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crimsonsun

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  1. Like
    crimsonsun reacted to Ralzar in How to Fix "the WFRP mess"   
    Personally I find this version of WFRP to be the best version of it. WFRP2 was only interesting because it was Warhammer. The actual rules was just a lot of boring number-crunching. Just like most other rpgs. WFRP3 finally did something different where storytelling was the focus instead of calculating to hit rolls and success percentages.
    Your fix seems to be to make it into v2, which we allready have with a lot of expansion books. All WFRP3 really needs is more expansion packs since it got cut off before it was really filled out.
  2. Like
    crimsonsun reacted to Noelyuk in How to Fix "the WFRP mess"   
    Yeah I'm with Ralzar in preferring WFRP3 over previous versions. In particular I'd argue with your major criticisim of the so called WFRP3 mess being fixed by a return to d100's is way off. Sure most people are more familiar with d100's as they were with gramaphones before internet radio came along but does that make them better? As already said the dice help with narrative storyrtelling in a way that d100's simply don't. And you only have to look at the success of Star Wars (with similar dice) to see the benefits of them. 
     
    No, WFRP3 isn't perfect (they perhaps went overboard on the cards but it never was and never will be a board game) and sure there were some things that could have been addressed by FG but which weren't, and now seemingly never will but there are many of us still playing and enjoying a game that at least dared to be different, even if it seems the experience tells us that it was a bit too different to appeal to the overwhelming majority of players. 
  3. Like
    crimsonsun got a reaction from k7e9 in Dealing with Mutation and Insanity Points (2nd Edition game)   
    OK a couple of things I feel should be discussed on this as well as an idea of what to do, firstly though is that Karak Azgal was without a doubt the worst product released for 2nd edition, the NPC's are stupid (some are impossible and can't actually exist) and dungeon crawls just don't work well in warhammer, especially on the scope presented in that book. Warhammer is brutal and as a result long dungeon crawls are only going to end in the destruction of your pcs, this is however a personal opinion of course so if that's what your group love then full power to you.
     
    The removal of a Mutation would be as I see it an epic quest broken down into multiple Chapters, which I feel would best be done via a ritual (arcane or divine), where in the character would need to find someone capable of such a feat (while not attracting the attention of witch hunters at any part of this journey), then they would need to go on quests in order for them to be willing to attempt the ritual upon them or to prove they are deserving of the rituals attempt, then a series of quests to find the various ingredients required many of which would be extremely difficult to attain, along with quests to gain the support of additional NPC's to help with the casting of the ritual. This could be hugely epic, I'd suggest checking out the Tome of Sorcery ritual creation section and even drawing up the ritual with the PC in question as I've had fantastic results doing so in the past.
     
    At the end of the day its your story so do what you feel would be best for your group and this is only a single idea but I just thought it would make for a epic quest while being highly adaptable to your groups needs and style.
     
    Thanks for reading Crimsonsun
  4. Like
    crimsonsun reacted to valvorik in A thought on the stop of third edition   
    The 3rd edition move to cards and tokens to replace having to look up actions and keep track of things on paper was for me a good step forward in game design.  Its use of decks of effects to draw from combine random generation with a means to set out the effect for a player or GM to reference (crit, insanity etc) an elegant approach.  Overall it supports play without having to look up things in books as often and narrative play (e.g., only one PC at a time will have a given permanent critical wound - though simulationist play would say sure everyone could have same one, narrative play says this is a character feature and should be unique).
     
    At times the physical components were not as good as they could have been (e.g., the tracking chits could have been differentiated more, stress/fatigue similar to the Arkham Horror brains/blood trackers for example) but those are physical execution not rules design issues.  The rules incorporated indie thinking about more complex resolution systems (less pass fail, more "yes but, no but, yes and, no and", "yes and but", "no and but" options).
     
