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    colchester, essex, United Kingdom
  1. Hi guy, Yes, I am well aware that these are the 3rd edition forums. Forgive me for thinking that the structure and context of my joke made that knowledge clear, not to mention my post history. Lets do try not to get into an argument over a misunderstanding however. I will be going to strike to stun with this, but since despite being a wilderness years WFRP Fan, I have no real history with strike to stun, despite awareness of its existance for more than a decade now. While I have some loose connection with the Fantasy flight boards. I thought that maybe their would be people here who haven't had the chance to play THE classic campaign for WFRP, and what with 3e reportedly bringing out a reimagaining of the enemy within, I thought it would be a good time to revisit the originals as a community. Anyway, Daedalum and Jadrax, thanks. I hope that anyone interested will give a shout, and give this a shot, regardless of their addition of choice..
  2. Hi guys, So I am giving some thought to putting together an actual play podcast of the enemy within campaign. I would be running it using second edition rules. The reason I am positing this is, I would like to know if there are many people interested in playing. Now, just for the record, i better make it clear that games would be both recorded and played by skype. We will also be playing in a GMT friendly timeslot. So bear that in mind before giving a shout of interest.
  3. Story synopsis: The story is divided into three acts. Act One: That Dark house. A month after the PCs arrival at the Tricorn Palace in ‘Skilled at Arms and Pure of Soul and Strong of Will, oh my’, a strange pict recording arrives at the Tricorn Palace, via a transmittion channel used by Yorik Ghan, leader of the Umbra-13 network. The Pict revordings message shows Yorik looking into the revorder and speaking the words “The Dark Traveller comes”. Interrigator Elpis tasks the PCs (on her master behalf) with investigating the recording and the apparent disappearance of the Umbra-13 network. The PCs set out to locate the missing network, searching their safe houses, and following their lines of investigation, down a path that leads them to the Iron Pit of Scintilla. Facing off against the scum of Scintilla’s depths, Amaranthine Syndicate mercinaries and the beast house, in their search, the PC’s eventually pick up the scent of Titus Vallin, who has since parted company with his Amaranthine Syndicate backers. He agrees to lead them to the Shadowd library, if they will take him with them. Act Two: The Black Trains of Scintilla With Titus Vallin leading the way, the PCs set off for the Shadowed Library, following an ancient map. The trail leads the PCs to a huge black train, of ornate design, which sets of along ancient tunnels for the abandoned hive of Tenebra with the PCs as passangers. The PCs are hardly alone though, as a crowds of men and woman in the finest of clothing and with exquisite tattoos(of spiders, black suns and cogs) are engaged in a beautiful and baroque party on board. The PCs must defend the ancient train and the guests, from both the actions of the Tyrantine cabal and the stranger in tattered robes that stalks amongst them. Act Three: Dance on the Dead Tower On their arrival at the spire of a thousand dead stars, the PCs uncover the cause of the party, and battle the Amaranthine cabal, as they seek entrance to the Shadowed Library. Can they survive the clockwork men and destroy the Brass Cognitor? Can they recover secrets of Haarlocks disappearance?
  4. The Brass Cognitor Introduction: In the distant past of the sector, Erasmus Haarlock used many tools in his war with his kin, and his later quest into shadow. On the world of Scintilla in a now abandoned spire of Hive Tenebra, the Kin Slayer built a library of profane knowledge, and set clockwork men to guard it, and to stride out into the world of men, where they might find tomes that he might find useful on his return. This shadowed library has remained all but unknown since his disappearance, but now the clock work men are abroad again, and in the hives of Scintilla, the their actions snap a thread of Silas Marr’s web. Story Background: With the tolling of the steel clock on Xicarph, and imminent return of the Dark Traveller, the shadowed Library has returned to life. At the Manses heart, its controlling force, the brass cognitor, started to whir and click again. The daemon engine forged of alchemical bronze started to spin an ancient program, playing a psychic concerto tuned to the very DNA of those families that once served the haarlock line. Elsewhere in the estate, the clockwork men stirred, and started to prepare for the return of their master, and his many guests. Two weeks ago, a spy network belonging to Silas Marr discovered the location of the Shadowed Library, while investigating the beast house associated with the Iron Pit of Scintilla, and their connection to the events on Xicarph. The investigation brought Titus Vallin to the Cells attention; a wanted Ateanian who’s search for the original Eris Transform had lead him to information about the existence of the Shadowed Library(where he believed the profane book had been secreted by entities the records refered to as ‘those who tick’ ). In his haste to equip an expedition to recover the precious book, he sort backers amongst the least savoury of men. Initially he approached the Beast House, but found them disinterested in his tales of knowledge undreamed, however, they were able to introduce him to a representative of the Amaranthine Syndicate, who although initially disinterested changed his tune, one mention of the it having been a Haarlock estate. The representative upon discovering this connection agreed to back the expedition, planning to destroy the library. It was here, in the Iron Cages, among the beast house, that Marr’s agents first heard mention of the Shadowed Library. The network watched and waited, gathering information to be sent to their master. They discovered that the Shadowed library was intimately associated with Haarlock, and that the expedition planned to raid it. Yet, the Amaranthine Syndicate discovered their activities, and in a brutal raid, all but one of the network. That man, Yovik had been the Cells leader, and the only member to possess all the information gathered. Yovik fled, preparing to transmit his finding to the tricorn palace, however, in the moments before transmission, sent the song of the brass Cognitor finally reached him, from down the ages. Yovik’s family had once been faithful servants of the Haarlock line (a truth overlooked by Silas Marr). Rather than sending the details, Yovik sent a final message to his master, “The Dark Traveller comes.”
