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Ralzar

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  1. Like
    Ralzar got a reaction from Cantriped in Switching careers?   
    My career question is a bit unique to my setting and game flavour (and I realized from the answers here that I was thinking about the caeers a bit wrong for Genesys) I've decided to just not overthink it and just make up a rule if a player actually expresses a need to change career.
    For your question I would agree with others here that the easiest solution is just making a new career. I basically did that for the 15 or so careers my players could choose between when we started. Just think of a concept and choose 8 skills that fit that concept. Done.
    There aren't really any particlyarly "overpowered" combinations of skills, as whatt skills are usesfull is completely up to the GM. Sure, some combinations of skills produce better fighters, but it's not like it costs THAT much for a character to go outside their career to buy any skills to get that combination anyway.
  2. Like
    Ralzar got a reaction from KelYco in Switching careers?   
    My career question is a bit unique to my setting and game flavour (and I realized from the answers here that I was thinking about the caeers a bit wrong for Genesys) I've decided to just not overthink it and just make up a rule if a player actually expresses a need to change career.
    For your question I would agree with others here that the easiest solution is just making a new career. I basically did that for the 15 or so careers my players could choose between when we started. Just think of a concept and choose 8 skills that fit that concept. Done.
    There aren't really any particlyarly "overpowered" combinations of skills, as whatt skills are usesfull is completely up to the GM. Sure, some combinations of skills produce better fighters, but it's not like it costs THAT much for a character to go outside their career to buy any skills to get that combination anyway.
  3. Like
    Ralzar got a reaction from Archellus in Switching careers?   
    My career question is a bit unique to my setting and game flavour (and I realized from the answers here that I was thinking about the caeers a bit wrong for Genesys) I've decided to just not overthink it and just make up a rule if a player actually expresses a need to change career.
    For your question I would agree with others here that the easiest solution is just making a new career. I basically did that for the 15 or so careers my players could choose between when we started. Just think of a concept and choose 8 skills that fit that concept. Done.
    There aren't really any particlyarly "overpowered" combinations of skills, as whatt skills are usesfull is completely up to the GM. Sure, some combinations of skills produce better fighters, but it's not like it costs THAT much for a character to go outside their career to buy any skills to get that combination anyway.
  4. Like
    Ralzar got a reaction from random.brown in Made a stripped down character sheet   
    I've been GMing mostly WFRP3e for... 7 years? Something like that. We recently finished the new Enemy Within campaign (not the old 1.ed) and I was looking for what to play next. I'll probably always have the Warhammer setting as my preferred setting, as I've been a Warhammer fan for about 25 years. 
    I notice that I'm generally not that interested in new rule sets anymore unless they do something special that somehow enhanches the roleplaying aspect of the game. The dice and cards is what made me love WFRP (although FFG went a bit overboard with the cards): it removed a lot of the tedium usually associated with rpgs. Genesys is the newest version of that, where they've tweaked the rules and made it so modular that you can use it for just about any setting.
    So from now on I'll probably be using the Genesys system no matter what setting I decide to introduce the players for.
  5. Thanks
    Ralzar got a reaction from Jericho0ne in Warhammer Fantasy Magic, But in Genesys - Advice Request   
    I allways try to make mye rules as easy as possible. I am working on a set of rules for implementing the Insanity, Corruption, Disease and Critical cards from WFRP3e into Genesy, since they are a lot easier to use than a bunch of tables and hand-written notes. I have been pondering how to implement the magic system because I honestly hate all the convoluted magic rules most systems implement for magic (and hacking in modern/scifi settings).
     
    What I am thinking is simply creating a Talent for each magic wind which gives you access to casting spells from that lore. If I want somethin slightly more complex I will make it a Talent with several ranks so you can buy it several times to get access to higher level spells. Or, the talents downgrade the difficutly. So you can allways cast a high level spell, but it will be 5 Difficulty Dice unless you have talents to downgrade it to something more managable.
     
    For the actual spells, if I want to do that dedicated work I'll use the WFRP2 spell lists. Probably splitting them into levels and give access to them as he buys talents or through learning them by studying. Alternatively, make the spells into Talents, allthough I think that might limit the amount of spells a bit much.
    If I feel like more free-form RPG (which I usually do) I'll just let the player make up what he attempts to do with his magic and I'll set the casting difficulty accordingly.
     
