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Daedalum

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Posts posted by Daedalum


  1. Listening to a recent Reckless Dice cast (see what I did there?), the topic of thinking of suggestions for Banes/Boons and rare outcomes came up. I often have trouble thinking up cool twists for the rare outcomes myself. I do like the listed outcomes on the action cards but something more universal would be cool.  The thought crossed my mind, a big fat deck of suggestions would be handy. Whenever a group was stumped for an idea, split the deck amoung the players and all shuffle through till someone hits a cool suggestion. Wouldn't want to overuse it but could save the GM some stress and fatigue.

    The cards would have Success results one side and Failure results the other. Much like Insanities, the cards would have traits to signify the relevance and context of the card. Eg, Social, Gold Tier or Pursuit, Urban. And so on. 
     Example:

     

    Name: Awkward Silence/Confident Display

    Traits: Social, Influence

    Failure Side:

    "The target fixes you with an icy stare. They remain uninfluenced.. " +1 bane: "...In fact, your remarks go down like a Dwarf Engineer's lead balloon...Gain 1 Stress ", with Chaos Star: "...the target recoils from you. The next interaction with the target by you or your associates will suffer +1 Misfortune dice and require an extra maneuver"  or +1 Boon "But you can tell you have unnerved the target, You or your associates next conservative action upon the target gains a Fortune dice"

    Success Side:

    "The target grins speechless and obviously positively influenced..." +1Boon: "...and they want to hear more. Your next social action on the target gains a fortune dice" +1 Bane  "However you outshine your companions, your associates next social action on the target suffers 1 misfortune" + Chaos Star "...The target is so impressed they are obviously intimidated by you, future reckless actions on the target gain +1misfortune while future conservative actions gain +1 fortune." Comet:"The target is so impressed they tell others of your talents at every possible moment, gain +1 fortune to social action on the targets associates"

     

    Any other suggested cards?


  2. Just upgraded my FG software to Ultimate on the strength of this, look forward to trying it out with my group. Few questions, is tracking token removal at end of turn automated? And do I need to know xml to create the libraries? is it better to create the libraries within FG or import somehow? should I hold out for next release (1.1) to build library?

    Cheers D.


  3. Hmm soon as I read calls for 'free' I can almost hear FFG close the browser and get up from their PCs to go do something else profitable. :P

    I always had an idle thought the race supplements or bretonian supplement could be stand alone intro boxes, would be pretty much like the new dwarf box plus dice, condensed rule book and a smattering of cards from the vaults enough to play. Would still be pushing $65 bucks when you add it all up though. And then you may as well pick up the core box if you can source it discounted.

     I think this game is one you really need to want to play to justify the investment, it isn't really an impulse buy or pick-up game. I often hear gamers say "WFRP3?, yeah I'd like to try that" and in my head I finish their sentence for them: "...as a player if someone else bought all the stuff"
    One thing I think that can be done is for GMs to go out and evangelise on behalf of this game. Play regular demos, encourage players to invest in the Players Guide or Vault, and foster more awareness of this great game. And waiting for offical support isn't the key, simply setting up games at your local store/convention is the best stratagy. Grassroots ftw.


  4. As much as I enjoy FFG WFRP3 forums, I don't consider them a good option for important discussions as FFG will probably delete these forums once they let go of the GW IP (or bring out wfrp4).

    I think I'll favour Strike-to-stun.net for posting archive worthy things.


  5. The Edge of Night leaves Ubersreik at a time of transition, The Burgers of the free town face the return of a noble family to authority. And various noble parties are set to vie for power. Maybe FFG plans to expand on this. I hope so. But the idea is interesting.

    As Machiavelli warns us in The Prince, such transitions of power can be fraught, and if it weren't, well that would be kind of boring :). Any thoughts on how things might play out? Ad who decides which noble wins power anyway?


  6. Callidon said:

    6) Tangential game support along the lines of more community involvement, sponsored game events at  cons and FLGS, audio downloads for NPC read-aloud text in their adventures, contests for scenario writing (and action card/mutation/etc writing) with cool rewards (if FFG can release awesome special edition rulebooks for the 40k line...they could come up with some cool premium stuff for this game).  This one is really important to me just to foster the continuation of this particular game in the world beyond word-of-mouth and clandestine chat-rooms throughout the internet.  I'm not naive enough to think WFRP can experience true growth in the RPG industry but...I'm not getting younger and those of us that have given a good chunk of our youth in spreading WFRP pox to our peers deserve some assistance :-)

    FFG releasing compositions and albums for WFRP ,much like Pelgrane Press have done for their Trail of Cthulhu Eternal lies Suite would be awesome.

    Lucien120, that ultimate WFRP case would definitely need wheels :P


  7.  Just for players, would be too much time consuming to count out tokens for creatures, let alone manage them.

    Player Wounds are simply represented by red tokens instead of unturned wound cards, cards only dealt for crits. But I'm considering giving the players their full Wound threshold of tokens in the plastic shot glasses, taking tokens out as they gain wounds. this would be so it is obvious when they hit their threshold as the glass would be empty. Saves players having to count their wound cards.  Wounds over the threshold would be dealt as unturned cards. But haven't tried it yet, not sure if its worth the effort.

