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Bikhu2

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Posts posted by Bikhu2


  1.  

    I like side trek scenarios. I find them especially useful when they can be used as a travel event type of situation. I remember there was a fan made scenario where the PC's stumbled across a dying (dead?) witch-hunter on a drifting boat (can't remember the title) that was relatively short and could be used to "have something different happen" while the PC's were traveling near a major river. That sort of thing is useful for me.

     

    As far as whether a two part or two one part scenarios would be better, I could honestly use either as I do not have almost any time to create my own scenarios these days. I suppose I may be more inclined to prefer two shorter scenarios taking roughly 2 sessions per if I were asked to make a choice.

     

    Conversion of 2e scenario would be nice but, for me, is not a priority over newer fan made stories. Though I suppose it would provide a useful example on how to convert the older scenarios.

     

    Considering that I will be purely a consumer of whatever you and others produce, I offer these comments humbly. Whatever is eventually put forward will be much appreciated and I thank you in advance for the time and effort you may be putting in to enhance my WFRP gaming.


  2.  

    Hey Vash! Its Bikhu (aka Calder the wizard)

    I truly love the Warhammer fantasy world/setting and have loved it since I played 1st edition WFRP way back when. I bought 3ed and really like it. I was going to try and run it over maptool with Steven and whoever else but I realized that everybody would probably have to have a copy and that someone would need to figure out how to code the dice into maptools (something I am not capable of doing).

    I have GMed one game so far with a face-to-face group and I think it went really well and I really enjoyed the system. I found that at least for that first game there seemed to be a lot to keep track of as a GM but that might be me or just getting used to the system. The counters can become a bit much but there are fan-made character sheets and other things to help with that. I am a bit concerned with the low amount of advanced careers out for the game so far but can deal with it for now. All of that is acceptable in light of the more immersive and story centered game I think it is delivering in comparison to DnD (which I do still enjoy even if I don't have the time to play currently).

    Anyway, just wanted to in and say hi (assuming this really is the Vash108 I think it is) and let you know what I though of the game.



  3.  

    I created back-stories for each of my players (they preferred it that way) and tried to tie them into the beginning of "Eye for an Eye". I pasted the email I sent them below in case you cared to see what I did. It is a bit long so feel free to skip it, but if it helps get you thinking perhaps it could be of some use (also, I am actually kind of happy with how it turned out). Please excuse the numerous typos and errors in it if you do read it, I ended up having to type it out later in the night after the kids went to bed and didn't have time to proof read and correct it very well (and have not done so since I sent it out).

    Some players want to roleplay their initial grouping up and others (like mine) would rather have it handled as back-story.

    -

    The story begins in the town of Ubersreik, a moderately (not small but not very large) sized town situated south of the Imperial capital of Altdorf near the base of the Grey Mountains. Ubersreik’s economy is largely fueled by the mining operations located in the mountains. As part of the Empires Reikland province Ubersreik, like pretty much all the other towns of any size in the province, is connected to Altdorf’s nobility and politics through family ties. That city’s major officials have connections through blood or marriage to almost every minor noble house in the province, and every noble house in the province is seeking greater and stronger connections with Altdorf’s major nobility in order to advance itself.

    The gossip around town:
    A stranger (in reality a private agent from Altdorf) has recently arrived in Ubersreik seeking a meeting with Lord Richard Achaffenburg, one of Ubersreik’s minor noble families who was recently engaged to Ludmilla von Bruner (a niece to the very powerful Altdorf Magistrate Lord Heissman von Bruner). Lord Achaffenburg was not in Ubersreik however as he is currently moving into Grunewald estate in the Reikwald forest (the estate was given to Achaffenburg as part of the dowry by the Magistrate von Brunner), his most trusted manservant was in town collecting the rest of Lord Achaffenburg’s luggage to bring to the estate. The stranger has contacted the manservant and has posted the following hand bill:

    “Resourceful men needed to assist in house move. Job involves discretion, danger, and some heavy lifting. Only honest applicants need apply. Interested parties may inquire at The Red Moon Inn.”

    Three other exotic new arrivals have also been seen in Ubersreik within the last week: a rather large man most likely from one of the mining villages in the mountain foothills carrying a warhammer who keeps telling people that he has come to serve the Sigmar and the god’s through action instead of just giving them empty words; a dwarf with bright orange hair and a lot of tattoos carrying an axe who is rumored to be a member of the brotherhood of trollslayers looking to find a glorious death in the Reikwald forest; and perhaps the most exotic and disturbing of all is a mysterious man dressed in grey robes who may actually be a wizard of all things. The grey robed man is causing quite a stir as only a few townsfolk have actually seen a wizard before and many of the villagers who travel to town on the weekend to trade are frightened enough to return home rather then stay too long and be “cursed” or turned into “something unnatural”.

