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Warhammer Fantasy Roleplay Preview – Magic

Jul 20 2018

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Magic is one of the defining aspects of the Old World. Here’s a sneak peek at how we’ve handled it.

Gone are the days of magic points or a discrete magic statistic: we use the same core system for casting spells as we use for all skills. Spellcasters simply make a Language (Magick) Test. If their Success Level equals the Casting Number of the spell, bingo! The spell is cast. Fail, and it isn’t. Fumble, and you’ve Miscast, and something bad is about to happen…

Miscasts can be really nasty. The Winds of Magic are extraordinarily powerful, and spellcasters must perfectly phrase their spells whilst carefully channelling the magic needed to power them in order to escape unharmed. The slightest error, and the magic will spiral out of control, sometimes to devastating effect. If lucky, the repercussions will be minor — soured milk, or your nose begins to bleed; if unlucky, the spellcaster, and any close by, may be torn apart by the wild, uncontrolled magic.Image 1

To cast more powerful spells (those with higher Casting Numbers) a wizard may use the Channelling skill to draw in the Winds of Magic. While this offers the spellcaster more power, it comes with an attendant risk, making miscasts even more likely.

 (Also making miscasts more likely is the pervasive influence of the Ruinous Powers, but good folk of the Empire never involve themselves with such horrors, so we should probably move on quickly…)

If spellcasters Overcast, which means achieving more Success Levels than needed, they may choose additional effects, such as additional range or duration. In practice, this means more experienced spellcasters can achieve more powerful outcomes.

Most wizards begin by manifesting tricks in the form of Petty Magic. Taking the Petty Magic Talent gives a wizard access to a handful of Petty Spells, and they may learn more by expending XP.

When spellcasters gain the more potent Arcane Magic Talent, they gain access to one spell from the lore of magic they are studying. More spells may be learned by expending even more XP.

Fortunately, there are many spells available to buy. Magic wielding players are spoiled for choice, with 135 to choose from in the core book alone.

That breaks down as follows:

  • 25 Petty Spells

Low-level cantrips with minor effects, like Magic Light or Protection from Rain.

  • 23 Arcane Spells

These are universal spells, representing the most common applications of Magic in the Old World. These include conjuring magical weapons, or armour, magic missiles or chain attacks, or causing foes to drop weapons.

  • 64 Colour Spells

These spells reflect the key attributes of the 8 Winds of Magic what blow through the Warhammer World. Spells from the Lore of Beasts allow Shamen to influence animals or change their form, while those for the Lore of Shadows are subtler, including illusions, spells of concealment, and the ability to choke foes with tendrils of shadowy magic.

  • 6 Hedgecraft Spells

These spells are used by Hedgefolk, rural witches who practice an ancient, and illegal, brand of magic that allows them to heal and protect, and to engage with the spirit realm.

  • 6 Witchcraft Spells

Practioners of witchcraft are rogue spellcasters, and their Lore spells are particularly nasty, allowing them to blight the landscape, or curse their enemies with bad luck or crippling pain.

  • 11 Dark and Chaos Spells

An initial selection of spells for Daemonology, Necromancy and Chaos Sorcerers are also included, aimed to bolster your NPCs with some unique, characterful spells.

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Spellcasters may learn spells from their own unique lore, and/or the Arcane spells. So a Magister of the Celestial Order may choose spells from the Arcane list and the Lore of Heavens, while a Witch may choose from the Arcane list and the Lore of Witchcraft. That gives players (and GMs) enormous versatility when constructing magic-using characters.

The magic chapter includes rules for ingredients, which can reduce the effects of miscasts (at a cost), as well as dispelling. It also explains how to add flavour to the Arcane spells, reflecting the influence of the wind of magic being channelled. For example, damaging Arcane spells cast by a Wizard with the Arcane Magic (Fire) Talent will set their targets on fire, in addition to other effects.

