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About AM_Odin

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    Eindhoven, Netherlands, Netherlands
  1. Good to know I'm not the only GM dragging this campaign out. We have over 10 4+ hour game sessions and my players are almost ready with the first part of the first chapter (escorting Clothilde will be the next thing that is actualy planned in the storyline).
  2. I had an excellent time playing the original Enemy Within and am now in the process of GM'ing the new Enemy Within. I have to say I completely agree with Necrozius on nerfing the players (but reading through this forum I suspect we have a similar GM'ing style). As for the orginal TEW I recall the monsters are rather weak to begin with around Death on the Reik (can't recall much combat in Bogenhafen). I would go for upping the monsters and use some trackers for the big showdown in Wittgenstein. See this thread I started for a lot of good ideas on big fights: http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=165&efcid=46&efidt=. As for player advancement, I wouldn't worry about it too much (but that is my play style). I give 2 xp at the end of every gaming session, making most of my players on or around rank 3 now (and we are still in the docks of Averheim . As a group we have had two evaluations of this system but most of the players rather like it. It gives them a chance to develop a character they want and doesn't punish them if they want some changes later on in the story. Challenge dice and misfortune dice keep most everyone on their toes, and my are these heroes interesting characters. For me a plus is that I didn't just buy a lot of boxes full of tokens and rules, but almost everything gets used (I just hate supplements everyone has read, but no one has ever played with). To wrap up, character development (XP's) is a system to give your players something to plan towards while playing. But for the real roleplaying it's all narrative. Now I shall clear the floor for the people who disagree with that one
  3. Aside from the astonishing and ridiculous lack of dice for the game, I wouldn't be too quick to say FFG is not developing add-ons. Just to be sure I made a quick list (using publications dates listed on The Book Depoistory site). This is what has been published and when: 25 november 2009 Warhammer Fantasy Roleplay 2 december 2009 Warhammer Fantasy Roleplay Dice Set 21 december 2009 Warhammer Fantasy Roleplay: The Adventurer's Toolkit 18 may 2010 Warhammer Fantasy Roleplay: The Gathering Storm 18 may 2010 Warhammer Fantasy Roleplay: Game Master's Toolkit 10 august 2010 Warhammer Fantasy Roleplay: The Winds of Magic 12 october 2010 Warhammer Fantasy Roleplay: The Edge of Night 7 decemmber 2010 Warhammer Fantasy Roleplay: Signs of Faith 11 january 2011 Warhammer Fantasy Roleplay: Player's Guide 11 january 2011 Warhammer Fantasy Roleplay: Game Master's Guide 25 january 2011 Warhammer Fantasy Roleplay: The Creature Guide 11 january 2011 Warhammer Fantasy Roleplay: Player's Vault 11 january 2011 Warhammer Fantasy Roleplay: Game Master's Vault 25 january 2011 Warhammer Fantasy Roleplay: The Creature Vault 5 april 2011 Warhammer Fantasy Roleplay: The Witch's Song 27 december 2011 Warhammer Fantasy Roleplay: Omens of War 10 january 2012 Warhammer Fantasy Roleplay: Black Fire Pass 10 january 2012 Warhammer Fantasy Roleplay: Lure of Power 12 june 2012 Warhammer Fantasy Roleplay: Hero's Call 4 december 2012 Warhammer Fantasy Roleplay: The Enemy Within That''s three products in 2009 (including the now missing dice). Five products in 2010. A huge glot of products in 2011 (although the vault/guide cominations should only count as one each. And four products last year. That is excluding the POD titles and the dice app that is only usable on Apple telephones and tablets. I wouldn't call that too shoddy, although I have to add that a lack of any january release this year is a bit odd, why not hold the complaints and the random rumormongering if they also miss a publication in may?
  4. Well if you plan to give the players an extra day you could exchange the 6 fatigue for a severe hangover (add 2 misfortune to every action for the morning?). As for the cult track filling up, look at what the players have actually found out and maybe you can do a light behind the scenes reset. Give the players an extra day to sort things out and discover the rest of the mystery. Perhaps the Schlaff was administered a day early by an overzealous member of the cultists and now the cultists are nervously planning to poison everyone for a second time. That will give these people something to do while the players look for the dwarf. Are the beastmen behind the abduction? Maybe the have stolen a (freshly imagined) all important ritual dagger from the cult, or one of the books the cultist need to finish their ritual. That would slow them down, maybe one or two will travel with the players. Or, if it is a fight you like, perhaps the cultist take over the house as the players rescue the dwarf. Reclaiming a hunting lodge, saving what remains of the real inhabitants and fighting a daemon after taking on a forrest full of beastmen to save a wounded dwarf. Well it sounds heroic… Always remember that as a GM you know much more then your players ever will, which gives you a chance to improvise and change to fit the actions of the group. In the end the scenario's that turn your hair grey because they went off the rails in the first minute are the ones most fondly remembered by everyone.
  5. Thanks for the explanations Valvorik, it makes a lot more sense now. I missed the wound on the demigryff so that is a nice tie-in as well.
  6. It is a rather odd red herring to leave behind. The wounds are not enough to kill a person and weak signs of black magic about the bodies are certainly things my players will want to resolve. As a red herring it is almost as bad as Beatrice or going for the previous incarnation of TEW the people telling players to stay away from the castle because of the weird mutants. Don't these people read Pratchett? Don't go near the castle indeed.
  7. Ah thanks, it was because of their let's say thirteen other activities that I was in doubt.
  8. Maybe a silly question but I can't figure out who killed Klaus Keller (p. 35) and Hermann Halheimer (p. 38). It is not the main antagonists in part one, but who is it? Can anyone point me in the right direction?
