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NezziR

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Posts posted by NezziR


  1. Without some fancy scripting, WFRP3 will not appear on Fantasy Grounds 2. The dice routines for FG2 are notoriously hard to get at and they just aren't set up to handle icon dice. Plus, Smiteworks just changed hands. There's a new programmer in town. It's hard to tell what direction he will take it in at this point. He seems to have a lot of plans.

    Ideally, he will try and cut a deal with GW and FFG and make an official ruleset. Heres hoping! If I could get official permission from Fantasy Flight, I'd make a ruleset for Fantasy Grounds II that would allow online play (with full rules, or a rules light version).

    I play WFRP2 and D&D4 on Fantasy Grounds II every week and I really hope some deal can be reached for WFRP3.

     

     Dear Fantasy Flight Games,

    I would officially like to open negotiations to create a full ruleset for the Warhammer Fantasy Roleplay system on Fantasy Grounds II. I have not, nor will I write any code for a ruleset without express permission from Fantasy Flight Games, however, I have some ideas if you are interested. You can contact me via PM or through my forum listed email.

    NezziR

     


  2. I'll likely try to do everything by the books for the first few sessions. I need a baseline to see what I like and what I don't. If I feel something needs to be changed, I'll slowly integrate house rules until everyone is smiling.

    I did, however, make a post for people that had a problem with the tools as presented. This might help some of the people that have 'bitzphobia'.

    www.fantasyflightgames.com/edge_foros_discusion.asp

     


  3. I have pre-ordered and pre-paid for my copy. So have the other 4 members of my game group. Between us we have ordered:

    • 5 Core sets
    • 3 Adventurerer's kits
    • 3 Dice Expansions

    We should have more than enough of everything. In addition to the game materials, I've ordered a large pack of clear-covered brad folders and a pack of plastic card sheets. We're probably going play our first game on a weekend, so I'll probably lay in a case of import beer and maybe a bottle or two of wine and some meat for the grill.

    I'm kind of looking forward to this. Can you tell :)


  4.  

    Foolishboy said:

    I also agree that roleplaying is about story. I was not criticising the mechanics, I was simply pointing out that if FFG were intending to sell a game to a group of players that are all happy to use an existing system, creating an entire new system for the new game is fairly unusual.

    Take D&D 3.5 to D&D 4 as an example, when D&D 4 was released it cost D&D a lot of fans but attracted others who had not played before. FFG are doing the same thing they have no fear about losing the fanbase because they think WFRPv3 will attract more new players than the total of the existing fanbase.

    I have not attacked WFRPv3, I have not attacked FFG I have simply pointed out that FFG did not design WFRPv3 for the the fans of WFRPv1 or WFRPv2. Yet I have been insulted and attacked several times.  As I have pointed out of other threads this forum is becoming the domain of the fanboys who attack people for things they have neither stated nor inferred.

     

     

    Well of course they intend to "sell a game to a group of players that are all happy to use an existing system". They also want to sell it to the D&D 4th edition crowd. They also want to sell it to new players. If they had their way, they would sell two copies to every man, woman, and child on earth. It's a company - a business. They evaluated the current system, one that has tons of material on it, and decided to make the setting more appealing to a broader range of people and that it would allow them to expand it (to their and our benefit) in more directions. That broad range doesn't exclude current players, but there will always be a EXTREMELY VOCAL group that hates change. If you know gaming history, you'll know this happens every time a system is updated.

    You say that it's unusual for companies to create new systems, but it's been done many many times. In fact, your next sentence gives an example of it. I know a lot of people that swore off D&D when 4th edition was released (I was one of them). Every one of those people are playing campaigns now (again, I'm one of them). In fact, a lot of people that quit when 3.x was announced have come back to 4th (a full group of 9 players that I taught to play decades ago in another town).

    You say you're not attacking FFG and WFRP3, but questions like 'Do any of you really think that FFG looked at the first two editions of WFRP, looked at the fans and then designed WFRPv3 for the existing fanbase?' imply that:

    • They didn't look at previous editions when they designed the game. I can't see how that's even possible.
    • They ignored the fans and designed the new system while thumbing their noses at the grognards.

    Not only is that unfair, I think it's unrealistic. All the background stuff is there - even some new stuff - which I appreciate very much, and It would be stupid to the extreme to design a game and totally blow off your client base. That's not what's happening here.

    If you plan on buying the game like you say, I would think you'd want to see it survive. Even if it fails, I doubt v2 is coming back. So our choices are, support it and hope like hell it does well, or make do with the materials we have and dream of days gone by when Warhammer still had new material being published.