The rulebook also contains separate rules for clerics who can empower their prayers with divine might. This uses a similar system, and presents 19 minor Blessings, and 60 Miracles, with 6 for each God. Look out for more on those in a future post!

And that’s it for the Magic preview. As always, if you have any comments or questions, head over to our Facebook page, where we will have a member of our design team on hand again.

We’ll be back very soon with another preview and the latest news on the rulebook, which is within touching distance of being finished.

Actually, while you wait, let’s have a glimpse of what’s coming next…

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Warhammer Fantasy Roleplay Preview – Fate and Fortune, Resilience and Resolve

Jul 13 2018

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Preview – Fate and Fortune, Resilience and Resolve

WFRP Characters are special — whether it is guts, luck, or the favour of the gods, they stand out from the masses.

The game represents this with Fate & Fortune and Resilience & Resolve — points you can spend to secure advantages and save your bacon in tricky situations. Each of these pairs represent different scales of power — Fate and Resilience are more powerful and govern how much Fortune and Resolve you can hold. Fortune and Resolve are less powerful, and will be spent and regained much more frequently.

Fate and Fortune

Fate & Fortune are familiar to players of previous editions of Warhammer, with some additional uses. They represent your destiny, perhaps your favour with the gods, and your overall luck.

You can use a Fortune point to:

  • Reroll a failed Test.
  • Add +1 Success Level to a Test after it is rolled.
  • At the start of the Round, choose when to act in that Round disregarding Initiative order.

You can use a Fate point to:

  • Survive an event that would kill you, although you are incapacitated for the rest of the scene/encounter.
  • Ignore damage from a single event through the intervention of fate — slipping as a blow is about to land, for example.

You regain Fortune points at the start of each session and sometimes during play. Fate points are much harder to come by…

Resilience and Resolve

Resilience and Resolve represent your personal drive and determination to endure, and overcome, no matter the obstacles you face. The Old World is a hard and cruel place, and you’ll need reservoirs of internal strength to endure.

You can use a Resolve point to:

  • Become immune to Psychology until the end of the next round.
  • Ignore all modifiers from all Critical Wounds until the beginning of the next round.
  • Remove one Condition. (More on these in a future preview.)

You can use a Resilience point to:

  • Defy Corruption and resist mutation, though you lose no Corruption points. (More about this in a future preview, too.)
  • Choose the number instead of rolling for it as part of a Test, allowing you to succeed in even the direst of situations.

Resolve is regained whenever you act according to your Character’s Motivation, which is a short phrase describing your character’s inner drive, and the GM might (very rarely) grant a Resilience point for an act of extreme importance to your Motivation.

 

PDF Release Update

We’ve still got some additional things to do before we can release the PDF, but it won’t be too much longer and are e-mailing all pre-order customers with an update on that progress. Thanks for your patience while we get the last details right. We’d rather not make the same mistake again and give an estimated date of which we aren’t 100% sure, but it’s almost there and pre-order customers have a little something that will make up for the wait.

There are some factors out of our control even at the end of the process, and there are always calls to be made between getting it done and getting it right. We tend to err towards prioritising getting it right, but we appreciate that can be frustrating for those of you waiting. But, we’re making this the best game we can, and we are very close, and the PDF will be ready as soon as possible.

Thanks for your patience and support!

Warhammer Fantasy Roleplay Preview – Class and Career

Jul 5 2018

This preview provides a glimpse into the careers available in Warhammer Fantasy Roleplay Fourth Edition. Careers are one of the key components of creating your Character, and are a large part of every edition of the game — they are one of the things that make WFRP what it is. So, we felt we had to do them right. We wanted lots of options, and we wanted to give control of how the careers are used to the player. So, want to stay in one career forever? No problems. Want to advance quickly through the ranks? That’s cool, too! Want to bounce from interesting Career to interesting Career? Sure, it’s your game, we have options for that as well.

Want to stay a Pit Fighter forever? You can now.