  6. Like
    Ralzar got a reaction from Flobio in Made a stripped down character sheet   
    So I'm getting ready to run a couple of games of Genesys with my gaming group. From my experiencing playing other systems with them, they tend to get confused by the big convoluted character sheets most systems use. Particularly when they insist on having a bunch of irrelevant information on the same page as the basic information you need mid-game.
    Looking at the character sheet included in the manual, I decided I needed something easier. Some of the ones I've seen posted here have been a lot better, but they kept feeling too cluttered. Particularly since I have grown allergic to players scribbling down rules on their sheets for Injuries, Insanities, Talents etc that they gain during play. After playing WFRP3e where everything was printed on cards, I have not looked back. I'm planning on printing all the talents out on small cards at some point, if we like the system enough to stick with it.
    So, for the character sheets to use during play, I made the ones below. I know they will probably work great for my group, as most effects they will gain will be on cards I give them. But I figured there might be other GMs here who want something a bit less cluttered for their players.
     
     
    Fantasy sheet

     
     
    Modern sheet
     

    (The extra space underneath "PRESENCE" is for specialized skills like Arcana or Divine)
  7. Thanks
    Ralzar got a reaction from themensch in Made a stripped down character sheet   
    So I'm getting ready to run a couple of games of Genesys with my gaming group. From my experiencing playing other systems with them, they tend to get confused by the big convoluted character sheets most systems use. Particularly when they insist on having a bunch of irrelevant information on the same page as the basic information you need mid-game.
    Looking at the character sheet included in the manual, I decided I needed something easier. Some of the ones I've seen posted here have been a lot better, but they kept feeling too cluttered. Particularly since I have grown allergic to players scribbling down rules on their sheets for Injuries, Insanities, Talents etc that they gain during play. After playing WFRP3e where everything was printed on cards, I have not looked back. I'm planning on printing all the talents out on small cards at some point, if we like the system enough to stick with it.
    So, for the character sheets to use during play, I made the ones below. I know they will probably work great for my group, as most effects they will gain will be on cards I give them. But I figured there might be other GMs here who want something a bit less cluttered for their players.
     
     
    Fantasy sheet

     
     
    Modern sheet
     

    (The extra space underneath "PRESENCE" is for specialized skills like Arcana or Divine)
  8. Thanks
    Ralzar got a reaction from Mathadar in Made a stripped down character sheet   
    So I'm getting ready to run a couple of games of Genesys with my gaming group. From my experiencing playing other systems with them, they tend to get confused by the big convoluted character sheets most systems use. Particularly when they insist on having a bunch of irrelevant information on the same page as the basic information you need mid-game.
    Looking at the character sheet included in the manual, I decided I needed something easier. Some of the ones I've seen posted here have been a lot better, but they kept feeling too cluttered. Particularly since I have grown allergic to players scribbling down rules on their sheets for Injuries, Insanities, Talents etc that they gain during play. After playing WFRP3e where everything was printed on cards, I have not looked back. I'm planning on printing all the talents out on small cards at some point, if we like the system enough to stick with it.
    So, for the character sheets to use during play, I made the ones below. I know they will probably work great for my group, as most effects they will gain will be on cards I give them. But I figured there might be other GMs here who want something a bit less cluttered for their players.
     
     
    Fantasy sheet

     
     
    Modern sheet
     

    (The extra space underneath "PRESENCE" is for specialized skills like Arcana or Divine)
  9. Thanks
    Ralzar got a reaction from Jasper the Wasp in Made a stripped down character sheet   
    So I'm getting ready to run a couple of games of Genesys with my gaming group. From my experiencing playing other systems with them, they tend to get confused by the big convoluted character sheets most systems use. Particularly when they insist on having a bunch of irrelevant information on the same page as the basic information you need mid-game.
    Looking at the character sheet included in the manual, I decided I needed something easier. Some of the ones I've seen posted here have been a lot better, but they kept feeling too cluttered. Particularly since I have grown allergic to players scribbling down rules on their sheets for Injuries, Insanities, Talents etc that they gain during play. After playing WFRP3e where everything was printed on cards, I have not looked back. I'm planning on printing all the talents out on small cards at some point, if we like the system enough to stick with it.
    So, for the character sheets to use during play, I made the ones below. I know they will probably work great for my group, as most effects they will gain will be on cards I give them. But I figured there might be other GMs here who want something a bit less cluttered for their players.
     
