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What expansions are "needed"


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#1 toru

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Posted 23 February 2014 - 03:25 AM

Hi, I have just bought a "mint" used basic box with the adventures toolkit and I really want to run the enemy within campaign.

 

What expansions are "needed" if any at all? Is the campaign enjoyable with only the basic stuff or would it be better with some extras? Sooner or later I will try to get all expansions but I also want to get started with the campaign...

 

So, some buying hints is much appreciated... :-)

 

Another little question... Do you sleeve your cards?

 

 

 

 

 

BR

 

Tommy



#2 arscott

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Posted 23 February 2014 - 04:33 AM

Winds of Magic is a definite.  You'll need the corruption/mutation rules from that.

 

Beyond that, it's really a question of what kinds of characters your players want to play.  If you have enough money, I'd suggest buying the whole ruinous power series (winds of magic, signs of faith, omens of war, lure of power)--they really flesh out the character options, and magic, religion, war, and intrigue are all major themes in TEW.

 

Of the remaining supplements:

Black Fire Pass really expands on the options available for dwarf characters, but doesn't offer much beyond that to a TEW game.  If you have players who want to play runesmiths or dwarven engineers, or are playing trollslayers or ironbreakers, it's not a priority.

 

Likewise, Hero's call has rules for Halflings, Ogres.  If your players want to play these races, it's a buy, but otherwise hold off until they're approaching rank 4.

 

Witch's Song is primarily an adventure, but it has rules for witches, which might come up depending on what decisions you make about the Black Cowl.  Or, of course, if PC takes up witchcraft.

 

That's about it.  Everything else is adventures that don't have anything to add or GM support that's more helpful when you're running your own adventures.



#3 Steve (of the Red Fez)

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Posted 23 February 2014 - 11:54 AM

I've got to say, Winds is not at all necessary if you don't have a wizard in your party. It's true that it has the rules for corruption/mutations, but those aren't nearly such common occurrences... unless you WANT them to be common, in which case you'll probably want that set. Similarly, diseases are included in Signs of Faith and that can be fun, but if you don't want a filthy, gritty world then you don't really need it (they also slow down your game if you use them too much).

 

Honestly, you've got the two most important things you'll need. The core set is critical, and the adventurers toolkit is *hands down* the best bang for your buck when it comes to player enjoyment (basically, it's a bucket of extra cards and options with no fluff to slow you down).
 

As a GM, I personally liked the expanded wound cards in Omens of War. They were a practical addition that saw everyday use at my game (severe criticals that can cut off an arm or a leg lends to some pretty nerve wracking fights). The rest of that set was underwhelming. The rules for horses were pretty terrible (WAY over complicated), the "rules" for fighting styles were absurd (i.e. there are no rules for fighting styles... they're just traits you can use for "flavor" unless you want to invent your own house rules regarding those traits), and the six or so "weapon enhancement" cards were kind of... odd.

 

Mind you, the rest of that set will certainly give you plenty of ways to kill stuff. If that's what you want then go for it!

 

I suppose I should say that you ought to get the creature vault. The creature cards make life easier overall, even if they were poorly implemented (creature action cards look exactly like player action cards and there is little guidance as to who should get what card).



#4 toru

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Posted 23 February 2014 - 11:58 AM

Thanks for quick and extensive replies. I think I'll go for winds of magic. I know that at least one in the group will be some kind of magic user... 

 

/Tommy



#5 Tidomann

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Posted 23 February 2014 - 12:20 PM

I heard that winds of magic and signs of faith added the most for initiate and wizards. Winds will add corruption while signs of faith will add disease.

 

From that the adventurer's toolkit adds the most as well.

 

The Player's Vault is mostly the updated core stuff- and the Creature Vault will give you a ton of bang for your buck in terms of components and creature cards. The game master's Vault probably adds the least in terms of components.

 

Black Fire Pass seems like a must if one of your players in gung ho on dwarves and wants options. Tell him to pick it up.

