Showing posts with label WFRP2e. Show all posts
Showing posts with label WFRP2e. Show all posts

Wednesday, 20 April 2016

On Whiff: Skills as Permission, Tests as Saving Throws


Hello, is anyone still here? Here, I teach Gradma to suck eggs.

Over on my other blog, I wrote a post titled Skills as Saving Throws. A much shorter version of the post is this: 
I have, in the past, run skill based RPGs in an unsatisfactory way. Some of this is prompted by poor refereeing advice in published adventures, and some by the temptation to ask for a dice roll as if the players rolling is the game, rather than the players making choices.
Recently, I have taken to using an 'old-school' approach; treating skill tests as Saving Throws. I am no longer treating them as rolls to accomplish, but rolls made to avoid failure when failure would otherwise occur. In trad. D&D, you don't avoid traps etc. way of Saving Throw, by rolling dice. You avoid traps by clever play, good (or fortuitous) choices, and only when you have stepped on the trigger do you roll to Save.
This relates to WFRP because WFRP is exactly one of the games that I have refereed poorly in the past. I have been unable to find the blog post in which someone wrote of the mistakes that they made when running Shadows Over Bogehafen, but I'll sum it up the source of much of his dissatisfaction - asking for Fel tests for ordinary interactions and the attendant frustration and failure. WFRP is often accused of being a system in which PCs are incompetent, with starting characteristics around the 30% mark.

The way round this is not to make a whole load of Skill Tests 'Easy' or 'Mundane', applying modifiers as a matter of course. The way round this is to not roll dice at all, at least most of the time. Most actions that a Player might have their PC accomplish don't need a dice roll, if the PCs have the required skills/background and have chosen suitable courses of action. In an idealised old-school game (see Matt Finch's Primer), the play is in the talk over the table and the choices the players make on behalf of their PCs. When the dice come out, something bad is about to happen - in these kinds of gritty, lethal games, combat is the key example.

Combat is always rolling to 'save', in circumstances in which conditions are such that failure is likely. In combat, the referee is provided with mechanics for determining the consequences of failure. For most skill tests, the referee has the responsibility of determining the consequences of a failed skill test. That a trained person might 'fails' 70% of the time in such circumstances should be always borne in mind when considering the consequences as well as whether to call for a skill test at all.  

I don't see any reason why in most cases, where a player chooses a course of action that will require a skill test, the referee cannot make the (likely? possible?) consequences of failure plain before the choice is finalised. I've been trying to do this, and I feel it leads to better play, on the part of both the players and, importantly, the referee. It certainly has helped me avoid both the 'unchosen skill test' that is all too present in published scenarios, in which a passage of play is not a series of choices, but a series of dice rolls, as well as the inconsequential skill test, in which a failed skill test carries no cost, as an NPC or other referee-devised contingency steps in to fill in the gap. 

So, I prefer to think of skills (which are all or nothing affairs in WFRP) as being 'permissions' for certain actions to be taken, or to be taken without a dice roll at all, and the percentages to be the equivalent to 'saving throws' to prevent everything going very badly wrong.

Incidentally, a BECMI 'Normal Man' has Saving Throws in the 14-17 range, which roughly amounts to a 30% chance of success.

p.s. Thinking of skill tests as 'rolls to save' rather than 'rolls to accomplish' doesn't quite capture all circumstances. But I feel that most occasions in which it is difficult to conceive of the skill test as anything other than a 'roll to accomplish' - for example, when searching for information in the Library of Verena - can be dealt with by looking at skills such as Animal Training, or the Dark Heresy system, in which, roughly speaking, failed skill tests cost time. And if time is of no consequence, neither then is the skill test. These type of skill tests should be conceptualized quite differently to 'rolls to save', and one way to ensure that this is done is by being as explicit as possible about the consequences of failure.

Thursday, 16 July 2015

Too much change/Not enough change

Right. It is about time that I weighed on the big debate about changes in Warhammer. I've had plenty of time to consider the rules and setting material.

WFRP2e didn't go far enough! I'm not talking about the system, which included improvements over that of 1e, while remaining close enough to the original for the two games to be speaking dialects of a common language. No, I'm talking about changes to the setting.

WFRP2e's Old World is an immediately post-war setting. And not just any war, but an apocalyptic war that depopulated vast areas and shattered political and social structures. And this is a world in which there are dark things in the forest, inhuman powers to turn to in desperation, etc. 

I know that some of the adventures add a few post-war details, but the feel of the thing is not one in which WFRP2e feels like it ought be played as Twighlight: 2522? Why isn't the whole of the eastern Empire up for grabs for armed men and women with the will to take it? Why doesn't the setting feel like Mad Max crossed with post-Black Death Europe? Why, for all the death and destruction, for all the population=0 in the gazetteers, does the WFRP2e Old World feel more structured and stable than that of WFRP1e? 