     
    Fantasy sheet

     
     
    Modern sheet
     

    (The extra space underneath "PRESENCE" is for specialized skills like Arcana or Divine)
  10. Thanks
    Ralzar got a reaction from jackissocool in Made a stripped down character sheet   
    So I'm getting ready to run a couple of games of Genesys with my gaming group. From my experiencing playing other systems with them, they tend to get confused by the big convoluted character sheets most systems use. Particularly when they insist on having a bunch of irrelevant information on the same page as the basic information you need mid-game.
    Looking at the character sheet included in the manual, I decided I needed something easier. Some of the ones I've seen posted here have been a lot better, but they kept feeling too cluttered. Particularly since I have grown allergic to players scribbling down rules on their sheets for Injuries, Insanities, Talents etc that they gain during play. After playing WFRP3e where everything was printed on cards, I have not looked back. I'm planning on printing all the talents out on small cards at some point, if we like the system enough to stick with it.
    So, for the character sheets to use during play, I made the ones below. I know they will probably work great for my group, as most effects they will gain will be on cards I give them. But I figured there might be other GMs here who want something a bit less cluttered for their players.
     
     
    Fantasy sheet

     
     
    Modern sheet
     

    (The extra space underneath "PRESENCE" is for specialized skills like Arcana or Divine)
  11. Like
    Ralzar got a reaction from Luthbel in Book Question   
    Everything changed, except for the setting and the concept of "careers" instead of classes.
    The stats are different, the dice are different and 3rd edition has a lot of cards and other fancy mechanics, while 2nd ed was basically "roll under this number on 1d100 to succeed".
    Personally I found 2nd eds system perfectly servicable and better than many others but a bit clunky. And it suffered from the same combat problem most rpgs do: "I hit him" -> "He hits me" -> "I hit him" - "He hits me"...
     
    3d ed is my all time favourite rpg system and I hope to see more of similar systems. I hear good things about the Star Wars rpg by FFG (which uses a similar system), but me and my group aren't really into Star Wars.
  12. Like
    Ralzar got a reaction from HuwBacca in Forum being closed   
    Yeah, I can sometimes feel the hatred for WFRP3 bubble under the surface of some posts. It's pretty tiresome since it's not exactly a huge community anyway and we all love WFRP.
    What I've noticed, is some people equate the ruleset with the setting at the time the rules were published. Which I find really weird. WFRP1 is the "weak Empreor" setting, WFRP2 is the "after SoC" setting and WFRP3 is the "Karls Franz on Deathclaw" setting. Perosnally, as long as I'm GM, the setting is whatever I say it is. And I don't think I ever even bothered to read all the fluff in the WFRP3 books. I allready know the setting, I was interested in how the rules could be used for roleplaying in it.
    WFRP1, WFRP2 and WFRP3 is just different mechanical tools for playing a roleplay game. And I find WFRP3 to work better than the two others in any setting. But that's a discussion of mechanics. THey seem to be equating the mechanics and the flavour of the Warhammer setting.
  13. Like
    Ralzar got a reaction from k7e9 in Enemy Within - for GM thoughts, prep ideas etc.   
    Yeah, they mostly want to talk to her because the investigation is going no where and there's this one really interesting person staying right in the middle of the mystery. It seems obvious that she's tied into it.
    Having them break into her room actually works fine. After all, she is supposed to be suspicious of them. So this just gives her a really good excuse to assume they are agents of the Black Cowl.
     
    I've actually written some new parts for the campaign after the garden party to give the players some more avenues of investigation and to build up to Book 2.
     