Careers are organised into eight Classes. Each of these Classes has eight Careers to choose from, for a total of 64 Careers. But there is more. Each Career also has four levels, with each level offering a greater mix of Advances. So, in total we have 256 Career options in the book. Yup, 256.

Let’s take a look at the Careers available. The Classes and their associated Careers are:

Academics: Apothecary, Engineer, Lawyer, Nun, Physician, Priest, Scholar, Wizard

Burghers: Agitator, Artisan, Beggar, Investigator, Merchant, Rat Catcher, Townsman, Watchman

Courtiers: Advisor, Artist, Duellist, Envoy, Noble, Servant, Spy, Warden

Peasants: Bailiff, Hedge Witch, Herbalist, Hunter, Miner, Mystic, Scout, Villager

Rangers: Bounty Hunter, Coachman, Entertainer, Flagellant, Messenger, Pedlar, Roadwarden, Witch Hunter

Riverfolk: Boatman, Huffer, Riverwoman, Riverwarden, Seaman, Smuggler, Stevedore, Wrecker

Rogues: Bawd, Charlatan, Fence, Grave Robber, Outlaw, Thief, Racketeer, Witch

Warriors: Cavalryman, Guard, Knight, Pit Fighter, Protagonist, Soldier, Troll Slayer, Warrior Priest

But looking at that list doesn’t provide the full scale of what’s on offer. Each of the Careers listed above has four levels, a concept that isn’t new to players of WFRP1, where the spellcasters also had 4 discrete levels. So you can see this in practice, let’s examine the Peasant Class, and have a look at what each Career contains:

The Witch, one of the new Rogue Careers.

Bailiff: Tax Collector, Bailiff, Reeve, Magistrate

Hedge Witch: Hedge Apprentice, Hedge Witch, Hedge Master, Hedgewise

Herbalist: Herb Gatherer, Herbalist, Herb Master, Herbwise

Hunter: Trapper, Hunter, Tracker, Huntsmaster

Miner: Prospector, Miner, Master Miner, Mine Foreman

Mystic: Fortune Teller, Mystic, Sage, Seer

Scout: Guide, Scout, Pathfinder, Explorer

Villager: Peasant, Villager, Councillor, Elder

As you can see, that’s 32 Career options from just the 8 Peasant Careers. Our goal here is to provide everything you will need for your WFRP games in the Reikland, the initial setting for the game. As we expand outwards, we plan to add different Careers and Career Levels to this mix to take into account local variances, and the various options specific to individual species and cultures in the Warhammer world.

So, that’s the Careers we have in the book. Now let’s take a look at what each Career offers.

The Apothecary, in all her glory.

To the right is the Apothecary career. There’s a lot of information to take in there. Rather than explain it all — we have to leave some secrets for when the book arrives — let’s discuss some of the key points.

Each Career comes with an Advance Scheme, which shows you the Characteristics you can improve more easily. The higher the level you achieve within your Career, the more Characteristics you can advance.

Under the Advance Scheme is the Career Path, which details the 4 levels of the Career. There are 4 key pieces of information here: Social Level, Skills, Talents, and Trappings.

Social Level: Your position in society is important in the Old World. Beside the name of each Career Level you’ll find a Social Level. For example, Apothecary’s Apprentice has a Social Level of Brass 3. This is used to modify social Tests, and to determine how much money you can earn when working.

Skills: Skills will be immediately familiar to players of WFRP2 and WFRP3, as they work in a similar fashion. This will be discussed further in a future preview.

Talents: Like Skills, Talents also work in a similar way to WFRP2 and WFRP3, but can be taken multiple times for additional benefits. More on this in a future preview, too.

Trappings: The typical equipment used by folk in the career. The list is far from exhaustive, and is also not restrictive, meaning individual GMs can tailor what they feel is required to move from one Career to the next.

For those used to WFRP1 and WFRP2, you may be wondering how Advances are taken in your Characteristics and your Skills. After all, there are no numbers or limits noted. WFRP3 players will be on slightly more familiar ground, but what’s presented here is still a significant departure to what you will be used to.