    I find the the "board game" critique misplaced and part of an 'edition war' debate I don't see very useful.  Nothing I say about my liking of 3rd should be taken as a "3rd better/worse than 2nd or 1st" etc. point.   For itself, 3rd's use of physical components doesn't make it a board game any more than the use of dice makes D&D a craps game or use of cards makes Monopoly a card game.  TSR/WOTC experimented with rules on cards on and off for years and it and Paizo have since gone that way big time, even an indie game like Mouseguard moved in that direction with its boxed set.
     
    I like, as GM, being able to scan table and seeing cards and counters know who's "fresh as daisy", who's tired, stressed, bleeding badly etc. because these things are tracked visibly instead of written down on PC sheets.
     
    I see WFRP3rd an attempt to really incorporate these various features into itself from the ground up.  As a first adopter/innovator its take on this would never be the best iteration of the concept but was still groundbreaking and refreshing.
     
    Yes WFRP 2 had more fluff, WFRP3 uses the same timeline and setting (just before Storm of Chaos) so all WFRP 2 fluff can be used with it (unlike the timeline and setting differences between WFRP 1 and 2).
  5. Like
    crimsonsun got a reaction from Noelyuk in The Age of sigmar   
    This says it all really, a Interview with GW big wigs detailing there Age of Sigmar plans.
    http://captiongenerator.com/48861/Age-of-Sigmar-interview
  6. Like
    crimsonsun got a reaction from Noelyuk in Roysten Crow Adventures? Anyone have/played them?   
    I may have some of those on file somewhere though reading the synopses I can tell instantly that many of those were written for 1st edition as they are no longer concurrent with the established canon, not that they couldn't be very easily brought into line with the above.
  7. Like
    crimsonsun got a reaction from Noelyuk in Is WFRP3 Magic System Weak & How to Fix?   
    Personally its not the Power I find lacking in the 3rd edition magic system its the lack of additional supporting magical mechanics that's missing, from Lesser magic's to Ritual creation and really Rituals and to a lesser extent the development of new personal spells based on the Wizards ability to manipulate its wind that's missing though the latter I'd avoid unless the GM is willing to spend time with the player and knows if something becomes exploitable or comes out far beyond what was intended the players aren't going to moan at changes to said effects.
     
    Rituals where handled excellently in 2nd in my opinion the rules were pretty simple highly flexible and my players always put way harsher conditions into play than I'd have done alone making for great personal investment, they do require a huge amount of GM input which should be down outside of game time because no single player should dominate a GM's attention like is required for such developments. In addition you've got the rules for potions wasn't keen on these in there direct format but I like the idea of making charms, magical poultices, poisons or wards and the like much in the style of Santeria Vodoo. For general spells though I do really feel the lack of lesser magic while often trivial is something that provides wizards a huge amount of utility and theme. Also Familar binding or creating, summoning full stop really or the creation of Golems, Wicker Men, pursuits of greater Necromancy, Blood Magic, Elemental Pacts or Spirit Pacts. Also the creation of forging magical items (other than Dwarfs) beyond those attuned for channelling.
     
    Essentially the core of college magic is in place in 3rd edition, alone with the Divine Faiths found in the Empire but Witch Craft, Hedge Wizardry, Seers/mysticism  Dark Magic (NOT DHAR MAGIC -used by Dark Elves which is something Else entirely)  Waaagh Magic, Lores of Skaven Magic, Lores of Chaos Magic, Lores of Minor Evil Deities, High Magic, Gut magic, or Geomancy are barely if at all covered by the rules currently nor are various lesser spells along with the previously missing Ritual and Developed magical pursuits that in my opinion are the entire point of playing a Magic user as it provides on going learning and development to both the player and the character in a far more immersed way.
     