For one, it is simply much more detailed. Exhaustively detailed. I own nearly every book for WFRP 1e and 2e, and the 2e setting details are not just exhaustive, they are exhausting! They are some really well produced books, but they are so full of detail that it literally tires me out. Perhaps this is because I read these book as a GM, constantly thinking about the way in which I can incorporate these details into actual play.


But what of this detailed setting itself. Well, remember that the reason the setting of the RPG was changed was to keep it in line with the wargame. A wargame of Emperors riding Griffons and in which every other Graf is nigh-on a superhero, rather than ordinarly weak men, corruptible politicians in a dirty, confusing world. But that's not all of it. Classic D&D has rulership and personal combat/magical ability pretty tightly woven together, and yet built into Classic D&D is also the idea of the lawless, unstructured frontier ripe for adventure - in fact, this implied setting justifies the link between personal ability and rulership. No, being tied to the wargame seemed to demand a setting in which the lines between 'factions' were solid, and the factions themselves were solid - how else could these political entities survive in a world of endless war? Just like the structure of a television show, while it is acceptable to have disruptive events, by episode end the status quo must be restored.

Oh, Age of Sigmar? As Zhou Enlai supposedly said of the French Revolution, 'It's too soon to say'. I'll get back to you in a decade.

Wednesday, 24 June 2015

Website: Winds of Chaos


Winds of Chaos is a 'dead' site, in so much that it doesn't seem to have been updated since 2011, and that was only an 'I ain't dead' post, the first since 2009. Nevertheless, the site is still up, and contains a wealth of resources useful for any WFRP player, and perhaps useful to any Warhammer Fantasy Battle player keen to put a put of 'narrative' and bring a bit of setting depth to their campaigns. You know, to make the miniature game the wargame/role-playing game hybrid that was the suggested by WFB1e (and, some time later, Warhammer 40,000: Rogue Trader).

Probably the most useful content on the site is that produced by Dave Graffam - maker of fantastic paper model kits - under the tab 'Encroachment', including a 26 page expanded character creation booklet for WFRP2e. This is perhaps more than you might want, but it tells you something of the quality and depth of the resources. I also think that the WFRP Treasure Generator is a wonderful piece of work, useful in nearly any FRPG that requires a quick system of finding out 'what has it got in its pocketses'. In fact, the WFRP2e folder on my PC contains a sub-folder which I have called 'Dave Graffam's Excellent Resources', and I'm not sure I have any other folder whose title contains a superlative. So that says something.

The comprehensive set of maps of the Old World, by Andreas Blicher (based on work by Alfred Nunez Jr., with Dave Graffam providing some graphic design on the 'parchment' versions), are also a must-have for any WFRP GM.

Sunday, 21 June 2015

Army Books as 'Lore': Tilea in Dogs of War

A while back, once there were no more WFRP1e books to buy - that I could afford anyway - I decided to turn my compulsive book buying towards Warhammer Fantasy Battle 'Army Books'. I had spotted that the WFB4e and WFB5e Army Books were selling on eBay for a quid or two, often in batches. Obsolete in terms of rules, outdated in terms of setting, but not entirely useless to a WFRP GM interested in fleshing out the world.

Here, let me show you.


Excepting the 'gems', I'd guess I barely paid a tenner for these, all in. While WFRP players cling dearly to 'outdated' books, and sneer disdainfully at the new, WFB players ruthlessly abandon the obsolete, it seems. Of course, one way to understand this is that WFB players need to find opponents who share their rules, while GMs impose their rules upon hapless WFRP players.

Anyway, the 'gems' in this little collection are White Dwarf Presents: Chaos Dwarfs and Dogs of War.


In fact, Dogs of War is my favourite Army Book. It doesn't really matter how good, say, the Elf or Dwarf Army Books might be, as the material is so familiar, having been recycled and regurgitated so many times through each edition of the game. And the Empire? Well, any WFRP GM has better material detailing the Empire than he or she might find in an Empire Army Book. And that is even if I were to cleave to a higher fantasy conception of the Warhammer world than that of The Enemy Within. But Dogs of War? In Dogs of War I can find bits and pieces about the lands beyond the Empire, about Tilea, Estalia and beyond. There is so little 'official' material about these places; Brian Craig's Zaragoz, a brief mention in the WFRP1e rulebook's World Guide, a bit of material in the WFRP2e Companion, and so on, but where else? Dogs of War fills in a few of the gaps, and provides the bones, or at least a sketchy outline, of something that I, as GM, can fill.