  5. I have been, for some time planning a Haarlock Legacy campaign, which will likely end in full scale civil war in the sector. I want spaceship combat and Wars to be a fairly important element of the later stages of the campaign (once the PCs are at ascention level ), how would you all handle such elements? Is it worth using rogue trader rules to handle such elements? Or is it better to find some other way of handling it?
  6. shinma said: Amigo. Not to burst your bubble, but WW is in a bit of a jam. Its numbers are less than a third of what they were, and looking at the quarterly reports and the numbers in their own fanclub, they are definitely not close to 'industry leaders' anymore. This however is a WFRP forum, so I'll stick to commenting on that. There are two schools of thought on genre codification. One is that great detail inspires great creativity, the other is that great detail stifles and limits the creative potential. I'm personally somewhere in the middle and I think that having some high level info is good, while low level is stifling. For example, while I do want to know the name of the patriarch of the bright order, I don't need to know the floor by floor layout of the College, the name of every Wizard Lord, Battle Wizard and Acolyte, where their quarters are, or how much the novices trade a pint of ale for. There is a middle ground I think that inspires in broad strokes to fire up the imagination, while leaving the details in the hands of the GM. I see the previous posters point though, that there needs to be a bit more detail to reach that balance, but overall I think they're erring on the side of 'possibility' rather than 'stifling'. As a point of note on Morrslieb: didn't I read that one of the Morr high holidays was at a high point of the moon? So is it necessarily all bad? My point was that in the inital period after the release of NWoD, they did hold onto that placement as an industry leader, (if not a market leader market share is something almost no one can really speak on that accurately) to a some extend. I will be the first to agree that WW have taken a nose dive of late, but that hardly seems suprising. They haven't really put out a good product since the release of changeling line. Both Hunter and Giest are lack luster, exalted has slowed down, and the support for vampire, werewolf and mage has been poor since the release of the Mysterium book. NWoD brought us two of the best books WW ever did, Core WoD and Changeling: The Lost, which is a truely stunning game.
  7. commoner said: Will a name really help create the game? Do we really need to know that the picture of a Nurgling is a Nurgling or a Nurgling named Jimbo? Once you begin to codify a genre, you also run a risk of codifying too much. Look at World of Darkness. The line died because it's meta drove it to stagnation. Sure, as a GM you can override that Baron Von Wolf-britches is the chief inquisitor, but at LGS and pick up games (and to a great portion of gamers) they play for the plot/story. If a company codifies the meta, they expect to receive the meta. The stronger the meta is codified the more meta-rules are put into place and become as unbreakable as the core rules of the game. So codification yes can take place, but at the right time, in the right way. Sorry to hear that stagnation is what killed the world of darkness where you live... Welcome to the real world where the Old World of Darkness ended after a thirteen year run, an industry leader and holder of the second biggest market share in gaming. Welcome to a world where a company actually had the guts to do what their game had always said was going to happen, end. Welcome to a world, where there was still plently to write about. Mage alone had room for revised edition convention books for NWO, progenitors, syndicate, Void engeneers, setting material for outerspace, for the technocrasy, a technomacy book, book on academia, and a book on time travel. And that is just what pops into my head. If anything, the new world or darkness, a game which is tool box game, i've ever there was one has stagnated more in less than a decade than OldWoD did in close to a decade and a half
  8. No afraid not. I am in Colchester. We don't seem to have any WFRP groups around here, for first, second or 3rd. Other than running it for my current group once, i haven't played 3rd ed.