    Just my thoughts on the subject anyway. Thanks for reading
    crimsonsun
  8. Like
    crimsonsun reacted to jackdays in The End Times timeline & map   
    I try to stay positive in this fast review of them all. If you put aside the stupid plots and most superhuman things (incarnates)...etc. Good things in every book are:
    Some plots Background information, including many personel Good information about various armies & races, with pictures, descriptions, pictures, details (lost of details)... Overal, all the books are pretty nice looking. Graphics are good, pictures are pretty, and - this is very rare - some books actually have good maps in them. Books:
    Nagash, part I: Well, haven't we been waiting for this to happen?   I think this first books is the best one. so far the plot is good. Ok, Kislev gets crushed on the way, Bretonnia is really bad shape, but the only really stupid thing is, that the Skaven just take over Estalia and Tilea just like that (later we know they also invade all the Dwarfen kingdoms AND Lustria. So, this is - well, little too much for the rats to handle, I think).
    Civil-war of Bretonnia is good possibility for various Game of Thrones -style of campaings in Bretonnia. War is short, but it divides the land. Later on the Undead armies of Arkhan the Black harash the land... Plot to resurrect the Nagash and the journey Arkhan and Mannfred must make to collect the missing ingredients is good. Return of Nagash gives pretty good possibilities for campaings against the Undead. If you just take away the almost God like presence Nagash has now. I think the war in the north and the Auric Bastion is good background too. Return of Vlad and the fall of Balthasar Gelt. And then at the end there is ALOT of battles in the Nehekhara and details about the Tomb Kings. Nice info, not really needed. ...oh, and lets not forget the return of Drachenfels... Glottkin, part 2: This is the part where it all goes just little too far. Great invasion of northmen divided in three armies. They manage to take Talabheim, Marienburg and finally also lay siege of Altdorf. Idea is good, but to attack three major cities (and Carroburg on the way)... HOW MANY MARAUDERS ARE THERE?! I mean tens of thousands probably would lay weeks, even months of siege against these Marienburg and Talabheim, not to mention would they have enough personel to attack Altdorf after this? argh...
    If there had been only one attack force pushing through the Empire towards Altdorf, this would have been more logical and better plot. Still, I like the plot. I like the northmen and I love the Norse (my thing). This book gives much information about their forces (those dedicated to Nurgle). Book gives nice background for waiting of the scary invading army and the Enemy Within style of plots in the city, before the great siege. It also has few nice maps, including new map of Altdorf (big one, with details). Khaine, part 3: Elves, elves, more elves... This is Ulthuan fluff. Dark Elves come, war starts, and then there is civil-war. This is it. If you like to build something in Ulthuan and play Elven campaing, this provides good deal of details, information about characters...etc.
     
    Thanquol, part 4: Skaven book has number of different plots going on all over the world. Most of them I dont like (like the fall of SOOO many kingdoms). How many rats are they? And can they really do this? I dont like what happens in the book, but it still has much information about the Skaven clans (even the smallest), their important personel, different forces and finally the dreaded Verminlords (Skaven daemons). But, book also has details of Lizardmen and Lustria (with maps). AND Dwarfs, especially Karak Eight Peaks (with maps). Stories in the book also include the fall Karak Kadrin (argh) and the fall of Middenheim (this too)... Nuln. New info about Nuln - Jeah. But, then it falls too...
     
    Archaon, part 5: This is a big book. It has much information, but overal, it is just the end game. Everyone surviving, attack each other and we see who wins. But who really cares, because the world is destroyed... This is probably the worst book.
  9. Like
    crimsonsun got a reaction from k7e9 in Help! Which campaigns/adventures to run?   
    Honestly all of those adventures while good with the possible exception of the Gathering storm though that's good thematically, could be improved upon and made to work with more experienced parties. If I was in your position however I'd move Stromdorf to averaland and link it in with the start of the Enemy within campaign narratively and time wise as it will provide a more sensible progression of time at the start of that adventure. Also do you have Winds of Magic because the adventure in that boxed set is fabulous though again I'd move it to Averland and use it to confuse the  party as to what the main plot arc is of this story.
     
    The Edge of Night could be written into any of the big cities and would work easily with a little work in terms of fitting alongside the story of the Enemy Within, though I will say this adventure actually could do with some build up and expanding in the politics if your willing to put the time and effort into it especially with the Skaven Linking in as well as competitive nobles, you could use this to greatly expand upon the political activities and parties involved in the Enemy within campaign doing this will go a long way at creating a far more branching plot line that's far less of a rail road.
     
