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Encounter Tools & Templates >> Design Discussion for the GM Toolkit


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#1 ynnen

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Posted 09 March 2010 - 05:23 AM

In this installment of the WFRP Designer Diary, I hand the reins to Daniel Lovat Clark, one of the key members of the creative team behind the new edition. Dan discusses some of the design and philosophy that were applied to the development of the GM's Toolkit, as well as previews one of the kit's signature features, a series of Encounter Templates for GM's to use, based on the Three Act Structure established in the core set's Tome of Adventure.



#2 keltheos

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Posted 09 March 2010 - 10:50 AM

Nice.

What I'm also hoping for is some detail from folks that use the MacGuffin regularly on how to handle things when the players decide it needs to be more than a plot device.

Like opening the package in Day Late/Shilling Short or experimenting on the contents of the flask in this sample.

Some players just won't leave well enough alone. It would be the equivalent in Pulp Fiction of opening the briefcase, seeing the shine in their eyes, then them turning the briefcase around for everyone in the room to see. Too often they make the item the point not the circumstances around it.



#3 Sinister

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Posted 09 March 2010 - 03:10 PM

While I don't have anything particularly against this, I do hope more of the book is on things like the nemesis cards and rules.  I feel this information is just general info that can be learned or absorbed by reading books on crafting and writing fiction and general tips you'd  pick up from GMs.  Macguffin is nothing new, although I admit I haven't discussed it in years, but when I first started roleplaying, we talked about the concept all the time.



#4 Lautrer

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Posted 15 March 2010 - 07:47 PM

Ok. I think the "McGuffin" (i always think about a McMuffin) isn't something which needs a extra card or a rule. As a GM I very often used a McGuffin in my Adventures without knowing that I did it. I like it that there is an explanation and examples in the GM Toolkit how to use it, but for me it's nothing so spectacular that I think: "Wow, McGuffin and Encounter Rules, I have to buy it". I will buy the box, but only in the hope to have a excellent GM SCreen and at last some more cool Action Cards and Talents and Rules for Advanced Careers, Riding Rules (I eagerly hope there will no riding box or Knight Box or something, this is actually a basic rule, so it had actually be given in the core box ) and an ultimative equipment list.


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#5 dvang

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Posted 17 March 2010 - 12:25 PM

@ Sinister: Remember, though, that much of what WFRP3e does is also geared at people new to the game. Folks who aren't so experienced at GMing will find many of these GM tools and information very useful. Even as an experienced GM, some of the templates, Nemesis Organizations, and even GMing tips and ideas I found very useful and/or thought provoking. Not everything is going to be for the experienced GM, and FFG (IHO) does an excellent job in the GM toolkit in helping new GMs learn how to run games.

@Lauttrer: The cards for McGuffin pose a variety of uses. Most especially, the players have a CARD for the secret item. That's significant, and they won't easily forget they've got it. They can ooh and ahh over it, and the GM can at points specifically ask to see who has the card, etc, to build dramatic tension, for example. While not the greatest thing in the world, it can be a useful story-aid.

I personally think just the GM screen itself is worth the cost (and I don't even have the real version with the nice board and graphics). I can't tell you how many times it has saved me looking stuff up in the books. Add in Nemesis, Nemesis Organizations, etc, and it's a useful chunk of stuff for any GM.



#6 sudden real

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Posted 17 March 2010 - 03:48 PM

dvang said:

@Lauttrer: The cards for McGuffin pose a variety of uses. Most especially, the players have a CARD for the secret item. That's significant, and they won't easily forget they've got it. They can ooh and ahh over it, and the GM can at points specifically ask to see who has the card, etc, to build dramatic tension, for example. While not the greatest thing in the world, it can be a useful story-aid.

Yeah, too many times I remember "we still have to deliver a package, don't we? We have a package, right? Uhm... I think you had it... see if it's written down with your items... I have a letter, is that it? Was sure it was a package..."

With an actual card, it'll be easier to track plot-relevant stuff.



#7 Lautrer

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Posted 18 March 2010 - 01:10 AM

I will buy it anyway!

Just because of the GM screen (if it is the same quality as the Dark Heresy Screen it's fantastic) and the grafics on the standups and cards. It enhances the "Warhammer Feeling".

I hope it will be available in Germany soon.

 


Ei, ja ja jaaaaa! FC Kaiserslautern!

Wir singen und tanzen

auf jedem Fussballplatz.

Ein Schuss, ein Tor, die Lautrer!





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