  9. Based on the infomation given out, it sounds like the core books will contain all rules information from the suppliments upto and including signs of faith. That includes all the infomation that is on cards, and details for playing the game, using the same actions and traits, but without using cards. If you own the books, you will not own the core set. However, the cards will be available seperately, should you want them. If you do want them, it will be cheaper for you to purchase the core set, and the suppliment boxs, rather than the rule books and the vaults(which the cards will be in)
  10. Even as recently a second edition, the term wood elves in wfrp did not actually usually refer to the Asrai of Athel Loren. The term historically referred more regularly to the nomadic elves of the forest of shadows and the riekwold, who have a distinct and less alien culture than Asrai, they are not so dominated by the cult of the Asur nature gods, and worship the full elven pantheon. They arn't as xenophomic as the Asrai, as blood thirsty as the Druchii, or as distant as the Asur. Their culture has degraded massively and contact with humans has led to adoption of many human cultural aspects. Historically this was the cultural group of elves who made up most PCs, because the Asrai simple didn't leave athel loren without seriously good reason, Druchii didn't play well with others, and Asur where to busy fighting of the Druchii, and those in the old world rarely left the enclaves in marienburg. Would i like to see expansions for playing Asrai campaigns in the heart of athel loren, or Asur campaigns on Ulthan, sure, but neither race will find place as PCs in my oldworld games. As far as elves in old world games, i would really like to see a minstral career, aimed strictly at the wandering elven minstral of first and second edition.(probably with some magical music type action cards)
  11. Youper: That is fine. And an expression of you personal taste, but your not claiming that one is better than the other, on grounds that don't exactly stand up to scrutany. Would your game benifit from also having a copy of RoS, for background, almost certainly yes. Does it contain mechanics which would have been well suited to inclusion in a magic suppliment? Hell yes. On the matter of chits: Look, i am glad you like them, so do i, but they are an accessory, and one that is easy to loose and damage. If i am to continue playing WFRP 3rd in the long run, i will need these same rules in a rule book. Losing a card, and losing rules content is a very real concern. Also, why should you or i be subsidised in our us of chits by those who do not wish to play with them? Those people who do not use them are paying considerably more than they otherwise need to, to play wfrp, so that we may play the game with the chits. That is unfair on them. It is because of the issue of subsidy and the need for book versions of all cards which makes me feel that the Chit only approach was a fundimental mistake.
  12. shinma said: zombieneighbours said: I don't own WOM yet, but does it really include rules for hedge wizards & warlocks (plus rules for hedge magic that expand the range of such spell casters), 4 runesmith classes, rules for runic equipment creation(with 33 runes), 120 new collage spells,(keeping in mind the basic spells for all of the collages where in the core, not just bright, gray and celestial), 6 Rituals +rules for creating your own, arcane marks, expanded tzeentch's curse, Familiar rules, potion creation and magic item creation (with 15 pre-made potions, 24 magic items, and rules to make more of your own.) ? I'll try this point by point. * hedge magic: This is a minor and inconsequential part of the magic system of WFR (yes, I can ward off rain yay. oh I can make something glow, double yay). The rules for this I believe were announced for the winter edition of 'Witches Song'. As for warlocks... * Tons of dark magic spells, tons of Tzeench cultist powers (including flavor, stats, mutations) - but I'll get to that in a second. *4 runesmith classes: Already announced for blackfire pass. This focuses on the empire colleges, and magical threats via Tzeench (the Liber Mutatis). So no, not there, looking forward to more in depth rules than 2nd ed in Jan, again not in this set. *120 new college spells: Yep, got that. Tons of new spells of 3 separate tiers for EVERY school. Many of which blow the 2nd edition ones away in terms of redesign and clever new elements. (See the Amethyst school spirit summoning one for example). * Rituals? Yep got that. * Arcane marks - Are you talking about taint and or mutations? Because it has that in spades. * Expanded Tzeentch's curse? Yep, got that. * Familiar rules - Not that I saw, but I haven't finished reading the book. I really WOULD like to see more 'vicious little dog' like cards * Alchemy and Item creation - see Gold Order. Yes on some items, not that many. In Addition you get: LIber Mutatis. THE definitive info dump on Tzeentch in 3E. Includes tons of rules, themes, fluff, info, dozens of monsters, expanded rules on Dhar and Chaos Magic. Expanded rules Mutations, including how to involve them in your NPCs cultists and monsters. Expanded rules on Taint and how to handle the taint of magic in greater detail. A rather well written and prop included adventure that does a really cool time-based sandbox that showcases how the step1-step2-step3 location based adventures can be just bypassed using 3rd ed rules. I don't have the 2nd ed RoS book, but I will take a peek to see if its in the bargain bin at my FLGS. (Sadly my GM doesn't have 2nd ed stuff and won't read or pursue it at the moment) This isn't so much a WoD vs RoS contest (as I lack the second