    The Witches Song is a cracking storyline and again one that could be shifted in terms of location to provide an additional story arc within the Enemy within campaign, especially in the Middenhiiem region or even as part of the travels experienced over that campaign (again another Noble family could be tied in).
     
    The Enemy within itself is a great core plot line but its a pure rail road and seriously lacking in the minor quests, that not only build upon the realism and immersion into the plot but also bring those locations to life while posing a range of morale dilemmas to the players while keeping the main plot in something they are involved with but also helping keep the events effecting the wilder would in the back ground. I seriously suggest added multiple small adventures/plot lines in each of the major cities as well as a plot for every leg of there travels in addition to the suggested travel events etc.
     
    Finally your going to need to slow down players advancements, a simple method of doing this is to force at least two or three mandatory out of Career advances before they can change career, that are fitting to the campaign and there backgrounds. Anyway I hope that's of some use, I will say that there's tons of great adventures on the internet so you do not need to create additional plots yourself instead simply adapt ones that take your interest in terms of location and then create hooks so they can be easily tied into the players lives. Finally personally I always like to have some additional minor plot arcs going on in my campaigns that are directly linked individually to each of my players characters, now these may only crop up rarely  but are a great element to bring the Players story telling skills into play and gives them the feeling of control in terms of the plot which seriously helps with immersion, however its critical you keep these plots rotating so all the players can have there moment in the spot light avoiding any players personal plots to play the part of anything more than a sub plot (as in don't link them to the main story - though you can still get individual characters invested in various main plot NPC's as this creates and build upon the often tenuous links between players and the main plot line advancing characters).
     
    Thanks for reading
    crimsonsun
  10. Like
    crimsonsun got a reaction from k7e9 in Help! Which campaigns/adventures to run?   
    Honestly all of those adventures while good with the possible exception of the Gathering storm though that's good thematically, could be improved upon and made to work with more experienced parties. If I was in your position however I'd move Stromdorf to averaland and link it in with the start of the Enemy within campaign narratively and time wise as it will provide a more sensible progression of time at the start of that adventure. Also do you have Winds of Magic because the adventure in that boxed set is fabulous though again I'd move it to Averland and use it to confuse the  party as to what the main plot arc is of this story.
     
    The Edge of Night could be written into any of the big cities and would work easily with a little work in terms of fitting alongside the story of the Enemy Within, though I will say this adventure actually could do with some build up and expanding in the politics if your willing to put the time and effort into it especially with the Skaven Linking in as well as competitive nobles, you could use this to greatly expand upon the political activities and parties involved in the Enemy within campaign doing this will go a long way at creating a far more branching plot line that's far less of a rail road.
     
    The Witches Song is a cracking storyline and again one that could be shifted in terms of location to provide an additional story arc within the Enemy within campaign, especially in the Middenhiiem region or even as part of the travels experienced over that campaign (again another Noble family could be tied in).
     
    The Enemy within itself is a great core plot line but its a pure rail road and seriously lacking in the minor quests, that not only build upon the realism and immersion into the plot but also bring those locations to life while posing a range of morale dilemmas to the players while keeping the main plot in something they are involved with but also helping keep the events effecting the wilder would in the back ground. I seriously suggest added multiple small adventures/plot lines in each of the major cities as well as a plot for every leg of there travels in addition to the suggested travel events etc.
     
    Finally your going to need to slow down players advancements, a simple method of doing this is to force at least two or three mandatory out of Career advances before they can change career, that are fitting to the campaign and there backgrounds. Anyway I hope that's of some use, I will say that there's tons of great adventures on the internet so you do not need to create additional plots yourself instead simply adapt ones that take your interest in terms of location and then create hooks so they can be easily tied into the players lives. Finally personally I always like to have some additional minor plot arcs going on in my campaigns that are directly linked individually to each of my players characters, now these may only crop up rarely  but are a great element to bring the Players story telling skills into play and gives them the feeling of control in terms of the plot which seriously helps with immersion, however its critical you keep these plots rotating so all the players can have there moment in the spot light avoiding any players personal plots to play the part of anything more than a sub plot (as in don't link them to the main story - though you can still get individual characters invested in various main plot NPC's as this creates and build upon the often tenuous links between players and the main plot line advancing characters).
     