 

This is mostly what I've read- and is how I am approaching it. I currently have the core set and I'm going to add the creature vault, adventurer vault, and the winds of power and signs of faith additions to create a huge core base that I can get into expansions.



#6 arscott

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Posted 23 February 2014 - 01:57 PM

I've got to say, Winds is not at all necessary if you don't have a wizard in your party. It's true that it has the rules for corruption/mutations, but those aren't nearly such common occurrences... unless you WANT them to be common, in which case you'll probably want that set. Similarly, diseases are included in Signs of Faith and that can be fun, but if you don't want a filthy, gritty world then you don't really need it (they also slow down your game if you use them too much).

Err, keep in mind he wants to run The Enemy Within.  Which means corruption is going to matter, and even beyond that there are reasons to pick up WoM specifically.



#7 GmMichael

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Posted 24 February 2014 - 08:48 AM

When discussing the expansions most people seem to focus on what they offer the players. This is important and all well and good but also keep in mind that several of them introduce the "themes" of the various Chaos gods. There's wonderful fluff and a few mechanics available in all of the boxes that are worth checking out.

 

Winds of Magic - Tzeentch

Signs of Faith - Nurgle

Lure of Power - Slaneesh

Omens of War - Khorne

 

These 4, combined with the Core Box and an Adventurer's Toolkit are what I would consider a Basic Set. The rest of it is fantastic but the six items I've discussed here give you a mostly "complete" experience.


Edited by GmMichael, 24 February 2014 - 08:49 AM.


#8 Ralzar

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Posted 25 February 2014 - 04:04 AM

You should really get them all, but what you prioritize depends on your players and what you plan to emphesize in the adventure. I have made a lit below, listing what it gives the GM and what it gives the players.

 

Winds of Magic

GM: Tzeentch fluff, Wizard fluff and Mutations

Players: Magic-themed careers and Wizard spells and orders.

Signs of Faith

GM: Nurgle fluff, Priest fluff and Diseases

Players: Religion-themed careers and Priest spells and orders.

Lure of Power

GM: Slaanesh fluff, Noble fluff and rules for social combat

Players: Noble-themed careers and social action cards

Omens of War

GM: Khorne fluff, Military fluff and rules for permanent injuries

Players: Military-themed careers, combat action cards and mounted combat rules.

 

Personally I wanted Mutations and Diseases the most, because it is just not WFRP without. But it really depends on what kind of adventure you are running.



#9 k7e9

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Posted 25 February 2014 - 01:30 PM

As many before have said, in part it depends on what your players want.

 

Personally, I feel that I "need" all the different chaos god supplements at a minimum (Winds of Magic, Signs of Faith, Lure of Power, Omens of War) to play. But as I said, it depends on the gaming group (and also how much money you're willing to spend in your group).

 

But for a long time we played with only the core box and the adventurer's toolkit and it worked very well for quite a while. Then gradually I added expansions to the game. More career options are allways appreciated by the players.

 

Lastly, I have all my cards sleeved. It has saved them from many spilled drinks and protected them from ware and tare.



#10 Veruca

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Posted 26 February 2014 - 04:51 AM

I went a bit overboard and ordered:

 

Core Set

Player's Guide + Vault

Game Master's Guide + Vault

Creature Guide + Vault

Game Master's & Adventurer's Toolkit

Winds of Magic

Signs of Faith

Omens of War

Lure of Power

 

I think that's pretty much everything I'll want/need. Maybe some extra dice. And maybe Hero's Call for the 2 extra playable races (although both races don't really appeal to me).


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#11 Keeop

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Posted 26 February 2014 - 12:03 PM

I went a bit overboard and ordered:

 

Core Set

Player's Guide + Vault

Game Master's Guide + Vault

Creature Guide + Vault

Game Master's & Adventurer's Toolkit

Winds of Magic

Signs of Faith

Omens of War

Lure of Power

 

I think that's pretty much everything I'll want/need. Maybe some extra dice. And maybe Hero's Call for the 2 extra playable races (although both races don't really appeal to me).

