advancing a character anyways.
We write the career ability on the character sheet (again, to get rid of all the unnecessary cards on the table)
We don't "sort" counters. If you need to track your fatigue, stress, stance, recharge, whatever; just use a pencil, d10, or grab whatever counter works. You don't have to be specific with red or blue or green or yellow or whatever.
I've found that I rarely, if ever, use Location Cards. The modifiers are just trivial and the writing is so small people can't see it anyways. We use them more for the symbolic picture on the front instead. Most other GMs I talk to love them however so use them in good health
I did create Fortune Point Cards with the rules printed on them. Players actually like having one card per point that they toss down on the table in disgust as they make a failed roll I allow them to use them AT WILL, rather than before the dice roll. That's more fun and dramatic anyways.
A couple last notes for you:
1. Don't let players take any of your stuff home. If they want a copy of the rules, tell them to get the PDF of the Players Guide.
2. Use a collectable card album sheet for wizards/priest action cards, otherwise they get scattered to the winds and are a menace to manage. They're also conveniently on the correct side of their stance at the same time. Use a vis a vis marker to track recharge instead of chits.
3. I highly advise using Court Dimon's GM screen (skip the official version, it obviously wasn't designed by an experienced GM and doesn't have useful information on it)
4. Keep your player stuff in gallon zyplock bags. The tuck-boxes are "cute", but that's about it.
Here's what I use for my cards. It's a little screw/hobby sorter from the hardware store:
Here is a typical "Table Tent" that each player has in front of them. We put the career sheet in the front (for the picture). I made them out of leftover plastic from packing plastic from kids toys, electronics theft-protection packaging, etc.
Here's the back: Notice the tray in the back to hold/contain the stance meter (so it doesn't get knocked around):
Each of your players should have an album sheet to contain their cards (fits talent cards too).
Lastly, we have a mystic in the party. To give him that "mystic" feel, I gave him a laminated sheet on the winds of magic, the warahmmer battles winds of magic dice, and a deck of Williamsburg, Virginia Aesops Fables cards. I've also got to get a crystal ball..it's on my to-do list. Also there is the OMENS pages from Liber Fanatica #7, for which we frequently make rolls when he gazes at the winds of magic and I give him premonitions about upcoming events (or false information when he gets chaos stars).