    Who are these strangers:
    The agent from Altdorf – was born the son of a proud and stubborn (and poor) night watchman. Believing (or realizing) himself to be more intelligent (too clever and ambitious) then his father he quickly decided that he wanted more then the somewhat meager money earned by what his father deemed “honest labor that is actually useful to real folk”. Thus, when the opportunity arose he began working privately for minor nobles in the city running messages and eventually spying for them. At first he enjoyed the politics and intrigues of his jobs and found that he had quite the knack for observing and manipulating people. However, he quickly began to tire of the pettiness and superfisciality of the nobility. Most of his tasks involved tailing spouses or fiancés of important nobility for minor nobles hoping that a marital indiscretion by a rival family could become an opportunity for their own advancement. Hoping to put his developed skill to more meaningful use he has accepted an unusual job for a lesser member of the von Brunner family that will require him to travel outside of Altdorf to the provincial town of Ubersreik.

    The religious zealot – was until a few weeks ago a relatively contented miner from a small mining village in the foothills of the Grey Mountains with a fiancée and a job he didn’t hate. That is until he returned to his village from a few days at the mining camp to found that it had been sacked by a large goblin raiding party. The only part of the village with anything resembling a fortified wall for defense was the manor belonging to the largest property owner and village headman (kind of like a mayor for backwater communities), who chose to lock his gates and order his small group of body paid guards to stay behind the walls and protect his property, leaving the rest of the village as vulnerable to the goblins as a buffer from the attack. Although the villagers were able to fend off the goblins they paid a heavy price for their efforts. The goblins made off with a significant amount of women and children and many lost their lives in the defense, including the miner’s fiancée and the village’s elderly priest of Sigmar who refused to take refuge in the manor and stood with his warhammer to defend his flock. Distraught at the death of his lover and enraged at the indifference of the headman, the miner took up the priests old but sturdy warhammer and vowed to spend the rest of his life destroying the enemies of the gods, starting with man who had left the priest and his flock to die at the hands of Sigmar’s vile enemies. Selling all he had (which wasn’t much) he waited for an opportunity to strike the coward down with the priests hammer and fled the village to serve Sigmar and the empire’s god’s through violent action driven by a new found religious zeal. He quickly discovered that religious zeal is a great motivation but it isn’t by itself a plan. Not knowing what else to do he has arrived at the town of Ubersreik and awaits direction from the gods.

    The dwarf trollslayer – was originally born in the major dwarven hold of Karak-Zorn but at a young age traveled to the fledging dwarven community of Karak-Azgaraz to make his fortune outside of the stifling rules of the elders. After only a few years trying to mine silver from Azgaraz’s somewhat meager silver veins he began to realize that he wasn’t really happy mining ore for a living. Others were better at finding quality veins then he was and without an abundance of ore he found himself taking the leftovers. Eventually his unhappiness and greed got the better of him and he attempted to sell “fools gold” that he had discovered to a passing merchant, claiming it to be the real thing. Unfortunately, the merchant was not as naïve about precious metals as the dwarf thought, spotting the false gold for what it was the merchant raised a loud and indignant complaint with the Karak’s ruling elder council. The council, seeking to protect the reputation of the fledging community, ordered the guilty dwarf to pay the merchant the price the dwarf had tried to get the merchant to pay for the false gold and then they banned him from entering the mines. Shamed, with his reputation destroyed and having to give his intended victim his small stockpile of silver as recompense, the dwarf sunk into a deep depression. Deciding that the only way to restore his reputation and his honor in the eyes of his community, his ancestors, and himself was to perform glorious deeds and through glorious battle he recited the slayer vow, dyed his hair orange, and acquired the distinctive swirling tattoos of the slayer cult. After wandering the Grey Mountains for almost a week he came to the thinking that fighting stray goblins or dying to a goblin horde all alone is not the best way to achieve a truly glorious and memorable end. He decided to travel into the empire, try and find others to join him (and more importantly record his deeds) and perhaps seek out foes more worthy of his death. Towards that end he has found himself in Ubersreik, where he goes from here is an open question.