    Thanks for reading
    crimsonsun
  11. Like
    crimsonsun reacted to jackdays in Update on End Times (Rumour)   
    I think so too. I think Warhammer brand is so interesting, that some RPG company will buy the license and make some new edition (and GW will sell, to get money). And it will be, again, totally new game system.
     
    But, it might be the most troublesome to sell of all the editions, because also the setting (the world) seems to change so radically. So, company needs to invent interesting new game system, sell totally new setting to all the Warhammer-fans (who might just hate the new setting) AND then get fans of THREE previous editions to get interested to buy new system. Offcourse there will alot fans who remain playing their favorite previous edition (hard to believe WFRP4 would be so innovative system that it would get most of the fans join).
     
    The End Times have been interesting, but I fear they are changing the setting too much at the end. And that it becomes something - well, not so interesting. I hope all those bubble-hammer rumours are just hoax, but who knows.
  12. Like
    crimsonsun got a reaction from valvorik in Update on End Times (Rumour)   
    Was about to post on this, seems I was beaten to the punchline.
     
    Personally this to me is awful, I love the Warhammer setting so to destroy it for mini planes of reality leaves me speechless if I'm honest. I've played Warhammer on and off for 25 years but what double sucks is I think 8th edition sucks as several core mechanics have increased the effect luck plays in the game over skill and so I hear GW are not only destroying the setting I love but replacing it with a rules based around an edition I seriously dislike.
     
    Yet it gets worse, a New Space Marine (I Loathe everything about Space Marines they are just dull) style faction, models going onto round bases, limited release models with Stat cards (Never understood them, I could provide the statistic line, rule,  special ability, or weapon rules for any thing in Warhammer, 40k, Necromunda, Mordhiem, Bloodbowl, Wfrp 2ed, or 3rd ed from memory without blinking and with only a tiny amount of error... seriously what's the point of these things!) sounds like Special Characters or unique units with no room for creating your own history/style here, which is another step towards taking the character from the game.
     
    It looks to me like they are not only trying to create 40k Fantasy but will be doing the thing that stopped me playing 40k when 3rd edition came out. Dumbing down the system because people are too stupid to play complex games, a trend that has been gaining more and more momentum over the last decade to such an extent that some companies pride themselves and in fact have based there entire business strategy on such boring, uninteresting depth lacking sets of Mechanics because it seems games I taught myself to play when I was 7 years old are far to difficult for adults to enjoy. (I taught myself 2nd Edition Dnd - which is truthfully a complex game, alongside 2nd ed 40k and 3ed Warhammer - incredibly simple by comparision, by which I mean I picked up the books and read them and understood the mechanics). This trend, combined with the trend of special characters or unique units is actually driving me away from Table Top gaming, I could go on for a long time on this but it will actually cause my post to get moderated as I descend into offensiveness, so I will conclude this point by saying that I find the industries current stance to be one that states we think are customers are to stupid to enjoy or play anything more complex than snakes and ladders so lets make our own version of that.. I know Slides and Monkey Bars.
     
    The thing that really gets me, is I've not found a Fantasy alternative to Warhammer that does not fall under a system like I described above and I've been looking for several years now... I am just glad I've just built a new high end Gaming PC as it seems tabletop games are not something I'm going to be able to play without feel exasperated in the near future.
  13. Like
    crimsonsun got a reaction from valvorik in Update on End Times (Rumour)   
    Honestly there is nothing wrong with WFRP 2nd or 3rd edition as it stands, will there be a 4th edition with new background who knows? I think it depends more on what you need from the system, if you want setting material then its 2nd edition all the way as far as I'm concerned but if your looking for a IMO better set of mechanics (in concept though they need some work) then 3rd edition is the way to go. The 2nd Edition rules really need updating to introduce some ideas that are part of the Dark Heresy rules (1 & 2 edition) but are very extensive in terms of content material that's been explored while the 3rd edition is really setting material light.
     
