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  1. Here's some of my WW terrain and minis. if you're interested: http://tewblogger.blogspot.co.uk/
  2. Whymme said: Oh, since someone on another forum asked: The con will be run in two languages, English and Dutch. I will make sure that an English-only speaker won't be put in a Dutch language game, or the other way around. So people who are uncomfortable in one language don't have to worry about not being able to play, or as a GM find players that they cannot communicate with. This gives me an idea for a mixed Wastelander-Empire party where half of the PCs can only speak Wastelander, and the other half can only speak Reikspiel. Of course, you'd need to be bilingual to run it, though.
  3. Istm you can pretty much sell any [W] bonus at max 1 per rank, for 1 xp without balance issues.
  4. Bergsburg e before u Also, we translated the whole project into v2, so it's available in both versions. I don't foresee a translation to v3, however. http://bergsburg.darcore.net/v2/index.html
  5. fwiw, I ran tGS, EfaE, EoN, Shadows over Bogenhafen (from 1st ed), tWS, CR, AoW! Had HoH been available at the time I would have put it in after EoN. And I ran tWoC (The Tzeentch Adventure) separately as it didn't really fit in with what the party was doing at the time. tGS and EfaE can be played in any order, and there's no reason to have one before or after the other, but doing them both before EoN helps tie stuff together.
  6. Emirikol said: Full components seemed more "risky" for possibly losing something. Yeah, I genuinely wouldn't want to bring my stuff to a convention, if I didn't know who was gonna turn up and start messing with it.
  7. monkeylite said: I'll do one. Actually, forget I said that. I didn't read all the restrictions (were they edited in later or did I just space them?). I thought we might be able to write a scenario that we wanted to write for other players. I don't really see the point of putting all those arbitrary restrictions on stuff. It all seems a bit needless. I had fewer restrictions put on some of the stuff I did for FFG. Honestly, I'd suggest you rethink that, because your two main goals, contradict each other to a degree: do you want to encourage people to write a scenario or do you want to have convention scenarios? Why put a minimum content on? Lots of people don't have time to do very long scenarios. Also, I know from experience working up to wordcount can take a while. Now, I can toss off 20,000 words no problem, but for people not used to that, 5,000 words can be a lot. Similarly, why stop people at 13,000 words? Why restrict it to a convention scenario. For a start, WFRP3 isn't all that convention friendly, and istm there are things you have to do for a convention scenario in regards to set up and hooks, which don't usually apply to campaign play and I would suggest that campaign play scenarios would be much more desirable to the average fan. Why 2 columns, I mean really?
  8. Dave Allen said: 2) A clever but underhand entrant might claim that the stronger scenarios are weak and vice versa in order to improve his or her own chances of victory. You've been watching too much 'Come Dine with Me.' Ok, I have.
  9. I think it was just some random art they had lying around. There's an article in White Dwarf 26 (Aug 1981) about space travel in AD&D which has similar flying ships.
  10. http://www.darkshire.net/jhkim/rpg/theory/models/robinslaws.html These are quite popular types, and the book it comes from is pretty good, too. I think it's available on pdf. But, it sounds like your player goes beyond a 'type' or play style and is more about winning, which it seems to me is incompatible with roleplaying in a party. It sounds like the guy just doesn't get it. I can't really think of a way to help, except to just tell him straight up, he's doing it wrong. Also, I never give players different xp. They're all in this together. Or exactly as AD says, above.
  11. Pedro Lunaris said: There are Colleges of Magic, for instance, which I believe weren't there in the 1st (am I mistaken?). First ed introduce Colour magic with the Realms of Sorcery magic sourcebook in c.2003, which was a long time (c.18 years) after v1 originally came out. They had to shoehorn the colleges in, because v1 already had its magic (using 1 to 4 power levels). So RoS introduced level 4 and level 5 Colour spells, which were very much in the same tradition as the v2 and v3 spells, taken in spirit from WFB. But the Wizards only joining colleges when they got to level 4 thing was a bit of a fudge. Originally v1 had several types of magic which looked rather like D&D ones. There was Petty Magic for apprentices, and then the specialists were Wizard, Illusionist, Alchemist, Demonolgist and Elementalist and Necromancer. The Priests were rather similar to the v2 and v3 priests except they didn't really have their own spell lists, but were allowed to have specified spells from the various Magic lists. And there were also Druids which seemed like a hangover from D&D, too.
  12. Yeah, I go more for the illegal and underground feel for my pit fighters, though I've never really focused on them in a game. There's an article all about pit fighting in Warpstone 11 if you can find a copy. I feel that the fighting goes all the way from a spontaneous and semi organised fight outside a pub, a sort of 'lower class duel', all the way to well organised multi bout meetings in abandoned warehouses and sewers. Most fighters simply earn a bit of beer money on the side from their stevedore, bodyguard or other menial regular job, and only a few rise to any sort of fame/notoriety. The main money to be made is not from the fighting itself but from gambling, and organised crime has a big hand in that, especially the higher up you go in the fighting world. Because of this the sport is corrupt and the most successful fighters are also the ones who know when to take a dive. The career of even the best fighter is often short and unsweet, and only a few will ever manage to get out and retire on their earnings. There are no old pit fighters. Another aspect is the influence of Khorne. Urban fighter schools are the perfect breeding ground for new adherents to that Chaos god. Small rituals and prayers are made before any fight and a fighter might not even be aware of who he is praying to, just some little-known pit fighter deity, perhaps, or some sort of obscure warrior friend of Ulric or Sigmar? But pretty soon, an aspiring fighter is making blood sacrifices before a bout to help him fight. It seems that any successful fighter needs some sort of divine help to stay ahead of the game.
  13. Pallomides said: Every RPG has its merits I suppose, & its often the trivial things that make the difference. If its your character that got hit, you would still want to be able to parry or dodge by picking up the "bones" (dice). What you could try, is keeping the (black and purple) dice that the PC contributes directly to the attack pool against him separate from the rest of the pool (these will be mostly from dodge/parry/block abilities and situational modifiers) and give these to the PC. Then if the NPC hits him, the PC will have some dice to roll to further adjust the pool. And he will know whether his dodge (etc) made the difference.
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