    The mysterious wizard – never really knew who his family was as he was identified as having an affinity for the winds of magic and brought to Altdorf’s college masters at a very young age. As is sometimes common in those who have an affinity for grey magic the young boy had an unnatural tendency to see strange and disorienting shadows. The college masters sent him to the Grey Order for further testing and after enduring their cruel and enigmatic “nightmare” trials (which have been known to cause insanity) the boy was accepted into the order. Although he was not a dull boy, he exhibited less of an interest in academic study and researching mysteries then he did in the practice and use of manipulating the grey wind of magic, at which he showed some skill. This was noted by his mentors who are always a little concerned to be on guard for those who may be too interested in acquiring the power of magic and may not be satisfied with the carefully controlled boundaries/limitations placed on them by law and custom. However, his skill was also noted and when he was of age he was sent on what was supposed to be a routine and mundane task of seeing whether the reports that a young girl was exhibiting magical talent were true. He, along with two other apprentices, was simply supposed to secretly observe her and bring her back to Altdorf if the rumors were true. For reasons that the Grey masters will not divulge he was the only apprentice to make it back to Altdorf alive. Believing that he had handled himself adequately in the affair his mentors have granted him the ability to leave the confines of the college and gain more real world experience, though he will be watched and is expected to act on the Grey Orders behalf and at their direction when contacted. His first action once leaving the college was to travel to Ubersreik, from where he was originally taken as a child so long ago, in order to find out who his family was or is. It didn’t take him long to be disappointed by the truth however as he quickly learned that his mother was a drunk who had many children with many different men, meaning that his who his true father is will remain a mystery. His half brothers and sisters didn’t seem to shy about asking him to “conjure up some gold” or make their enemies disappear though. Before he was able to leave town he was approached by a mysterious stranger from Altdorf with a proposition.
     


  4. alakazam said:

    @Monkeylite

    I dont think the quick-cast was what I was talking about, really. I was after a v2-style 'more power for more consequence', the quick-cast actually decreases the power of the spell (because more banes/challenges are rolled).

    The stance thing and the holding power I will conceed on these slightly. However, the stance is not about the nature of magic, it is common. The 'holding power' thing is a choice, sort of - but, I dont know, it does not feel like a true 'risk-reward'... I know that it sort of is, but it almost ends up being a necessity otherwise your wizard player sits around twiddling his thumbs and looking bored as his channel roll does not generate enough power to do anything...

    None of these feel as immediate as the core spell-casting mechanic of v2 (or as simple as v1) - thats not to say v2 was excellent, far from it (no rose-tinted glasses here...), but it did have an immediacy to the choice of 'how many dice can I risk' vs 'how badly do I need to cast this spell' - there is not such immediate choice for wizards in v3 (apart from the aformentioned stance mechanic).

    In v3, I think the channel roll is unessersary. It makes the wizard player roll two pools of dice (most turns) and adds an extra level of failure without (obviously, in my opinion) adding anything to the setting.

    If I may jump into the conversation a bit as someone newer to posting on these forums (I really appreciate the posts of the regulars here and want you all to know that these types of discussions are really helpful even for people like me who leech off of them without contributing for a month or so before finally posting).

    I also liked v2 risk system for casting. I do not think that it limited the use of magic (as a replacement for spell points or spells-per-day mechanics, which I dislike) as effectively as it should but the general mechanic was fun and very interesting. That being said I do think that v3 miscast system has more potential and is more similar to the v2 principal then Alakazam does. Everytime a wizard rolls a challenge dice on a spellcasting or channel (at least in my group) check they have a chance to miscast and venting power increases miscast chance as well. I also believe the quick cast rules add a challenge dice to increase the chance of miscast as without having to channel wizards really do seem to have easy roles in many circumstances. The miscast cards have some really nifty effects associated with them and may really add to the game imo.

    I really hope that FFG makes full use of this when they release higher rank spells by giving those spells more powerful effects at the cost of adding more challenge dice to the roll (more often then adding misfortune dice to the roll). As wizards gain rank they will acquire more characteristic/expertise/specialization dice to succeed but no matter how many of those dice they acquire every challenge dice increases the chance of a miscast (as I read the rules comets do not cancel chaos starts, at least for miscasts, though I could be wrong). This means that choosing to cast a more powerful spell will always increase the miscast risk even if you have enough dice to succeed on the casting check 90+ percent of the time. To me this would be an acceptable trade off for more powerful spell effects and would really add to the fun and interesting nature of playing a mage in similar fashion to v2.

    As far as wizards being overpowered, we are playing our first session tonight, but my initial impression is that celestial and grey wizards are not primarily damage dealers and their utility spells are pretty cool (at least on a first read). Bright wizards are supposed to be a bit more damage dealing and do seem on first read to be a bit unpowered in that respect. I really like the idea of incorporating the "its freakin fire" element into the equation but that is a GM initiative and GM remember thing that I know I will not be too consistent with. The other idea that I have seen on these forums that I really like is changing the bright order ability to a 1 power for 1 damage ratio and capping it at three boosts or so. Our group really doesn't have to deal with the damage issue yet though as we have a grey wizard who is more excited about playing his character as an illusionist then a combat mage.


  5.  

    I have to agree with TonyACT on this. There are a number of other threads making similar arguments on these forums as well as other forums. I do not have a problem with people criticizing the game, but the opening post seemed like it was just a rant presenting opinions that have been thoroughly discussed before and to which the OP didn't really add anything to. If you play the game it is very difficult to make the argument that it isn't an RPG, as has been acknowledged by the overwhelming majority of posters who have played the game (at least that I have seen over the last several months).

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