    So, we can keep crying about details, or start being creative and working with what we have. We can keep driving off potential buyers and end up like AH minis, or we can be adults and figure out how to use this game to its maximum potential. Gamers are the most intelligent and creative group of people you'll ever find. That's the stereotype I would like to see perpetuated.

     

    Edit: Man, the formatting got messed up somewhere...


  5. You know, that's a really good point. Maybe they should have called it 'Warhammer Adventures' or something and made it a seperate game. That would have left the door open if they still wanted to publish 2nd edition material down the line.

    The only real problem I've found with v3 is they way they handled miniatuers. I have 10s of thousands of minis and 1000s of peices of terrain (my game room is 30 years old and nearly a 800 square feet). I used to build tables for nearly every game. City streets, forrest clearings, damp caverns, all of our games were visual. That will be a little difficult to do with the stylized distance and movement rules. But, we're already working on that :)

    Our current plan is to use measuring sticks. Not rulers, but pointers we've made from antennas. Basically I would set the range by extending antenna to whatever I feel is the appropriate range for the table I build, then the length would represent a 'range band'. It's just a concept right now. I need to get the rules in my hand, so I'm sure I understand, before I can truely figure out how to reintegrate my mini collection.

     


  6. Foolishboy said:

    Serious Question:

    Do any of you really think that FFG looked at the first two editions of WFRP, looked at the fans and then designed WFRPv3 for the existing fanbase?

    Consider that:

    • FFG did not tell anyone that they were making a new game.
    • FFG did not ask the existing fans for ideas for the new edition.
    • FFG have not conducted any playtesting outside of their own employees.
    • FFG have chosen to completely change the system.

    Are you really insane enough to now argue that FFG did all this for the existing fanbase?

    You only have to look at the reaction from the majority of the existing fans to realise that this game was not aimed at them at all. As I maintain any existing players that plan to buy (like me) are just a bonus but we are not the target audience.

     

    • Not only do I think they looked at it, they are players.
    • Many companies keep new products under wraps for grand unveilings.
    • They had play testers, many (or all) of them players of previous editions.
    • They did conduct play testing outside, one of the players posts on Strike to Stun.
    • Lots of Roleplaying systems are being updated these days. There are many systems that re-wrote to 3.5 when it was OGL.
    • Of course they want and need the existing fanbase. They also want to grab some of those new D&D4th players, and some other new players if they can
    • It appears that you are not the target audience (of your own accord) and yet you still waste your time trying to convince others that this game isn't for them.
    • 2nd Edition is gone. Enjoy the material you have and keep playing, or let it go, but complaining isn't going ot make it come back.

    I've said this again and again. Roleplaying games are about story, not mechanics. If you have a good GM and good Players, the game will be fun. If you can't tell a good story with these tools (or any other tools) I have to question they quality of your gaming environment or, well... perhaps you really did pick the right name for yourself.


  7. dvang said:

    Oh, by the way, check this out ... Amazon shows the WRFP 3e .. list price $99.95 ... selling it for $62.97!

    http://www.amazon.com/Warhammer-Fantasy-Roleplay-Core-Set/dp/1589946960/ref=sr_1_1?ie=UTF8&s=books&qid=1255623794&sr=8-1

     

    Sorry, I thought this should be repeated. That's a great price. One of my players runs an online gamestore and that's only a few dollars above his cost (and he has to pay tax and shipping while Amazon offers free shipping). That kind of nullifies the 'it's too expensive' argument. I guess we'll have to move on to the 'it has too many bits' argument. For that, see my post about an improved character sheet.


  8. I see a lot of criticism and negativity, but not a lot of people offering solutions (Kudos to those who have, like the alternate character generation, initiative, and dice roller threads).

    I've never played an RPG where I didn't either make or download a custom character sheet. The sheets that come with the game, or in the back of the book, are quickly discarded for more useful and better made fan sheets.

    In addition to the normal character information, a new sheet could include:

    • A place for the career card information
    • A place for the characters action/talent cards
    • A fillable Stance track
    • A place for the party sheet
    • Wounds and Criticals

    This would eliminate Career Cards, the Party Card, Action and Talent cards, Wound Cards, and the Stance Tracker. That's pretty much everything aside from the dice. You could pack all that stuff away and just pull it out if you need a reference (like when you create a new character or when you obtain a new skill or talent). This should solve two of the biggest complaints I've heard,  the 'too many bits' and the 'it doesn't feel like a traditional RPG' issues.

    Another idea would be a plastic card holder sheet. It's an 8x11 sheet of plastic with 9 pockets in it to hold cards. I use them for my most rare CCG cards. That, a hole punch, and a paper folder (the ones with the bendy metal tabs for holding 3 hole punch papers) would make a nice character folio without the need for packing and unpacking all the small pieces every time you play.

