|Warhammer Fantasy Roleplay | Published 23 September 2010||Rating||36 votes|
Perilous adventure awaits those fate has chosen as its champions...
Since its release, Warhammer Fantasy Roleplay has received enthusiastic acclaim for its new take on the Old World. With its innovative components, intuitive dice pools, and high production values, Warhammer Fantasy Roleplay is a truly unique way explore a world of grim peril with your friends. As WFRP’s fan base continues to grow, Fantasy Flight Games is dedicated to providing new and veteran players multiple ways to enjoy their game.
As we announced previously in our Sifting Through Shadows preview, there are several new products on the way that break up the Core Set materials into individual titles, giving fans new options in how they enjoy WFRP. These products come in the form of Guides and Vaults. Guides are hard-cover books that contain rules of play, and when used without components, offer a more traditional roleplaying experience. For players wishing to use them, Vaults contain all the additional components that make WFRP such a revolutionary roleplaying system. Now players and GMs can customize their game experiences to fit the need of their play group, choosing which product will best complement their existing materials.
One of these products is the Player’s Guide, a hard-cover book containing all the essential information a player needs to make and play a character (including a way to play WFRP without additional components). Today we’ll take a closer look at what comes in this book, which is bursting with over 300 pages of information.
The Player’s Guide compiles all the Warhammer Fantasy Roleplay Core Set player information into one hard-cover package, including the rules, card summaries, and updated examples of play. By summarizing all the information from the career sheets, action cards, and ability cards, the Player’s Guide lets groups choose to incorporate however many components they like (including none, if that’s your preference).
The Player’s Guide contains the essential rules and information needed to start playing Warhammer Fantasy Roleplay—including streamlined rules for gameplay, character creation, exciting combats and engaging encounters. It also showcases Warhammer Fantasy Roleplay’s innovative career system, and makes it easy to reference hundreds of exciting actions, spells, blessings, and special abilities from the original Warhammer Fantasy Roleplay Core Set, as well as numerous expansions—now all in one handy resource.
Today, we’re pleased to preview several pages from the Player’s Guide, including the componentless format for careers and actions, as well as a sample from the updated chapter on modes of play!
Whether you’re new to Warhammer Fantasy Roleplay or a veteran gamer, the Player’s Guide is a valuable reference you’ll want to bring along on your adventures in the Old World.
And remember, for players that want to complement the information within the Player’s Guide with WFRP’s innovative components, the Player’s Vault contains all the necessary cards, sheets, and tokens to create, play, and manage their Warhammer Fantasy Roleplay characters. Check back in the coming weeks for more information on these exciting new Warhammer Fantasy Roleplay products!
Warhammer Fantasy Roleplay is a roleplaying game that sets unlikely heroes on the road to perilous adventure, in the grim setting of Games Workshop's Warhammer Fantasy world. Players will venture into the dark corners of the Empire, guided by luck and Fate, and challenge the threats that others cannot or will not face.
Excellent. I am glad that FFG is providing a hardcover option for old grognards. Happy to see this new direction, although I still love the mega-box set!! Hopefully we'll see pre-painted warhammer minis for use in play.
Yes, and I'm looking forward to all the WFRP products. Still waiting for the Signs of Faith and some more info when will we see all the products such as Guides and Vaults. Maybe this week we will see some anwsers, please FFG!
I am really looking forward to the Player's Guide. Why? Reading through the sample PDF's, I really liked the expanded explanations of rules, and the additional illustration of the rules through play examples. If play examples like the one in the sample PDF appear consistently through the book, I will happily pay the same price as I paid for Death Watch. Okay, make that, as long as it has a good index and table of contents. Very nicely done!
(The Player's Guide looks like it is very well developed from the sample PDF. Wonder why it is not listed under "Upcoming" on the website? Oh well, maybe soon.)
While the The Player's Guide looks very promising, for those of us interested in continuing to use the components, it sets a dangerous precedent. This is the same two product format for the Creature Guide and Vault. So far FFG has not said whether the Creature Vault is stand alone or also requires the Guide.
If you follow the logic above, "...for players that want to complement the information within the Player’s Guide with WFRP’s innovative components, the Player’s Vault contains all the necessary cards, sheets, and tokens to create, play, and manage their Warhammer Fantasy Roleplay characters", this is basically stating that you will need both. If we want to continue to use components, are we going to be spending $70 for each new expansion now like the Creature expansion? (Actually $90 for the Player's Guide and Vault)
It's a good thing FFG makes it possible to play without all the cards and tokens, if wanted. In my gaming group, we thought it was a nice and new take on rpg games, but we have had a hard time keeping everything in order during sessions.
But what about the content of this vault? While I think I'll appreciate this book, there are a few things nagging me:
1) FFG puts quite a lot of effort of what is almost just a reprint of already published material. They should put their major focus on new material.
2) With all player-related content gathered in the Player's guide, it makes Winds of magic and other supplements kind of obselete. Was it really worthwile for me to by the Winds of magic, with this book in the pipeline?
But all in all, I think it's a good thing FFG addresses the issues with all the cards and bits, confusion regarding story mode and others.
Looking forward to picking this and the other new books up. Great to see.
It's great I must say but when will we see it avaliable?
For those who hate all the stuff coming with this new edition?
Thank the lord!
@Pneumonica: As you can see in the career sample, new careers (from Tome of Adventures up to Signs of Faith) and similar stuff (actions, spells, and other things that are of immediate relevance for players) are included in the Player’s Guide.
I am certainly looking forward to this. One of the issues I've had with the game is how limited the components make the game (forcing complete diversity, limiting the number of players, etc.). This allows the GM to control the parameters of play more effectively.
Question, though: If this is just covering the core set, will supplements like the Adventurer's Toolkit, the Game Master's Toolkit, or the WInds of Magic be done up as well?
superb the ability to pick and choose will mean as a dm its easy to pick what works for your group.
i am very impressed with new direction.
i love a lot of the new components so will be just looking at the best tweaks