It's a great investment. You won't be disappointed. If any of your players take to magic users or priests check out the POD's. They're pretty affordable and expand some of those careers greatly.



#12 Veruca

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Posted 26 February 2014 - 04:46 PM

Yeah, I've been looking at the POD's, but I'm going to hold off a bit... my current WFRP order was costly enough. :P

I mostly bought it because it seems like a fun system to play (even though I'm a bit busy with Star Wars at the moment) and I didn't want to be in a position where I wanted to play the system, and not find the books anymore. Besides, I'm a sucker for collecting systems... and I managed to buy the core set for half off because the box was a bit warped due to water damage (the content was all in good condition). I'm looking forward to reading the books. I should have most of them by the weekend (except for Omens of War and Winds of Magic, which weren't in stock but should arrive soon).


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#13 ahadabans

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Posted 28 February 2014 - 10:53 AM

Hero's call also has rules for creating Humans from other parts of the empire as well as Dwarves from other regions.  So I think it's worth getting for that and the Halfling.  With that said, I don't think it's a must have unless you are planning on running Rank 4+ campaigns (mine never go that long).



#14 toru

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Posted 28 February 2014 - 03:33 PM

Lol, I just got all expansions released (and then some) for free (So now I have 3 Core sets, 2 adv tool kit and one of each of the others...)... The only thing I have to do is to GM a bit... Information overload... By Sigmar, it's a lot of books and cards... :-)

 

/Tommy


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#15 arscott

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Posted 28 February 2014 - 06:08 PM

Unless you have more than 4 players, I'd recommend getting rid of the extra core sets and adventurer's toolkit.  You have enough Basic action cards for 4 players, and I think it adds to the game when you make the remaining components excluslive (only one player can take each talent, advanced action, etc.  Remember, players can share talents with the party card).

 

You only need one set of miscast cards, wound cards, and insanity cards from the core game, too.  The only think it's really worth having extra of is the monster stand-ups.


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#16 Emirikol

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Posted 28 February 2014 - 06:13 PM

..ohhh, but the extra dice sets...heh.

 

You can probably sell your adv toolkit for $250 on ebay right now.

 

jh



#17 arscott

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Posted 28 February 2014 - 08:38 PM

oh, right.  Stand-ups & Dice.  I snagged like five sets from a gaming store that was going under, so I sometimes forget that not everybody has plenty of dice.



#18 Keeop

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Posted 01 March 2014 - 06:28 AM

oh, right.  Stand-ups & Dice.  I snagged like five sets from a gaming store that was going under, so I sometimes forget that not everybody has plenty of dice.

My online retailer of choice has tons of the dice kits. I ordered....many :) lol.



#19 Ralzar

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Posted 01 March 2014 - 11:43 AM

As I see several people here who have multiple sets of the same cards (two or more core sets or combining a core set with vaults):

 

Notice that the game is produced with the intent of there being a certain number of cards of each type in the deck. For example, there is only one of each action card for a reason; so not all characters have the same actions and become almost identical from a rules standpoint.

Some decks are also used for giving randomized effects and if you combine several core set decks, any new cards you add from expansions will have much less of an impact, as they will be diluted by twice the amount of core cards.



#20 Veruca

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Posted 02 March 2014 - 05:34 AM

But won't the extra cards come in handy for people who want to play the same type of career? Or is that impossible in this game? I haven't gone through the books yet, but I read a review online saying that, at the start of the game, each player gets 3 career cards at random from which they have to choose one? Is it recommended to not have multiple copies of a career in the bunch, or can we simply add the Vault careers to the Core careers?

 

Either way, part of the reason I also bought the Vault is because I like to collect RPG systems, so it's not really a loss or anything (except for my wallet and storage space :P ).






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