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Vanaheim

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Everything posted by Vanaheim

  1. I am loving this Sturn. Nice backgrounds to the two characters and it's rally useful to a fellow newbie like me to see the 'out of character' narratives alongside key dice rolls, etc. Like you I'm starting to get used to interpreting the outcomes of rolls, what I'm less good at is thinking 'outside the box' when it comes to creating opportunities for my characters to make them. Th play aids you put together are very effective too. I'm going to use some of them in my next (solo) session. I wonder if you'd be willing to share some of the equipment cards you used too? I'm intrigued to find out what happens next, and also how well that combination of a Soldier and Apprentice will fare. Great posts
  2. Overall I think this is probably good news for the game in that it shows active support by FFG, and it allows them to make some more money (I guess the two are related). Too many otherwise good game companies have gone to the wall through lack of good business sense. The key is balancing income generation against aggravating existing customers with needless or badly thought through 'add-ons'/revisions and the like. I do agree with Universal Head in some respects though - lets hope these sorts of expansions aren't the focus of FFG commitment at the cost of putting out more general background, specific settings, etc.
  3. Regarding the benefits of the podcasts, I agree with you completely Gitzman. As a WFRP newbie I've found the few that I've listened to so far to be very instuctive, not just from a rules perspective (although I too sometimes get a little lost in the intricacies at times) but even more from the style of play angle. As to duration, I'm all for shorter 'episodes'. If it's a long session, say, four hours for example, it would be great if the podcast was split into two segments. The reason being I rarely have four hours straight to listen to a podcast - real life intervenes too often. Two two-hour podcasts would be much more convenient for me. That said it's not a deal breaker, I do have the option to pause the podcast and just leave the window or tab open until I can get back to it.
  4. Regarding the benefits of the podcasts, I agree with you completely Gitzman. As a WFRP newbie I've found the few that I've listened to so far to be very instuctive, not just from a rules perspective (although I too sometimes get a little lost in the intricacies at times) but even more from the style of play angle. As to duration, I'm all for shorter 'episodes'. If it's a long session, say, four hours for example, it would be great if the podcast was split into two segments. The reason being I rarely have four hours straight to listen to a podcast - real life intervenes too often. Two two-hour podcasts would be much more convenient for me. That said it's not a deal breaker, I do have the option to pause the podcast and just leave the window or tab open until I can get back to it.
  5. bigity said: That is correct. You would lose one favour (favor!) for the failure of the Invocation action, and also suffer any negative effects you generated the appropriate symbols for (Banes, Chaos Star, etc). If it had none, you'd suffer the universal bane effect if you had enough banes as well. Great, thanks Bigity. It's nice to know I was thinking on the right lines
  6. I've looked around for an answer to this one but found nothing, which makes me think I'm missing something obvious... At the risk of embarrassing myself, I have a question around invoking a blessing. I understand it's a two-stage process. First I need to pass an Invocation check, then I need to provide enough favour to fuel the blessing's effect. If I fail in the Invocation check, and roll a bane causing a negative effect, do I suffer that negative effect and also lose one favour for the failure itself?
  7. I'm very new here, in fact I've only just received the Warhammer 3e Boxed Set in the post a few days back, so I don't know too much about Fantasy Flight Games or their policies on updating games. However, I do know about business and marketing and the bottom line is Fantasy Flight Games are a business, ultimately looking to make money as well as produce great games. They do that by satisfying their existing customer base and attracting new ones. With so much scope to produce further scenarios and rule supplements, as other posters have stated it would be madness to alienate the existing base by even starting to talk about a fourth edition a mere three years after a major revision. All in all I find this a strange post, and a relatively pointless piece of speculation given it would kill sales of the third edition stone dead if they admitted something else was in the pipeline.
  8. Hey, that's a great drawing and a really nicely detailed history. Well thought through, well-rounded and entirely (in the fantasy context of course!) believable. I'd be interested in how it affected the people close to him too, workmates, friends, relatives, etc. Were they cultists themselves, or helpful in destroying the cultist group? Or did they leave well alone, sensing and fearing his insane rage? What's next for him? Is he the sort of guy who's going to intelligently seek out the higher echelons of the cult, or will he simply be the 'enforcer'? Disappointing you only got a couple of responses for what was a very nice post.
  9. valvorik said: Mythic Roleplaying is supposed to support solo play by using tables to generate "surprises" etc. It's interesting (and spark creativity solo or no) but will never equal a decent GM. Rob Thanks valvoric, I looked Mystic up. It looks interesting and I may just get it since it's so inexpensive but I've decided to take the plunge and get the Warhammer box set anyway. To be honest, it looks so pretty and I really like the setting so even if I can't make it work I'm sure I'll be able to use bits of the system or background. Thanks too for your comments SFMajor. It's nice to virtually meet another kindred solo spirit! What you were saying about Warhammer being quite abstract works in my favour, since I think it'll give me more opportunity to concentrate on the elements I enjoy - the setting, characters and storyline.
  10. angrydragon said: So how would you play any rpg solo i really dont get it..MY brain cant comprehend how you can gm and play by yourself, you would always know whats going on where is the "roll playing" do you just make characters and just roll dice and have them fight?? Sorry i just dont get it pls explain Well, for example I'd play through an encounter as a normal GM would, but handle the character's actions as best I can based on only what they could know. In a typical game the GM would do this for his NPCs - I simply extend the process to include character actions and motivations too. Gamers have to do this to an extent too, since they'll often know a lot more than their characters could but they have to play them in line with the character's motivations, not their own. This method often works to my own disadvantage if all I'm interested in is keeping the characters alive, or getting them rich, etc. Fortunately I'm looking to get much more from the game than that. As to the alternative of 'just read a book', in a way I am. Except I get to write it as I go along.
  11. Well, it's definitely feasible for some games (Traveller solo is relatively common for example) but I can understand it's not everyone's cup of tea. Of course, in the 80s almost all the gamers I knew would have scoffed at the idea that roleplaying with other gamers remotely, as is now possible with the Internet, was anything like a comparable experience to meeting face-to-face. Ultimately it depends on what you're wanting from the gaming experience. For me, it's the escapism angle (nothing new there I'm sure), being able to spend time on those aspects of the game that I most enjoy without fretting that I'm being selfish or 'stealing' other people's time simply to satisfy my likes, and lastly it provides the opportunity to play exactly the style of game that I prefer to play.
  12. I'm not sure if this is the best place to post what is a query really, but here goes. I used to have play WFRP way back in the days of the 1st edition, and I'm really keen to get back into the genre, particularly after reading reviews of the latest 'boxed set' version. However, for various reasons I much prefer to do my gaming solo now. There were always some issues with solo'ing Warhammer, what with the underlying intrigues and deceptions associated with the spread of Chaos, but is the latest version suited to solo play, and which adventures are best to try as a lone gamer (albeit playing 2-4 characters)? Any answers or views much appreciated, as I hesitate to stump up for Warhammer only to find it doesn't fit the way I intend to play. Thanks!
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