    There is a corrupt city watch member. He can be put into any suspicious activity where the watch does not step in to hinder the Black Cowl. For example, letting the cart with stolen gun powder roll into the city without question.
    He also stole a stamp from the watch-seargants office which was then used to create the fake letters and notices used to shut down the tanneries.
    He was getting bribes from "Kneecap Karl" who is grumpy that Bischoff has been put in charge, since he earned that place before the Black Cowl came along.
    So if they follow the money to Kneecap Karl, he might divulge where Bischoff has his hideout and can inform them of a meeting planned that night between Bischoff and someone "dangerous". (With the skaven, to get the bell clapper, but Karl doesn't know that.)
    At Bischoffs place, they find everyone dead after a fight. Bischoff is tied to a chair in the basement, tortured to death. Adele Ketzenblum got here first. If they check the pieces of skin next ot his partially flayed body, they find the dolphin tatoo.
    At the meeting place, the skaven stay away so it's just Adele Ketzenblum with a bunch of sigmarite fanatics and the party. Adele will probably assume the player characters are who Bischoff was meeting. If they manage to talk their way out of it Adele will comment that they should leave this to professionals and stay away from the docks when it rains (yes, heavy handed hint, but seriously I am suspecting my players might be developmentally challanged :P)
    (Btw, in my version Adele is NOT a member of the Jade Scepter. Seriously, there is WAY too many cults in this campaign. And neither Adele or the Purple Hand guy needs a cult. She can easily have sigmarite fanatics and he can have mercenaries.)
  14. Like
    Ralzar got a reaction from k7e9 in Enemy Within - for GM thoughts, prep ideas etc.   
    Problem is, my players are allready getting pretty allergic to cults and skaven. Every adventure for WFRP ends up with a cult. If TEW is your first forey into WFRP then cults can work, but when you've been playing a while it starts becoming a terrible cliche.
    And in book 2 I was reminding of the old Ophra meme: A Cult for you! And a Cult for you! Cults for EVERYONE!
     
    There is allready the Red Crown, The Conspiracy and the Skaven. I think giving every bad guy his own cult sort of makes the world very black and white. If you're a bad guy, you're in a cult. If you're a good guy you fight against cults.
    Adele works much better as an example of how the Sigmarite faith is not "the good guys". They're the Inquisition and Catholoic church on steroids.
    It seems sort of cheap to allways blame people being bad on Chaos, when they can just be bad people. Adele can still be mutated, which is why she is so intense: she has only a limited amount of time until she falls to chaos or is discovered, and she'll use it to burn as many heretics as possible. She doesn't need any cult or chaos influence to enjoy torturing and burning people.
  15. Like
    Ralzar got a reaction from k7e9 in Range difficulties in 3rd edition   
    I made a set of weather standups to use with the Enemy Within campaign. These worked wonders for both me and the players remembering what kind of weather it was and to apply the correct modifiers. They are really basic looking, but their main function is to remind you of the weather conditions, not to look pretty.
    They can be combined to make, for example, a foggy night.
    Print out the sheet, cut them out and then fold them along the middle line, so they create "tents". I have found that cards etc that are lying flat on the table are often overloked, but you notice the stuff standing up.
     
    Weather Standups
  16. Like
    Ralzar got a reaction from k7e9 in Forum being closed   
    I've started doing this today. I was getting tired of jumping back and forth between forums anyway.
     
    Hope I don't get banned for spamming
  17. Like
    Ralzar got a reaction from jackdays in Forum being closed   
    Yeah, I can sometimes feel the hatred for WFRP3 bubble under the surface of some posts. It's pretty tiresome since it's not exactly a huge community anyway and we all love WFRP.
    What I've noticed, is some people equate the ruleset with the setting at the time the rules were published. Which I find really weird. WFRP1 is the "weak Empreor" setting, WFRP2 is the "after SoC" setting and WFRP3 is the "Karls Franz on Deathclaw" setting. Perosnally, as long as I'm GM, the setting is whatever I say it is. And I don't think I ever even bothered to read all the fluff in the WFRP3 books. I allready know the setting, I was interested in how the rules could be used for roleplaying in it.
    WFRP1, WFRP2 and WFRP3 is just different mechanical tools for playing a roleplay game. And I find WFRP3 to work better than the two others in any setting. But that's a discussion of mechanics. THey seem to be equating the mechanics and the flavour of the Warhammer setting.
  18. Like
    Ralzar got a reaction from Noelyuk in A humble request to repost your excellent fan made material   
    I've started pretty much moving to Strike-to-Stun. I'm getting tired of my gaming forums being closed based on the whims of a company.
  19. Like
    Ralzar got a reaction from Noelyuk in Forum being closed   
    I have partially moved over to Strike-to-Stun allthough I am a bit hesitant because of the extreme push-back that forum gave to WFRP3 when it came out. Still, though it seems like the go-to forum for WFRP and it would be nice to be on a forum that isn't just suddenly closed down because of licensing agreements.
  20. Like
    Ralzar got a reaction from dertarr in Combat Difficulty, Manouvres and Combat Monsters   
    True, the ones who get the Improved version usually allready have 2 Misfortune effect. I think part of the reason to get it is because they had everything else they wanted and it makes way for getting the Advanced version (can't remember what it did).
     