    Regarding the changes I also know that none of the above stops me playing previous editions using the setting I prefer (wfb or wfrp) but at least for wfb this will become increasingly difficult in terms of opponents and acquiring miniatures that are required the further time moves on which is sadly means at some point its going to become less and less a workable solution.
  14. Like
    crimsonsun got a reaction from valvorik in Update on End Times (Rumour)   
    Was about to post on this, seems I was beaten to the punchline.
     
    Personally this to me is awful, I love the Warhammer setting so to destroy it for mini planes of reality leaves me speechless if I'm honest. I've played Warhammer on and off for 25 years but what double sucks is I think 8th edition sucks as several core mechanics have increased the effect luck plays in the game over skill and so I hear GW are not only destroying the setting I love but replacing it with a rules based around an edition I seriously dislike.
     
    Yet it gets worse, a New Space Marine (I Loathe everything about Space Marines they are just dull) style faction, models going onto round bases, limited release models with Stat cards (Never understood them, I could provide the statistic line, rule,  special ability, or weapon rules for any thing in Warhammer, 40k, Necromunda, Mordhiem, Bloodbowl, Wfrp 2ed, or 3rd ed from memory without blinking and with only a tiny amount of error... seriously what's the point of these things!) sounds like Special Characters or unique units with no room for creating your own history/style here, which is another step towards taking the character from the game.
     
    It looks to me like they are not only trying to create 40k Fantasy but will be doing the thing that stopped me playing 40k when 3rd edition came out. Dumbing down the system because people are too stupid to play complex games, a trend that has been gaining more and more momentum over the last decade to such an extent that some companies pride themselves and in fact have based there entire business strategy on such boring, uninteresting depth lacking sets of Mechanics because it seems games I taught myself to play when I was 7 years old are far to difficult for adults to enjoy. (I taught myself 2nd Edition Dnd - which is truthfully a complex game, alongside 2nd ed 40k and 3ed Warhammer - incredibly simple by comparision, by which I mean I picked up the books and read them and understood the mechanics). This trend, combined with the trend of special characters or unique units is actually driving me away from Table Top gaming, I could go on for a long time on this but it will actually cause my post to get moderated as I descend into offensiveness, so I will conclude this point by saying that I find the industries current stance to be one that states we think are customers are to stupid to enjoy or play anything more complex than snakes and ladders so lets make our own version of that.. I know Slides and Monkey Bars.
     
    The thing that really gets me, is I've not found a Fantasy alternative to Warhammer that does not fall under a system like I described above and I've been looking for several years now... I am just glad I've just built a new high end Gaming PC as it seems tabletop games are not something I'm going to be able to play without feel exasperated in the near future.
  15. Like
    crimsonsun got a reaction from valvorik in Update on End Times (Rumour)   
    Was about to post on this, seems I was beaten to the punchline.
     
    Personally this to me is awful, I love the Warhammer setting so to destroy it for mini planes of reality leaves me speechless if I'm honest. I've played Warhammer on and off for 25 years but what double sucks is I think 8th edition sucks as several core mechanics have increased the effect luck plays in the game over skill and so I hear GW are not only destroying the setting I love but replacing it with a rules based around an edition I seriously dislike.
     
    Yet it gets worse, a New Space Marine (I Loathe everything about Space Marines they are just dull) style faction, models going onto round bases, limited release models with Stat cards (Never understood them, I could provide the statistic line, rule,  special ability, or weapon rules for any thing in Warhammer, 40k, Necromunda, Mordhiem, Bloodbowl, Wfrp 2ed, or 3rd ed from memory without blinking and with only a tiny amount of error... seriously what's the point of these things!) sounds like Special Characters or unique units with no room for creating your own history/style here, which is another step towards taking the character from the game.
     