to compare directly, so I can't make grandiose claims as to which is 'better' or 'has more info'), which seems to be erroneously which seem to be what people are assuming I'm talking about. My intent in posting is a few other things: - A post about the great things in the box set (reference original poster, and what this thread was about), and clarify any questions people might have about stuff contained therein. - A much more correct Apples to Apples correlation between the editions. For example its pointless to talk about Hedge Magic or Rune Magic in a supplement that is about the Winds of Magic (college and tzeentch), and its also massively erroneous to compare the size of the content without including the cards (which all of the 2nd ed fans seem to be doing). In reply to ZN - I found WoM to be a great set that adds alot of flavor, options and info to my WFRP3 core. I've also heard some great things about the Adventurer's Kit and am hoping to snag it once the reprint hits the stores. I haven't picked up the GMs kit, and I'm curious what you found lackluster (or lacking in specific) with it? I initially limited discussion to comparing RoS and WoM, because you stated that it compared favourably on mechanical grounds, and i disagreed with that statement, but if you really want to bring in other suppliments, I am happy to oblige and do the same. You see, for the list price of the core box alone, I can bring the core book, RoS and Tome of Corruption, by the time you add the ruinous powers cycle and adventures vault, just to keep up with the content of those books I have most of the WFRP 2nd ed line to play with. 2nd Ed was simply better value, at least in terms of volume of content to for your money. Was it as good? Opinions differ, certainly, if i was a robust game that I could play week in week out for the next decade, without further support, i would choose 2nd core over 3ed core. And i have frankly never had as many problems running a first session of a game as I had with 3ed, and the lay out and writing of the core is terrible, well editied(on the grama/spelling front, but vague, unhelpful and wordy). Ofcause, 2nd ed had huge issues in so far as spelling and gramma went, and 3rd ed has some really awesome innovations. But onto specific responce. Hedge magic : Sorry, but your wrong on this. First of all Hedgemagic more than just one set of petty magic spells. It was also the Witchcraft trait, which allowed the unsanctioned wizard to choose almost any spell in the game, as well as a number of other traits which fiddled with the way the magic system worked. In a single £50ish worth of product (less than the core box alone) A hedge mage character in 2nd ed got three career ranks and 250 spells, not including lesser magic and profane lores, where the number goes up to over three hundred. I suspect that 'witch's song' will struggle to keep up with that. It is also worth noting that the petty (hedge) magic spells are profoundly useful. Protection from rain is for instance a life saver, literally. Add to that it wasn't in WoM, so it does contribute to my point that RoS had more content than WoM. oh and we don't have the rules for it yet(they have not even been officially anounced, only hinted at). Rune magic: Well it aint here yet, it might be terrible and it isn't in WoM. See point above New spells: WoM very clearly does not have 160 new spells, it only contains 97 action cards, not all of which are spells by my understanding. Seconded core had more spells than that for player characters in the core book, and added another 160 in RoS. So again, 3rd lags behind on this, undermining your claim. Rituals: Now it is entirely possible that i am wrong, but i see nothing to suggest that WoM contains rules for player usuable ritual magic or rules for creation new rituals. Arcane Marks: Nope, they are a distinct and seperate element to mutations and the like. They are specific effect that users of the collage spell system aquire. The closest analogy I can think of would be marks of chaos(though much less powerful), but associated with each of the eight winds rather than the powers of chaos. Miscasts: I can see some miscast where added, i would need to check to see which supliment added more. Familiurs: I would also love to see more small but vicious dog style cats in the game. But yeah, another point where RoS out did WoM. Items creation: More importantly, rules for making your own unique magic items? I personally think it is pretty bad form to mix in the treatment of the gods with other rules, it is messy. On the issue of apples to apples: I am not comparing word counts, I am comparing content to content. We have 260 spells to 97ish spells. Their is a massive like for like content difference.
  13. I really didn't want get into edition war stuff, but really, claiming WoM contains anywhere nears as much content as RoS, is spurrious at best, and RoS certainly contains a truely awesome amount of Setting material. Ideally, i would suggest picking up RoS(2 ed) for the setting material, even if your a 3rd Edition player, just like i would advice that anyones second purchase for 3rd ed should always be Sigmar's Heirs for second edition, because it functions as the setting book that the core box so desperately lacks. All that said, i will hopefully be picking up a copy of WoM soon, though to be honest, if needs to be a LOT better than the storyteller's kit was, else i might well not be purchasing more 3ed material, that said, i think the risk of that is pretty low.
  14. Last time i was at Inner Sanctum collectables in cambridge they had the adventurers vault availible. Orcs nest is always worth checking out.
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