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Do it returns WFRP 4e

Started by Llew ap Hywel, May 24, 2017, 11:18:41 AM

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Brand55

I'm not sure if it's been posted elsewhere on these forums, but it turns out C7 is actually doing two different games. They're also doing an Age of Sigmar rpg: http://cubicle7.co.uk/warhammer-age-of-sigmar-roleplaying-game-announced/

Starglyte

Eh, I will wait to see if they have the license to make a new 40k rpg. Warhammer Fantasy was never my cup of tea.

Spinachcat

If you want a GREAT system to use for 40k, hunt down Waste World by Bill King. He's a 40k author, old school 40k player, and wrote a badass RPG with a system perfect for running 40k stuff. I love Waste World's own setting, but I run it like an Imperium deathworld.

Here's an in-depth review
https://www.rpg.net/reviews/archive/13/13937.phtml

TrippyHippy

Quote from: Starglyte;964955Eh, I will wait to see if they have the license to make a new 40k rpg. Warhammer Fantasy was never my cup of tea.
I doubt they will, honestly. The license is probably too expensive for the purposes of Cubicle 7 and within the cycle of game development they could probably do more with the fantasy game (i.e. return to 'classic WFRP' for the long term fanbase and build a new game for Age of Sigmar) than they could with the 40KRP games right now.
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Christopher Brady

Quote from: Omega;964127Um... You mean the game by the guy who online stalked one of the mods here and then created a fake site and doxxed said moderators RL name and info, and got himself banned? That game?

There's a story I missed here.  PM me the details, please?

Quote from: Omega;964127addendum: Got it. Just them reporting on the licensing of the game from GW to C7.

Was not interested the moment they said thy were going 'back' to 1-2e.
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RPGPundit

Quote from: David Johansen;964349I found 2e's magic to be too rigid and too linked to the schools of wizardry.  It made wizards pretty generic IMO.

Whereas 1e's magic system was practically unusable.
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Just Another Snake Cult

OK, now this is a very interesting and possibly quite cool development.

I personally consider WHFRP 1st Ed to be as much an "OSR" game as AD&D.
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TrippyHippy

Quote from: David Johansen;964349I found 2e's magic to be too rigid and too linked to the schools of wizardry.  It made wizards pretty generic IMO.
I'm not sure how linking schools of magic to the system makes it 'generic'? I personally thought the magic system that was used in 2E was one of the best things about the new edition.
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Christopher Brady

Quote from: TrippyHippy;965244I'm not sure how linking schools of magic to the system makes it 'generic'? I personally thought the magic system that was used in 2E was one of the best things about the new edition.

I think it's more that every Bright Wizard is the same every, every Jade Wizard has the same build, so on and so forth.
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crkrueger

The WFRP2 system had one problem: the critical failure chance was higher than the fluff would indicate.  Same with the priests and same with psychics in Dark Heresy.

The fluff was kind of lame too.  Elven short-bus magic created for idiot humans by the GMPC from hell, Teclis.  Also mages being semi-chaos creatures infested with their Color Wind (like Fire mages with flaming crazy red hair and beards) didn't seem to go over too well in a country where the templars of the dominant religion are now Witch Hunters (which I won't go into here).

The system of the colors themselves, and the various dark magics were fine.  Although Brady is right in that there simply weren't enough spells to spread around so many exclusive magic types.  Harn kind of suffered from a similar problem.  I always used the Black Magic from Dragonquest and Necromancy from WFRP1.
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Madprofessor

#25
Hmm... I felt like WFRP 2e's magic was anything but generic.  It was somewhat limiting but it was flavorful.  Once you chose a school/color (for human sorcery) or god for priestly magic you were limited to a pretty narrow pool of spells with similar theme and utility. This seemed a feature to me as it thoroughly squashed the quadratic wizard problem. A shadow mage could hide, obfuscate, and summon mists and ravens, but he could not set the town on fire or raise the dead. These limitations added to the character and feel of spell users IMO. The drawback is that all shadow mages have the same spell list, so a shadow mage is a shadow mage, but wizards from different schools could be vastly different and there were tons of schools to choose from.  I ran 2e twice a week for a year, and never once did the magic system feel generic.

...and I agree, 1e's magic system was a  broken unplayable mess (of course that's not necessarily a bad thing).

WFRP 2e was a great mid/heavy crunch game and I am certainly down if c7 want's to revisit it, or go back to the roots of 1e (which was slightly superior in tone, but I don't think the game was as good).

I have no interests in the monstrosities of 3e or Age of Sigmar whatever.  None.  At all.  Ever.

Baulderstone

I ran a lot of 1E, and the system was a little broken in places, yet it was fun anyway. What really made the game special was that it had a lot of the best RPG writers of the era working on the setting and the adventures. I never quite got the same feel when I looked at 2E books even though they did respectable job with the mechanics.

Whether or not I get into 4E is largely going to come down to finding writers that can get the tone right.

The Exploited.

Quote from: Baulderstone;966069I ran a lot of 1E, and the system was a little broken in places, yet it was fun anyway. What really made the game special was that it had a lot of the best RPG writers of the era working on the setting and the adventures. I never quite got the same feel when I looked at 2E books even though they did respectable job with the mechanics.

Whether or not I get into 4E is largely going to come down to finding writers that can get the tone right.

Definitely! There were some unreal writers working in WFRP 1e. It still has some of the best adventures ever written as far as I'm concerned (some classics in Warpstone!). I quite liked the Mechanics for 2e but I was pissed they got rid of the initiative mechanic (as it covered a lot of ground). But as for the flavor, I pretty much ditched the entire 2e cosmology and went back to 1st edition.

I'm not going to be too disappointed if iC7's edition is not great... I hope it is, but I've still got all my old books and would run 2e in an instant. There's also another game rule set beginning with the letter 'Z'.
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