    It looks to me like they are not only trying to create 40k Fantasy but will be doing the thing that stopped me playing 40k when 3rd edition came out. Dumbing down the system because people are too stupid to play complex games, a trend that has been gaining more and more momentum over the last decade to such an extent that some companies pride themselves and in fact have based there entire business strategy on such boring, uninteresting depth lacking sets of Mechanics because it seems games I taught myself to play when I was 7 years old are far to difficult for adults to enjoy. (I taught myself 2nd Edition Dnd - which is truthfully a complex game, alongside 2nd ed 40k and 3ed Warhammer - incredibly simple by comparision, by which I mean I picked up the books and read them and understood the mechanics). This trend, combined with the trend of special characters or unique units is actually driving me away from Table Top gaming, I could go on for a long time on this but it will actually cause my post to get moderated as I descend into offensiveness, so I will conclude this point by saying that I find the industries current stance to be one that states we think are customers are to stupid to enjoy or play anything more complex than snakes and ladders so lets make our own version of that.. I know Slides and Monkey Bars.
     
    The thing that really gets me, is I've not found a Fantasy alternative to Warhammer that does not fall under a system like I described above and I've been looking for several years now... I am just glad I've just built a new high end Gaming PC as it seems tabletop games are not something I'm going to be able to play without feel exasperated in the near future.
  16. Like
    crimsonsun got a reaction from Galain in It's Official: 3rd Ed is done   
    While not shocked or surprised by this news and I am glad that FFG have finally made the announcement, due to FFG production of other GW licences both fantasy and 40k by FFG I very much doubt they will do anything with WFRP line until at least the end of this decade, if the maintain the licence for that length of time. While I feel what FFG did with 3rd edtion was a great new take on how RPG mechanics can work, I really wish they did not do there experiment with this line. I love 3rd/2nd and I enjoyed what experience with 1st I have had, but all FFG have achieved by taking over this licence was splitting the community with edition wars to produce the least comprehensive edition we have seen yet.
     
    I was angry when FFG took over the 2nd edition licence mainly because regardless of FFG's production quality there shipping to Europe (cost wise, retail or personal, and in terms of delays) is utterly awful, leading to massive delays on products that are at noticeably higher prices from what they are sold at in the US. Then FFG stopped production of WFRP 2e after 2 releases, now as far as I am concerned 2nd edition was the only edition that really produced all the core content and was able to start looking at other areas in the old world, which was a travesty to stop it. But to stop it for what turned out to be an experiment, in which they produced a new edition starting from scratch at a far higher product cost than I have ever seen in an RPG. The experiment failed from a profits prospective, so what we got was maybe equivalent in depth 2 a 10th (if i'm generous) to what we had previously, seriously I do not check my 3ed books for lore on anything as I know my 2nd edition ones will have 20x the amount of information.
     
    I am angry FFG could dare call this a full filled product line, seriously they must be joking and what's worse is that it cost more than my entire 2nd edition collection by miles. All I can say is that while I want to support a future edition of my fav RPG setting, I will not do so in my current state of mind if FFG is near it with a barge pole. To summarise all FFG have achieved in my opinion is A) splitting the WFRP community, B) Cancelled a really well developed product line for the setting to replace it with a failed experiment. C) Spent several years doing nothing with said licence, and currently unprofitable product line. D) Turned a Successful product line into a unsuccessful one meaning other companies will be weary of taking it on and developing products in the future...
     
    I realise that was some what incoherent, I am frustrated that FFG wasted my time but more I am angry at myself I let them. All I can say is I hope, I really hope they give the line to someone else who actually cares about it, rather than there profit margin...
  17. Like
    crimsonsun got a reaction from ElCommi in It's Official: 3rd Ed is done   
    Might be worth looking on Esdevium games for UK retailers that could have stock, they are the wholesaler who seems to bring most Gaming relating stuff in from what I can tell.
  18. Like
    crimsonsun got a reaction from ElCommi in Nagash Back, Kislev GONE!   
    The Campaign book comes up for pre-order on the weekend and is a two book set in a slip case with one being 296 pages (the fluff book) and the other being 96 (the Undead Legion Army book).
     
