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BloodDrinkersSpaceMarine

New Fantasy GM looking for some tips

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Hey all im a new gm to warhammer fantasy roleplay and i am looking for some tips on running larger groups in the games as the core set is based around smaller groups of 4 or so people my gaming group has about ten people in it at current give or take a few at times.

One major question i have is how strong are the creatures and enemies compoared to starter characters in relation with those skull markings what type of creatures are going to make for a level playing field on a first mission?

Also what of the supplements are the best to i need another players vault and want to get all the career cards before we begin play.

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10 players eh?

Your fastest play will be with extra dice.  I recommend asking players to purchase a packs for the group.  You're also going to want to print off the basic actions sheet from the DOWNLOADS portion of the FFG resources page.  It's faster than sorting through cards.

If you've got the core, set and the players guide, you've got everything to get started.  The Players guide has ALL of the abilities up to witch's song on sheets of paper (you can just copy those).

I recommend reviewing the PREGEN characters in Liber Fanatica 7 and just handing those out first (the wizard and initiate priest will need further work-up).  If you've got players that want to make their own characters, let them go to town, but with 10, this game is pretty crazy for n00bs.

 

Jay H

 

..

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Hey,

Sadly I don't have now too much time to reply you.

I have regularly a large party made of 8 players. I can give you some tips.

The rules and mechanics of the game are clearly aimed for small parties of 3-4 players, you will notice as a GM as you gain experience with the game. The game in that sense needs a bit of house ruling (not too much) when you have large groups, but for now that point is not important.

The first thing you will need to manage such a large group of players, and hence large combat (and eventually social) encounters is a laptop and all action, creature, and wound cards scanned and in jpeg, pdf or whatever format you like (that to start with).

Of course this is not strictly needed, but will help you ALOT!

Without this, the amount of tokens and cards you need to handle will force you to have a GM  surface area the size of a football field, and you will need a GM screen the size of the Great Wall to cover it.

I will try to post you at some other time other things that helped me.

Enjoy

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hi!

10 people. wow, that's gonna be some long sessions!

i have around 5 to 6 players in my sessions, and gameplay is very slow if you dont react fast as a GM. also combat can be very time consuming as everybody has to gather his dice pool and figure out their results (not that easy when they start out)

 

as for the mosnters: it all depends how many combat based characters will be in your game, i have 5 combat based and i can throw pretty much anything and them. the only problem for my group are monsters with a high soak value.
so i would stick to the "standard" monsters to begin with, gors, skaven, maybe some undead…just for your players to get ahold of the world, and bring in the chaos-based later. depending on which campaigns you want to run i recommend at least one of the supplements with a chaos god. they all introduce new rules, new monsters adn actions. nurgle stands for disease, slaneesh for pride, tzeentch for magic (chaos magic though) and khorne for war.
all these supplements are very good.

and i would also recommend that you go and get AS MANY dice as you can find, online, in game shops etc. otherwise they game runs very very slow

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 How do you get anything done!!! I have five players and it took them 3 sessions to walk outside a **** city as they were continually getting accused of necromancy, arrested, attacked, thrown in jail yelled at, bullied or off doing their own thing.  3/4 of it wasn't even plot merely consequence of their actions.  You have Shallaya's mercy (or Nurgle's patience)  if you can handle that many at a time.  

 

I unfortunately can't help you so I will give you a non answer.  Like your players.

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To everyone thankyou for the replies i have used some of the information given to figure out how i am going to run my games. As a note i am not a first time Gm ive been running Deathwatch games with around about 10 players for over a year now and have a good understanding of how to do it, but i do believe fantay will be easier with such little need for bookwork.

Also i am a strong believer of more players means more fun and well ive run games of upto 15 players before in deathwatch.

Oh and no need to tell me history stuff on wfrp im a heavy tt player.

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