    I would strongly reccomend new characters for TEW. Using the background cards, extra character creation rules and questions adds a lot of flavour to the adventure. Besides an experienced group will just mow through most encounters in TEW unless you upgrade it. And from what I read, you will still have the Reckless Cleave guy
    May I reccomend a Deamon Prince of Tzeentch?
  21. Like
    Ralzar reacted to dertarr in Yet another healing house rules (and equilibrium)   
    Hi all,
    Yes, I've seen several healing house rules suggestions. I like many of them, and still here is sonething that came to my mind recently. I only touch healing wounds here, not the diseases or criticals. For now I share it here to get a fresh portion of critics. Will be able to test it in about a month.
    First aid
    After each encounter that ended up a PC getting wounded, it is possible to apply First Aid skill to him. Application requires only several minutes but should be done shortly after the encounter is resolved. No skill check is required. The PC may recover wounds up to: 1 + 1 wound per skill rank in First Aid + 1 would per relevant specialization in that skill. But not more than the PC was actually dealt, and not more than his Toughness score. All wounds healed this way are converted to fatique that cannot be recovered until full night rest. But the PC may opt to recover less wounds so that he doesn't pass out. Anyway, the PC does not get Insanity cards for this fatique, even while strained. The PC may only benefit from a single skill application after any combat encounter. If the PC uses First Aid on himself, he recoveres 1 wound less.
    Full night rest
    After full night rest PC recoveres wounds equals to hit Toughness rating. If someone uses Long Term Care on him, he may additionally recover +1 wound per skill rank of each First Aid and Medicine cumulative and +1 per each relevant specialization. But GM may lower the total amount to some degree due to poor condition of the environment for example. Also, any stress or fatique is also completely gone unless there is a good reason for it to stay.
    Sources of Healing
    PC may benefit from First Aid after each encounter. Additionally PC may benefit from each of the below once a day:
    A healing draught Any blessing (excluding gods of Chaos) Any spell from any allowed school of magic Any dark magic spell (including blessings from gods of Chaos) Any elven high magic spell Equilibrium and casting during story mode
    Both favour and power are restored to an equilibrium state at the rate of 1 per hour. I suppose you may use the same rate for recharge tokens. Any time a PC uses Curry Favour or Channelling action while in story mode, he suffers 1 stress that cannot be recovered until full night rest. This effectively blocks PCs from spamming spells and blessings. Any stress received from banes or chaos stars from these actions would also last until tomorrow.
    Sorry for my English being somewhat funny
  22. Like
    Ralzar got a reaction from Sturn in Forum being closed   
    If I've understood correctly, the license for Warhammer expires at the end of February. Chances are pretty good the forum will go down then. Does anyone know of a way to take a backup of this forum? There's a LOT of really interesting discussions here.
  23. Like
    Ralzar got a reaction from dertarr in Enemy Within - for GM thoughts, prep ideas etc.   
    So I just finished another session with a couple of alterations from the original material.
     