The background of each regiment (not all of which are Tilean - there are details on Golfag's Ogres, Long Drong Slayer's Pirates, Al Muktar's Desert Dogs, &c.) and  is full of small details that could easily be incorporated into a WFRP game:


The fact that Dogs of War regiments are accompanied by all manner of 'special characters', not all of which are wham-bam! heroes or wizards, means that the book contains the foundations of very interesting and colourful NPCs - possibly patrons to the adventurers; the genius Leonardo da Miragliano (and his 'scientific' items), Lucrezzia Belladonna, a ruthless, politically powerful sorceress, Marco Columbo, 'discoverer' of Lustria, &c.


The history and social structure of Tilea is also discussed - and a timeline is provided - which, as the Tileans are notable explorers, includes passing discussion of other parts of the Warhammer world.


Of course, there are WFRP community developed resources detailing the world beyond the Empire, but more of that another time.

p.s. I notice that, in Dogs of War, Games Workshop asserts that such pre-existing terms as Grail Knight, Knight Errant, and, laughably, Skink, are Trademarks. In the contemporaneous Brettonia book, GW make the same claim for Chivalry! 

Thursday, 18 June 2015

More Than the Sum of its Parts - Giving it 160%

I thought that a suitable first post would be one that discusses one of my favourite WFRP books. It isn't the WFRP 1st edition rulebook. It is not one of the parts of The Enemy Within campaign. It is not even either of the Realms of Chaos books, which, if my shelf ordering 'system' is anything to go by, are WFRP books, not Warhammer Fantasy Battle. No, it is a book that exemplifies the way in which WFRP can be so much more than the sum of its parts.

More than the sum of its parts. That could describe WFRP, pretty much. It wouldn't be entirely unfair to suggest that it has a 'clunky' system, or that it has an undeniably derivative setting - complete with avaricious, drunk Dwarfs in the mountains here, haughty, magical Elves in the forests there, even jolly Halflings in an idyllic Shire (sorry, Moot). It would certainly be true that both system and setting were built on the foundations of a wargame, which, while Warhammer Fantasy Battle 1st edition (the White Box) did describe itself as a 'mass combat role-playing game', means that the foundations were built to serve a different purpose to that which they were eventually put. Despite all this, WFRP is a role-playing game that has had a much greater effect - indeed affect - on players and GMs than the combination of these ingredients would suggest.

My choice of book to exemplify the way in which WFRP can be far more than the sum of its parts will probably be surprising, given my grognardly ways. I'm going to talk about one of the polished, focussed books [over-]produced by Fantasy Flight Games during their brief tenure as the publishers of WFRP2e - the Career Compendium. In fact, it was the very final book produced for WFRP2e!


More than the sum of its parts? Yes indeed. This book is at least 80% 'crunch'. It shares much, at first glance, with the kind of books that other systems might call something like 'Player's Options'. You know, the type of splatbook that details new classes, powers, &c. In the Career Compendium, we find that 230 of just over 250 pages are dedicated to describing the mechanical details of careers. Yes, I know that strictly, if every bit of those pages were crunch, that would make for something like 92%, but...

But the Career Compendium is also 80% 'fluff', bebacuse the fluff is so thoroughly integrated into the crunch of the career system. The career system of WFRP is constitutive of the Warhammer RPG setting. Even if we strip out the wonderful 'fluffy' details, such as 'A Day in the Life' sections, and the adventure seeds provided for each and every career, we are still left with the mechanical nuts and bolts - the advance scheme, the skills, talents, trappings, entries and exits - which, alone, tells us a great deal about the world. This crunch does so in a way in which, for instance, the deliberately (and invaluably) generic system of Classic D&D's class and levels simply does not. Classes work best, I feel, as role archetypes, not concrete descriptions of a character's social and economic position. Now, in the OSR there are interesting exercises in revealing the implied setting of D&D, deriving this world from the class system, the level names, the random encounter tables, the treasure tables, &c. See, for example, the fantastic work done by Chris Kutalik. But this is implied setting, and relatively covertly implied at that. The diversity of games that we ran using Classic D&D and the like, and that we now run using Swords & Wizardry and Labyrinth Lord &c., suggests that these implications are easy enough to ignore. And easy enough to omit by ignorance, rather than design. There is no such possibility with WFRP - if you want to ignore what the system tells you that the world consists of, you have to consciously decide to do so. This is even true if you were to run a game of WFRP, based solely on the first edition rulebook and ignoring Chapter 7: The World Guide. Treat the Warhammer world as just another sample setting, and you will still find that the career system contains a great many assumptions about the way the world works and what it is to be an 'adventurer', assumptions that add colour to any game of WFRP.