    The leaks regarding Kislev are coming from very reliable sources on Warseer and have been backed up by the leaked stuff from next weeks White Dwarf, though I VERY much doubt they will make the mistake of actually concluding the campaign in a fluff sense.
     
    From what I can gather (I Love Nagash lore so have been following the topics across multiple forums) the storm of chaos has not been written out at all, and the changes are not as huge as I feel you may be worried about. Basically when Mannfred went forth to stop Chaos passing though his lands, he did this under the leadership of Vlad and it was them that actually stopped Archeon from destroying the empire who would have been screwed otherwise. Vlad and Mannfred have only pushed the Chaos hordes back to the lands of Kislev, not destroyed them which is why Kislev has been destroyed as it is maintaining the Chaos Forces. So it has basically just rewritten the end of the Storm of Chaos, Grimgor, Valtan and the headbutting of Archeon have gone (thank gone) instead being replaced by the intervention of Vlad and Manfred. Nagash meanwhile is leading a war against against the Tomb Kings, in order to rebuild the Nekharian Civilisation in the south, which once done he will turn his attentions back up to the North and the pushing out of Chaos from the Warhammer World.
     
    So basically the Empire is still in the wreck of the Storm of chaos, its only got a undead issue at the same time, though as far as I am aware this is less of an invasion and more of a era. Wizards are turning to the Necromantic arts due to the huge boosts Nagash is providing to users, not to gain power as most Warlocks do but from pure desperation.. Its a Dark dark time, chaos is not defeated and the Storm was actually worse upon the Empire, Undeath is rife and Nagash has unleashed his Divine Agents upon the Warhammer World, Morghast Harbingers and Morghast Archai bring forth his Divine will, Heralds of the coming apocalypse, while it is known Nagash has summoned forth the Nine Lords of Undeath to serve him once again...
     
    I hope that helps Crimsonsun
  19. Like
    crimsonsun reacted to Yepesnopes in WFRP 4e - how should it look?   
    R.I.P
     
    It saddens me to see how such a great setting has to suffer once and again from a closing.
     
    Wishing for the 4th edition... one thing I liked a lot from the second edition is that they expanded the fluff existing from the first edition with books like Sigmar's Heir, Night's Dark Masters, Renegade Crowns, Children of the Horned Rat etc. If FFG or any other editorial goes for a 4th edition I hope they can expand the world! All the fans from all 3 editions will like this. I understand that we will have to eat again books for the schools of magic, the Empire, Chaos etc. but would be great to see other books dealing with... Orcs, Dark Elves (or all sort of elves), Arabia, Estalia, Norsca! etc.
     
    One last thing, now that the line is dead, I can offer the scans of the cards for anyone who wants them (jpeg). I have all the cards scanned but those of the Grey Wizard pod and the Necromancers pod. Just for the feeling, if anyone wants to offer the scans of those cards I don't have it will be nice.
     
    Cheers,
    Yepes
  20. Like
    crimsonsun reacted to valvorik in What Fan Projects are in development?   
    Thanks, dropbox went throug a reform/security process and the link above broken, this should work, it has some corrections and added information about wizarsd and other bits (see version notes at the end):
     
    https://www.dropbox.com/s/6rt5xw1o5m6utku/Averheim%20Electoral%20Crisis.docx
     
    Updated family trees would be great (was a matter of space and not having a easily-used software for this)
  21. Like
    crimsonsun got a reaction from Keeop in Which was your favorite 3e Supplement?   
    I agree that Nurgle and Tzeentch were fantastic additions, but honestly I do not think any release even touched on the quality that was the Tomb of Corruption. Btw - I love 3ed just feel that product was truly fantastic.
  22. Like
    crimsonsun got a reaction from Keeop in Which was your favorite 3e Supplement?   
    I agree that Nurgle and Tzeentch were fantastic additions, but honestly I do not think any release even touched on the quality that was the Tomb of Corruption. Btw - I love 3ed just feel that product was truly fantastic.
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