     
    My third player finally showed up again. He’s a Thief who was only there for one session where he took part in the barge fire. He tripped over a gong-farmers wheelbarrow while chasing the arsonists so he disappeared to clean himself off.
    So, to write him in again I gave him a small “Choose You Own Adventure”-style story to play through. Which basically went like this:
    That night Frederic Grosz takes him to Hermann Helheimer. (This is the same night that Hermann will later die and be found in an alley the next day and be studied by Luminary Mauer)
    On the way over to Hermann, they pass Ute, who is running home in the rain. (Ute will be missing next morning)
    Hermann gives him a mission to find out what the Black Cowls people are up to.
    The Thief sneaks along the mud banks in the rainy night (this points out that it’s possible to traverse the mudbanks and that any tracks get washed away) to get to a horse and cart by the Upright Pig.
    He tries to look inside the cart and is forced to hide in there when the gang comes back and takes off.
    They take the cart to a barn outside the city where they meet the bandits (the same ones who later try to rob Clothilde von Alptraum). The group from the city pays the bandits for kegs of gunpowder. The leaders of the two groups discuss how uncomfortable they are working with mutants and that the code word “Red Crown” worked to have the mutants cooperate.
    The Thief sees that the bandit wears something brightly yellow under his cloak (Averheim uniform) and that the leader of the gang from the docks has a fish tattooed on his upper arm (actually a dolphin, but the Thief doesn’t know the difference). He does not see their faces.
    Back in the city, he manages to sneak off the cart and tries to follow them. But is attacked by a cowled figure. He partially awakens while being dragged through the back alleys towards the river. Suddenly, some dockers in a fight over Rolf Haller bursts out a door and startles the cowled figure. The Thief staggers into a Shallyan soup kitchen and doesn’t remember any more until he awakens in the Shallyan Temple several days later. He had several small wounds on his back and a cut with grey edges.
     
     
    They spend some time trying to figure out if the Fishes docker gang is actually behind things. The priest of the group rolls a Chaos Star while alone in the Upright Pig. Someone says they have information about the Black Cowl and tricks him into an alley where three thugs in hoods tries to beat him up.
    The Thief runs into a scene at the docks: A merchant has dropped a box of wares and it has fallen into the mud by the docks. A mudlark called Jorg claims it’s now his, but the merchant can buy it from him. No one wants to go down into the disgusting mix of mud and offal from sewer pipes to retrieve the box.

    (This again points out to the group that the mud banks are there, you can walk on them and a lot of the dock industry has pipes and stuff leading out of the wall here.)
     
    Next day is the garden party. Which works as intended. Although I wrote one set of instructions for gold tiered characters (Welcome to the party. Walk around, talk to the guests. Make sure things go smoothly.) and one for silver/copper (There you are. Put on these uniforms. Keep an eye out for trouble. Don’t speak unless spoken to.)

    I also included the Gently-Born characters mother as one of the guests. I might switch to her bodyguard being attacked instead of Giselbert, since the gently-born character has a stronger connection to his mothers bodyguard.
    I changed the crocodile to a skink, but no one cared. Once one of them smelled the bad smell, they got obsessed with tracking it down. They managed to convince Luminary Mauer to help them find the spot in the hedges.
    I included the artist from the expedition with a dolphin tattoo, so they figured out it probably wasn’t the Fishes after all.
    I used some of the conversation options suggested in this thread, but things mostly ran by themselves without me having to help. Then we had to finish for the evening. Next time the witch hunter will enter.
  24. Like
    Ralzar got a reaction from dertarr in Enemy Within - for GM thoughts, prep ideas etc.   
    I’ve GM’ed 4 sessions of TEW so far. I’ve mostly followed the adventure as printed. Although I added the “Bischoff” character to give the BC organization a face and possibly connect the adventure more with the southlands campaign.
    Edit:
    Oh yeah and one more change I tohught was elegant: The mutants stole the black powder. The bandits were told by BC to go meet the mutants and say they worked for the "Red Crown". The mutants give the bandits the black powder. The bandits then meet some BC representatives outside town and sell them the powder. Neither the bandits or the BC people know anything about the Red Crown. To them it's just a password.
    This serves a couple of purposes: Increases the chance of the characters hearing the name "Red Crown". Solidifies the impression that BC is moving a lot of diffrent factions around like playing pieces.
    /Edit
     
    Observations so far:
     