     

    I think component reduced play is viable, Emerikol's group have experimented with lots of tracking methods. But I think it would require some degree of tokens, or some other tracking method for the things that fluctuate turn by turn


  8. Before our hopes are  euphorically confirmed or devestatingly dashed at Gencon or upcoming release forcast, let's hear your supplement wishlist or ideas.

    I want to hear blue sky, ideal ideas, unfetted by publication and licensing considerations.

    My ideal would be to see an apocalypse kit rather than a campaign. Something with advice and tools for implementing your own flavour of strife: large scale plague, insurrection,rebellion and civil war, invasion, natural disaster, magical disaster or wholesale forsaking of the Empire by the pantheon!...woah.


  9. Word to that UH.

    I'm seeing consensus on a particular theme here...

    PREPARATION

    As is always the GMs burden in a trad RPG the players only get out what the GM puts in (just kidding). But this game certainly rewards the GM for prepping and planning. All the tools and components can overwhelm a disorganised GM but as simpatikool points out organising those same components before a session is a great way to plan. Universal Head planning is the other end of the spectrum that we all aspire to, great stuff! Gets me thinking, would love to see some generic encounter plans that less graphicly competent GMs could fill out and prep on ;). In the interum, you guys mentioned planning to pick up the Creature Vault. The creature cards are deffinately a great planning and ingame tool. So here is some that you can fill out to tide you over, and is good for NPCs too

    creaturecard_mono.jpgcreaturecard_colour.jpg

    Some custom tools for the range of tracking methods descibed by Emirakol would be cool too. Got some crazy ideas involving magnets there...


  10. I'd like to hear peoples methods of running WFRP3. How do you keep an organised and efficient table once all the tracking tokens, puzzle pieces and cards are in play. Particularly for the GM as there can be a lot to track behind that screen.

     

     

    I'll get the ball rolling with one easy tip and a second thats a bit involved but does really help, honestly :)

     

    PAPERCLIPS

    These help on the GMs various tracking cards and on cards that are likely to get handed around during play, or that you would like to encourage players to interact with, like the Party Card or Favour Cards. Last thing you want is tokens sliding of the track.
    DSC_0693.JPG

     

    HASH MARKS

    I kid you not. I like tokens on the player side of tracking as it keeps everything visible and, well, tangable. But on the GM side, once you start a large combat, good luck counting out tokens for everything. The kiss principle is best here as you want o be able to get things running fast. So, how to track W,A,C,E fo a bunch of mobs for an encounter to haven't planned? I suggest placing a post-it note to the back of  the ceature card, a different colour for each mob. A,C,E is easy to hash off under the stat while wounds can be tracked beneath.

    DSC_0691.JPG

    Its quicker than een writing out the WACE and mob number on scrap paperand easier to track as the stats are right there. For mobs I only hash up to the indiviual wound threshhold so its easy to see when a mob member bites the dust. I've taken some coloured markers at coloured the inside underside of a couple of bases to match so mob tracking is easier.

    DSC_0690.JPG

    DSC_0692.JPG

    Well thats it for me any other wise or wacky suggestions welcome :)


  11. DSC_0679.JPG

    I've opted for a cheep and cheerful card box. Main reason is I want all the cards within easy reach, relatively organised (meaning a system other players will quickly understand and be willing to maintain) and easy to pack away in a hurry after a session without loss of basic order. I also wanted to go down the album path as I wanted to avoid flipping pages during a session and can still easliy hand a player a stack of action cards to thumb through.

    Box cost $8 from a collectable sports card shop. Also bought clear plastic Ultra pro boxes as deviders as its easy to slip a paper label in them. The mini size cards required me to make some card deviders and to build a simple card riser under them.

    DSC_0680.JPG

    Labels were simply cut out from a print out of the Card and Component List.pdf and folded into the clear boxes.  I've sleeved most of the action cards and bought larger Ultra-pro sleeves that can hold all of a set of basic cards or set of magic order cards etc.

    DSC_0683.JPG

    All the tokens, puzzle pieces etc, and the career stand ups also fit in the card box. 

    Unfortunately this game defys a single storeage solution and dice live in a seperate dice bag and Monster stand ups are broken out into the Creature Vault box while the Adventurers Toolkit box holds the Character sheet pads, Career and Party Cards. I forgot to include the GMs large format components like the Nemesis Cards and the campaign/adventure hand outs. And though they fit fine in either the Creature vault or toolkit for storage, I rather keep them in another box along with GM screen, GM notes and PC tuck boxes(though I use ziplock bags to store PCs).  Photo shows almost all components up to and including Omens of War and I feel there is plenty of space in each box for further expansions without the need to reoganise.

