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About Kravel

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    , Michigan, United States
  1. I have island and bad lands. Lots of human junk and ruins. postal worker agent painter sushi chef ecologist explorer chemist used car salesman bouncer chef girl scout hunter The used car salesman can trade resources with another survivor in his space and that survivor doesn't have to agree to the trade for it to happen! The agent looks really tough.
  2. Tantavalist said: I've found it invaluable for having stats for Orks and Eldar. The Ork boarding actions have been a lot more varied and dramatic with the addition of Mega-Armoured Nobz as opposed to the brief Rogue Trader entry. I've used the book more often for RT than I have for DH, and my DH campaign has been running far longer. I should get a lot of use out of it, then. Thanks for the examples.
  3. Cifer, Thanks, that's the info I was looking (and hoping) for!
  4. I searched the forums but couldn't find an exact answer. For a GM new to both Rogue Trader and the 40K universe, how useful is Creatures Anathema? I'm okay with using creatures that aren't cannon in the wrong sectors, I'm just curious if the power levels work and if the rules match. Any advice and feedback would be great.
  5. I like the set up. Lots of cultural details and a couple of abilities. Each race seems unique and in a few paragraphs the major movers and shakers of their culture and their gods are discusses. Succinct and useful.
  6. Emirikol said: We've got a couple conventions coming up in the next 6 months. The one in october (milehicon) will obviously be WFRP2, but a couple friends and I have been talking about doing some "Living WFRP" for the following convention (GenghisCon). We're wrestling with which edition to run. Which edition do you think will bring in more NEW players into the WFRP hobby? jh p.s. "Living WFRP" would be set up so that players could bring their characters from game to game. I believe the technical term would be "Organized Play: WFRP." I'd go with the soon to be in print 3rd edition. I considered running 2nd but realized my players couldn't get the book.
  7. I think an update would be good, especially if you can more easily convert old info. I'm considering moving D&D 4E PCs to Warhammer 3rd edition (both rules and setting). If I can pull that off, I'd think a simple 2nd edition to 3rd conversion should be doable.
  8. Foolishboy said: If you watch the Gencon video's and I have, in film 2 Jay did go into some detail of what was in each book. 4 Books roughly 100 pages each. 1) Rule Book: Basic Mechanics+ How all the Boardgame bits work. 100 ish pages of rules sounds fine to me. 2) Games Master Book: An unparralelled Guide to being a Games Master. Lots of info on how and when to use the Boardgame stuff and how to write a WARHAMMER campaign (Not just any campaign but how to get that special Warhammer feel). A Full Bestiary which could easily take up half a book by itself, Note I have no idea how large the Bestiary actually is. A complete introductory Adventure, I think this is the Goblins and the Coach that we have heard about. Defending a Coach is very much a classic Warhammer scene but i'm not sure it could be considered a full Scenario, of course there could be a lot more to it than that or I maybe totally wrong on what the adventure is about. All of which sounds very good but it will be interesting to see it done in about 100 pages. It sounds like a lot of material to cover in depth in only 100 pages. Hopefully it has been achieved. 3) Magic Book: Detailing the eight colours, hedge wizardry, something on dark magic and a section about roleplaying a wizard. It sounds like there will be nothing on racial magic, most likely saved for future racial supplements, which I find annoying. RoSv2 was repeative, heavily padded, concentrated on Imperial Human Wizards to the exclusion of everything except Dwarf Runesmiths and left much to be desired IMO. So i think that it is posssible to write a better magic book than RoSv2 in 100 pages. Essentually if FFG removed the padding, Rune Magic and adventure from Rosv2 there would only be 100 pages left if that. However, it appears that like RoSv2 the Magic book will be very Imperial Human centric, so even if FFG make a good job of the material provided it may feel like a lot is missing. 4) Religion Book: This book will detail the 9 major religions of the Empire. So I guess 10 pages per religion and a little info on general religion maybe something on Dwarf and Elven religion and Jay says there's something on heretics/religious troublemakers etc.. (maybe that will include some Cultists). 10 pages per religion is enough to give a good overview. However, I doubt it will be on the same level as the Tome of Salvation and it appears that there will be little or nothing on Chaos Gods (Lesser or Greater), Minor Deities, Law Gods or other racial Gods such as the Ogres Maw. I maybe completely wrong but these are my best guesses based on what has been released by FFG. Likely, any owner of 1st and 2nd edition will get a lot of duplicate background info in this new edition. I don't see anyway to present a new core book and basic setting without going over already published info. However, Jay did say in the videos that the base rules would include some new info. I know I didn't have a lot of info on high elves in my books for example. And hopefully, the Empire will get some new details for a new campaign start.
  9. jadrax said: Kravel said: Ye Ancient One said: What I can't figure out is why $100 seems like so much for an RPG when a person is likely to get a lot of use out of it. Is it that likley? Most of the RPGs I own I haven't played for more than a few sessions. Very few get played a lot. I can see your point. I used to buy more RPGs but now I usually only pick up those I actually plan to play. Even so, for me, if I enjoy reading the books and sorting through the cards, the value would be there if the price comparision is reasonable. So far, the price looks reasonable.