  9. I think it is mostly a matter of gaming style (and willingness to adapt). I use a 2 xp points per game session rule in my campaign. All characters starting TEW are at rank 2 and at the pace we are playing will most likely hit rank 3 somewhere just after the garden party (though maybe/hopefuly after the end of chapter 1). That will mosly mean adjusting some encounters, but that is not that big a problem with WFRP 3rd I think. On the whole I hope my players hit epic rank around chapter 3 so they will actually have some time to enjoy all the super epic powers before we all retire and start a new campaign. All in all it is down to playing style I think. I like to give my players a feeling of being liberated and empowered individuals traveling through a downtrodden world. I believe another school of thought thinks the players should be among the downtrodden (but where is the fun in that on a saturday night?).
  10. I don't use highligters in the books as I would still have to go through it page by page following the players. In stead I make a summary of the adventure. I use one page A4 max per scene with name and one sentence descriptions of the mayor npc's. I can hang that on my GM screen so I remember who is who in a village. For the acts I use shortened versions. I reduced the 51 pages of the Witch's Song to a 7 page summary with practically every chapter reduced to a single A4 detailing the most important parts of the different acts. NPC's are cards (very useful) and for complex things I always make a note in the summary to the right page. I never read the descriptions and monologues given in the books. It is more a guideline as to what is going to be said then what will be said if it is up to me. So my advice is skip the highligers and go for a summary.
  11. Just got a response from customer service tellig me to buy more core sets, gm-vaults or wait and hope. The apps are useless to me, I run an Android/Windows household. What a sad way to treat customers.
  12. There are no better or worse ideas, just different ones As to non-combat characters in combat. I think they should be at a severe disadvantage if they start stabbing or shooting. What helps a lot is killing any silly ideas of learning languages as a skill (I stole this one from someone else, but I forgot who) and just make all languages English (or in my groups case Dutch, but you get the point). That way a rogue can start distracting creatures with lies, or other more social manoeuvres. It also gives you a chance to have the players listen in on monsters griping about guarding doorways and the like. In the same spirit, and then I'm far enough off topic for one day My player's characters will never die unless the player wants it. They may get interesting scars, go utterly insane and mutate beyond recognition, but they will always come back up, cure and fight another day unless the player wants his character to retire. The reasons are many but in the most basic part. We did not as a group just spend months building up a character and getting to know him or her only to have him die without the right story elements in play. That is what standard NPC's and henchmen are for and with that I do manage to (barely) get back on topic as I now have a way to stop major NPC's/nemesis types from dying with a splay (the returning is never a problem, just give them a scar or some animated new limbs and return the creeps
  13. What an amazing piece of art Gitzman, thanks for sharing this. Did you use some special software to create the map or is this pure Photoshop?
  14. I think I see your point. The addition of extra misfortune does little to help againt ultrakill actions like the wood-elf waywachter in our group who has a Rapid Fire action that reduces a rather heavy rat-ogre from around 20 wounds to 2 wounds in one (very risky) action. I also like the idea of changing DR to Pierce. But on the other hand, that would take away my option to hang some heavy armour on important bad guys. So as to heavy armour for my players I use encumbrance. This is by the way the first time in 30 years of roleplaying that I actually manage to use encumbrance for more than one session (home made item cards rule . Wearing heavy armour, a greatsword and a backpack full of assorted knick-knacks means being encumbered in combat, getting extra fatigue and Initiative penalties. So the lightly armoured characters are at an advantage on that front, plus it answers the age old question on why a rogue would not wear half plate (it reduces the amount of loot you can carry). I see the point of changing the rules to balance things out, but my preference goes to keeping the unbalance and finding story elements to make it work.
  15. I don't know about lowering damage and soak values for players. In my opinion my role as GM is to help everyone have the best time possible as we collaborate on a story. I think doing this would give people the feeling I'm lowering the value of their characters with actions that only influence combat, not the way the story is played. Last saturday I did get a chance to implement some of the other ideas as my players valiantly fought the Skaven grey seer and his rat-ogre bodyguard. It turns out I missed the line in Edge of Night that allready gave the seer +2 misfortune dice versus ranged missile and magical attacks, which did a lot to hinder the groups archer. I added three regular clanrats to the mix, two to dish out damage and one to hold a guarde position to protects his clanmates. On the whole the damage these rats dished out turned out to be just enough to make the players worry. Upon seeing a magic user the entire party ignored all other combatants to focus output on this threat. All I can say is 'long live Skitterleap' which teleported te seer right into all the players not made for close combat, while leaving the fighters horribly exposed to the other threats. In the end the Rat Ogre managed to knock the groups Sword Master unconscious (and give him a critical hit). But in return it was damaged enough to be shot after this round. The seer dealt some damage to the other group members, managed to monologue (a bit) and Skitterleap'ed out of the scene to return at a later date (I skipped the hunt after him from the scenario as the evening was drawing late). The best part however was when our Acolyte of Ulric gave a wolfs howl and dealt 1 stress damage to the seer, rat ogre and the one clanrat still standing. The clanrat at that point had only 1 wound left so the pathetic creature heard the priest howl and died of a heart attack caused by fright. I love 3rd ed. and the way some rules just add to the story (chaos dice are even better of course . In all adding misfortune by thinkig up story elements (warpstone mist around the seer) and adding some bad guys that work for defence (or get knocked over while defending because compatriots roll chaos dice) makes the combat last long enough to be interesting (prevents the 'splat' moment) without threatening the lives of all players (not my style of campaign). Thanks to all who contributed to this thread.
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