    DSC_0686.JPG

    Everything I'm inclined to transport in the photo above. All the soft cover books store nicely in the core set box (hefty weight!) and I rather leave them at home as the Guides do the job. Plan just print the relevant rules pages for Witches, Mounted Combat, etc and future rules and keep in a binder. 


  12. OK well first up, take a breath and relax, you bought the correct first purchase. :). My advice is to hold out till you have familarised yourself with the core set before ordering anything else. Better still get the group together and start playing, as adding the two extra players doesn't really require any more expansions or vaults. The cheapest way to add players is to just buy a couple more sets of dice and print out Basic Action Reference Sheet for each extra player (they can place their tracking tokens straight on the sheet or even cut em out like cards). The sheet can be downloaded from the FFG WFRP Support page. And bang you're off and running. All the adventure and campaign expansions are designed to be playable with just the core set alone. So don't sweat it too much, you are good to go with plenty of options for the first few sessions. A few games with the core set will also inform you as to whether you group prefers the default suggested play style of not having any two playes take the same cards/careers.

    Once you are familiar with the core set, download the Card and Component List, also from the support page. Study that and you will realise that the Player/GM Vaults are simply the cards and chits from the core set split into two boxes. No you don't need the Players/GMs Guidebooks to use them as the are just the same stuff as the core cards and chits, but repackaged But they don't include any rulebooks so you would need either the core set or Guides to play (or DL the PDFs i guess). And Yes the players vault has three sets of Basic action cards.

     I think the only reasons you would buy the Player/GMs Vaults is if you...
    a. Hadn't bought the core set but had the hard back rule books and wanted to try the cards and chits style or
    b. Have a play group that dont want to share and want extra bits for everyone (not very likely) or
    c. Want a spare set of cards and chits that you wont feel so risk adverse about for taking to conventions or
    d. You are a completist and really really need that small handful of/updated errated cards or
    e. Tell your players they should pony up and buy their own Player Vaults rather than wear out your lovely core set (good luck!)

    So, the Player and Game Master vaults dont add anything that isnt already found in the Core set. (but a Playe/GM vault combo gets you less dice than buying the core set). They also DON'T add any new content from any of the expansions,suppliments or adventures.

    The Creature Vault DOES add new content

    The Adventurers toolkit DOES add new content (including an extra set of basic cards)

    Further Expansion/Suppliment content can be seen listed in the Card and Component List.pdf (That list will makemore sense to you once you have explored the core set btw) Study that to get an idea of whats available in the different boxes.

    Yes there are plenty of monsters to get you started in the Core set and yes it includes an excellent adventure. The suggested play through of the adventure suppliments is probably "A day late a shilling short" (free pdf) --> "An eye for an eye" (core set rulebook) --> "Gathering Storm" (boxed campaign) --> "The Edge of Night" (boxed adventure) --> "The Witches Song" (boxed adventure).

    The big expansions like the Magic one, Faith one, Martial one and Dwarf one all feature an adventure as well that could be played any where the keeper sees fit amoung the others.

     


  13. Yep, not asking for anything for free, and also love the decks. I've bought all but the vaults and am happy with the cards, dynamic decks and the way the game is presented.
    But I also like to have some player info presented in charts/table form and am willing to pay extra for it rather than expect for free. I find some things easier to take in as tables when Im trying to get a broad picture of what is available and also think its a good way to present info to players. Hense I love the guides. In the mean time, sure, handing them a deck is fine. But there is an oppotunity for another product there for me to spend $$ there :P

     

    Updates to the free Living Indexes would be great, they are well done. And I'd make do with that but the -option- to buy updated data in charts and tables appeals to me. Pdf, Bi-annual hard back compendium, arkham horror style app, or, hell even loose sheets that could be added to special ring bound folders would satisfy. Set the price at whatever you like, just nice to have the option to be able to hand a player something that gives them all up to date player specific info without needing to plow through all my nicely stacked decks :P. Need only be player related cards really. FFG could charge what they like, I'd bite.


  14. It's a dilemma. I love the Players Guide, think its the best thing to give to players to get them acquainted and the bulk of their options. But the expansions are built round the card decks as dynamic collections of rules, actions etc that grow over time.
    So we're back to card shuffling and sharing (which is fine, but does render a big portion of the guides redundant). I think I'll opt for just letting the players get familiar with the guides and use those limited lists till they are up to speed. Then either let them loose on the updated decks or compile lists of the names of new Talents, Careers and Actions to bring their attention to the additions. If any grab their fancy they can hunt them out of the decks.

     

    This game has tried a lot of new things on many levels, would be hard to get such alchemy right first go so I think that makes me more inclined to be forgiving.  Also makes for interesting musing as to what might have been a better way to deliver the game.  Like you say, the addition of some kind of digital download that was updated after each release with complete lists and info on Careers, Talents and Action cards. It wouldn't need to include rules and I'd happily pay $10 bucks after every couple of releases for such a PDF.

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