  10. Ye Ancient One said: Initial expenditure is off-putting, even if you consider the quality and quantity of components. I just hope FFG knows what they're doing - I will probably get it, but I can see people on the fence shying away from a $100 price tag. I definitely think it's worth it, but the casual buyer will be sceptical. I'm not going to argue that $100 isn't a lot of money and to some too much for an RPG. For myself, though, I don't feel it is too much if I get my money's worth. FFG puts out $90 boardgames and continues to make them. And supplements for $60 for the $90 game. That price astounds me. I play boardgames maybe four times a year but I roleplay every other week. What I can't figure out is why $100 seems like so much for an RPG when a person is likely to get a lot of use out of it. If you played WFRP 3 for five months, every other week, at five hours a pop the price per hour comes out to $2. That is dirt cheap compared to any other entertainment out there. If you play a longer campaign or multiple campaigns the price becomes even lower. I suppose if you think it sucks after you buy it you're out the money, but the same is true of a boardgame. And you can always try it out at a con or with another group before buying, just like a boardgame. Again, I'm not trying to argue with anyone about the use of his or her own money. I'm just stating the dollar value I see here and that the price doesn't seem unreasonable (whether it is high or not).
  11. Armrek said: Only trouble is that the price might be higher in Europe where I live. I was wondering if FFG had a production site in Europe. I know that I gladly would participate in games design and production if it was placed in the central Denmark in Scandinavie where I live. If there was a production site in Europe the price would surely be nice! My backgound is from a group that started playing WFRP 1st ed and all sort of GW back in the early 90's and we did at some stage make a proposal for WFRP 2nd ed back in 1992 and sent it of to GW but it was sadly rejected. I don't know the FFG costs in Europe. Hopefully cost isn't too much higher. With all the retro games out I find it interesting that Runequest moved to a British publishing company and Warhammer has moved to the US for development. Interesting times.
  12. The price isn't a problem for me either, but many complaints are that the set comes with extras that aren't needed. I just wanted to do a comparision book for book. The hardcover part would make the new books less valuable to some, but info is info and I think the new edition does stack up price wise. I just hope the books aren't smaller than around 400 pages total.
  13. I checked the $100 price tag for 3rd edition vs. 2nd. Someone guessed the four books are around 400 pages total and I can't see them being much smaller. If they turn out to be smaller, than this comparision will be inaccurate. WFRP 2nd was 251 pages of rules, 4 pages of props, and 1 page of ad for $40. You another 127 pages from the Bestiary for another $30 dollars. 378 pages of rules total. If you throw in the GM Kit for an extra 32 pages for $15 you get 410 pages and a GM screen for $85. If 3rd edition is at least 400 pages long, the price looks high. But those 2nd edition books don't include 30 dice (which one could argue weren't needed for 2nd edition) and the extra cards you will get--30 careers, spells, talents, party sheets etc. If those extra cards contain game info that isn't duplicated in the books themselves, you might be looking at another 30 pages of rules in card format. And that price doesn't include the dice. 30 dice cost about $30 (which again you wouldn't have needed in 2nd edition). Or the other bits some GMs may or may not use. So, if the books are at least 400 pages and the careers and most cards are not repeated as rules in those books, the price is about the same between 2nd books and 3rd edition books and 3rd edition also gives you 30 dice and extra bits (but no GM screen, I figured the character sheets are about worth one GM screen). If the 3rd edition books are smaller than 100 pages each or duplicate a lot of the card info, then the deal might not look so good. But right now, it looks like quite a bargain if you use most of the extra bits (markers, stand ups, locations cards etc.)
  14. I've enjoyed all the previews so far. The previews have given a pretty good overview of the game from a player's point of view. But if I'm going to actually play the game, I'll be the one shelling out the money and GMing it, not my players. I'd expect many GMs are in the same position. I'd like to see some previews for GMs and some hard numbers. How many monsters/NPCs in the book (2nd edition didn't have enough in my opinion). How many pages in each book? How are adventures written and run? How long in the provided adventure? Does the GM fight over the dice and cards with the players or does he use another mechanic? How many actually players does the Adventurer's Kit support without card sharing (I can't find an answer anywhere)? I like the player stuff. But I'd like to know how the game will be like to run and how much support I'll get for my money right out of the first box (or two).
  15. I read a book at work discussing how the left side of the brain handles math and the right side handles creativity. In most roleplaying games, for example, when a die is rolled the left side will see the number produced and compare it to what it already known about both dice and numbers. Ironically, most of us will link dice to board games first, because most of played board games before RPGs, and then switch over to applying the result to RPGs. If the symbols for the new Warhammer dice become intuitive, however, your left side will kick off. The symbols don't compute to anything known. The right side of the brain will kick in, helping the left side determine what the symbols mean. This use of the right side will actually facilitate more storytelling (assuming the symbols are easy enough to consistently interpret) because the right side of the brain will be involved in every action rolled. I'm not a scientist or a mathematician, but I can see how this could really help storytelling. By contrast, I'm playing D&D 4E and everything is highly analytical: lots of adding and sorting added to which is the flat D20 roll used all the time. It really distracts me from concentrating on and telling the story. Warhammer 1E and 2E wouldn't detract from storytelling; the results aren't nearly as complex as in D&D 4E. But Warhammer 3E might actually truly enhance the story, at least according to the science I've read (and hopefully somewhat understood), because the right side of the brain handles both interpreting symbols and telling stories.
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