    Like many others, I'd like to see a compiled hardback with all of the cards and sheets included inside. That, this proposed sheet, and the dice would be all that's needed to play. I see a lot of potential for fan based material here. Sites like 'Strike to Stun' and 'Warpstone' (and many many others) are going to become very important as people apply a little imagination to converting favored material to the new system. Not only do I not think it's 'impossible' to convert materials, I also think it could be a lot of fun.

    I'd like to see someone compile a 'solutions' thread instead of a 'problems' thread.


  9. Sorry, I tend to be brief because most people don't read very long posts.

    I wasn't suggesting that you change what you've done, I was offering a suggestion for another different way. I was saying that if one didn't like the new initiative rules they could revert to the old way of doing things by simply giving the player the place on the track that he rolled instead of giving it to the whole party. In other words, if I roll the top spot, I get the top spot instead of 'someone in the party gets the top spot'.

    I personally like the new system - I won't change it. I like giving the players their choice of who goes first. One of the things I always tell my players is, 'If it works for you, it works for me'. In this case it would mean, if they get to choose who goes first, to maximize their potential, I do too. That will make my monster encounters more challenging and allow me to design encounters with complementary monsters (just like the player skills complement each other).

    Life isn't as random as we'd have it be in Roleplaying games. People make plans, have strategies, and use tactics. So should monsters. I think the new initiative system reflects that well. The system you proposed is cool too. it will allow people to use a combination of the old and new ways. The reply I posted, about simply using the place rolled, will allow people to fully do things the old way. So, that's three different ways to do it. One of those should satisfy just about anyone.

     


  10. As soon as my group found out about it and had time to read up on the new system (a day or two later), we pre-ordered as a group:

    • 5x Core ruleset
    • 3x Expansion
    • 3x Dice expansion

    We got a pretty hefty discount from our distributor for our bulk order. As of last week all orders are pre-paid. We're just waiting for our swag.

    I'm writing the new campaign now. Minus any scenarios they publish with the game or shortly after that, taking place in or around Altdorf, I have the first 20 or so sessions planned. If the mini-campaign seems to be going well (by session 10 or so), I have a new long term campaign in mind that should run us 1.5 - 2 years. I was going to run this using v.2 (after our Dark Heresy campain wraps up some time in November), but I'm converting it over to v.3 by stripping stat blocks and placing markers in areas with potential inserts for the new mechanics (to be filled in when I get the books).

     


  11. I would give mine a cigar, a floppy hat, and a drinking problem. Halflings would give him the creeps and he would cheat them out of their fares. He would constantly complain about his hemorrhoids and the infected splinter in his butt that he got from an unsanded runner board on those cheap Reikland Road Runner coaches (**** rich businessmen don't care spit for the common working man).


  12. HedgeWizard said:

     I also hope there is a sufficient representation of Daemonology/Chaos magic, Necromancy, Rituals, and a ton of Hedgewizardry in the core system. 

    There will have to be some spells. I can't see a Warhammer game being released without cultists, necromancers, daemonologists, shamans, seers, or some other form of dark caster. If they are in the Bestiary, then they must have spells (in the form of spell card like entries). I'm guessing there will be a section in the back that contains the entries for casters so they don't have to be repeated. I'm also guessing the spell list will be limited and will be fleshed out in a supplement.

    There was an example of a spell card in the 'Of Dice and Men' preview. The skill card symbols were further defined in 'Sample adversary spread from the Tome of Adventure’s Bestiary' PDF giving some insight into recharge, action type, difficulty modifier, check and requirements. Put the two together and it's not too hard to imagine how spell casting works.


  13. Peacekeeper_b said:

    What makes it easier to roleplay?

    Well, with a little imagination you could assign a background (or reason) for each choice made during creation. Why did you choose the skills you did? Why is Agility your highest stat - how did it get that way in relation to your current career? What's the reason behind your current financial state? Etc. Just like any RPG. Of course you could simply ignore it, like most of the extras in this game, if it doesn't fit into your game play style.

    I'm still of a mind that a talented GM and a table of descent players could do a lot with this system. I'm really looking forward to putting it though its paces.

     


  14. Hopefully they will do that in the future. One large tome with all 4 books, the character cards and the skill and talent cards.

    If they did that, and all you really needed to play was the combined book and the special dice, I wonder if people would still call it a board game?

     


  15. I actually have some very old GW female orcs. One is holding a rolling pin and shaking her fist, the other is holding a baby orc upsidedown by its leg. I also have 2 or 3 female orc cheerleaders for Bloodbowl. They are rare, but there's two or three out there. Perhaps they are just effeminate orcs with particularly stylish hair squigs and strange lumpy chest growths.

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