     
    ·         You really should work with your players when creating characters and make sure that the characters created are going to fit into the adventure. The background cards help flesh out the characters but are of little help to give them motivations. I had to basically write in one characters mother and have her guilt him into making an effort to give the character some motivation to participate. ·         I only have 2 (should be 3, but one has been a bit AWOL lately). With only 2-3 players you start missing out on NPC connections. No one has the Academic background, so there’s no connection to the Sun Society or Mauer. ·         The adventure progresses pretty fast if the players do not distract themselves. After 4 sessions (2 of which was partially eaten by character creation) they are already at the day before the garden party. ·         After only a day or two of investigation on the docks the players pretty much ran out of information to gather. They just kept getting the same information over and over again which was predictably uninteresting. ·         There is nothing in the book that points out that rain washes away prints. Or anything that makes the characters aware of the mudbanks. Why isn’t there a mudlark NPC with interesting information? Or some encounter tied up to the mudbanks? Like a boat run aground for example. ·         The “Clue Cards” included in the game are a decent idea, but there’s not enough and they’re a bit odd. I really reacted to the “Strange smell”-card. It says the characters encountered a strange smell at several occasions. But as far as I can see, there is only one occasion: the bushes at the garden party. I had to write in my own smell-encounter at the docks to tie it up. ·         Maybe my players are particularly dense. Or maybe it’s because they’re just 2 when brainstorming. But they are nowhere close to figuring out anything to do with the disappearances or murders. Even when I made them cluecards with the NPCs and where they were last seen etc, specifically mentioning rain. I even had the missing NPC friend of the Battle-Scarred character leave his room untouched. The only thing missing was his boots and raincloak. At this point the only way to make the hints more obvious would be to start throwing water in their faces during play.  
     
    At this point they are just getting clues but not doing anything with them as they have mostly given up trying to solve anything on the docks and are more interested in working for von Kaufman. I have the feeling that this is pretty much how the adventure is “intended” to be played though. I can totally see how this is where many groups of players wind up.
    Then the garden party happens and there suddenly big clues pointing back to the original mystery and a big reward offered for solving it.
     
     
    I think my biggest problem with the adventure in book 1 is that it can’t seem to decide if it’s a railroad or not. It implies that it should be played much like the Winds Of Change adventure (which was excellently constructed) but it’s written as a railroad.
    I particular dislike the fact that the adventure does not let you FAIL and then move on. The adventure pretty much has to end with the showdown and the characters being in possession of the artefact.
     
     
    If I was to run this again I would completely restructure it. Book 1 should have been a source-book with three main locations: Docks, Plenzerplats and Averburg. Then give relevant info about each NPCs in the area.
    Chaos Stars on checks would move a tracker forward to the next rain and just leave it up to the GM who is taken during the night.
    All the major NPCs would have missions to offer characters they like. For example a mission about finding deserters for Baerfaust and a mission to the temple of Morr to examine bodies for Mauer.
    And there would be a lot more redundant clues laying around pointing in the same direction.
    The finale would be either discovering the place of the ritual or tracking down one of the BCs hideouts where the artefact could be found. Finding the ritual would be the better ending where you would get more rewards but a harder fight. While the BCs hideout ending would be raise more questions about who the BC really is.
  25. Like
    Ralzar got a reaction from Sturn in A humble request to repost your excellent fan made material   
    My homebrewed norsca/chaos careers, races and items. Slightly less to print out than some other sets as it simply uses existing careers, renames them and gives them a new career ability. The items are a bunch of more or less chaos-tainted items.
     
    https://www.dropbox.com/sh/newnhsept2e2yjd/AAD6hhMyRf2FoYvw2gxtquZpa?dl=0
     
    Edit:
     
    Oh yeah, and since no one else has posted it yet, someone made a bunch of item cards that have been super helpful to my group. It lacked some items and I disliked the pictures on a couple, so I made an extra file with fixed and added items. This folder also contains edited versions of Gitzmans excellent character sheets. The intention of the design change is to put a paper clip on each slider and the stance on the top. Makes it MUCH easier to keep track of fatigue, stress, wounds and stance without as much token clutter.
    The folder also contains my homebrewed cards for races. I think it's super weird that WFRP3 has cards for absolutely everything except the rules for races. If it's not on a card, my players don't remember to use it. So I made some and made those rules a bit more streamlined to make them easier to remember and keep track of.
    https://www.dropbox.com/sh/bojuoxzx0pewz1o/AACRjbzii0FBfKNG35aHjSq9a?dl=0
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