The Outlaw, the Career of choice for PCs on the run…

The answer to this lies at the heart of how WFRP4’s Career rules work, offering you unlimited Advancement in the Career of your choice. Yes, you read that correctly, there is no built-in limit to the number of times you Advance a Characteristic or a Skill. However, the higher you advance a Characteristic or Skill, the more Experience points it costs, and at higher levels, it’s expensive. So, if you are obsessive enough to try to achieve superhuman ability in one single thing, you can, and good luck to you! But everyone else will likely have a respectable all-round range of abilities while you are awesome at one thing, but pretty awful at everything else.

The primary benefit of removing caps is that you can stay in the same Career forever, constantly improving the Characteristics, Skills, and Talents on offer, becoming a true veteran of that field should that be your choice.  Of course, you can also move up through the levels in your Career, accessing new Skills and Talents and improving your Social Status as you go. Or you can decide it’s time for a complete Career change, moving to an entirely different Career, which is easier to do if you stay in the same Class.

And that’s it for the Career preview. If you have any comments or questions, head over to our Facebook page, where we will have a member of our design team on hand.

We’ll be back next week with another preview and the latest news on the project, which is very near completion. The final parts of the rulebook have taken longer than planned when we put the pre-order live, but we are so very close to having the PDF ready for release! Keep an eye on us here and social media where we are maintaining an active presence, and we’ll keep you up-to-date.

Find out about our pre-order here: http://shop.cubicle7store.com/epages/es113347.sf/en_GB/?ObjectPath=/Shops/es113347_shop/Categories/Warhammer_Fantasy_Roleplay

Warhammer Fantasy Roleplay Preview – Characteristics

Jun 21 2018

Today we’re going to tackle one of the most frequently asked questions about the new edition of Warhammer Fantasy Roleplay: what, exactly, is the stat line? So, with no further ado, here it is:

Weapon Skill (WS) – close-quarters fighting ability

Ballistic Skill (BS) – ranged fighting ability

Strength (S) – physical strength

Toughness (T) – hardiness and healthiness

Initiative (I) – speed of thought, reaction, and awareness

Agility (Agi) – coordination and natural athleticism

Dexterity (Dex) – ability to perform delicate manual tasks

Intelligence (Int) – powers of thought, analysis, and understanding

Willpower (WP) – strength of mind and determination

Fellowship (Fel) – ability to influence and befriend others

Each of these Characteristics has a numerical value, along the same general scale as those used in the first and second editions of the game. That said, as WFRP4 has no upper limit, some nasty creatures have Characteristics soaring significantly higher than 100! Whatever the number, the first or ‘tens’ digit of each Characteristic is its bonus value, which is used in a variety of different ways, including limiting Talents and defining spells, and determining Wound loss in combat.

Characteristics are used as the basis for your Skills. Much like second edition, skills come in two kinds, basic and advanced. Everyone has access to basic Skills, but advanced Skills can only be used if you have learned them, for example as part of your career.

You’ll note that we have Dexterity and Agility — why both? Those familiar with RPGs will have seen those terms used interchangeably. Dwarfs are a great example for why we wanted to include each as a discrete Characteristic. Dwarfs are known for their exquisite works of craftmanship rather than for being flexible acrobatics, and we believed supporting that difference was important, allowing Dwarfs to make intricate machines, jewellery, and artefacts, but not have a natural flair for dance. So we used Dexterity to reflect manual dexterity, leaving Agility to define nimbleness of the body.

Similarly, we wanted to differentiate between speed of body and speed of mind, so we have both Agility and Initiative. Agility is used for tests involving dodging, dancing and similar movements of the body. By comparison, Initiative is used for perceiving, reacting and intuiting what’s happening in the world around you.

Stay tuned for more previews in the coming weeks! We’re hard at work with the finishing stages of preparing the game and will keep you posted as we finalise delivery times. The PDF will be the first thing released, followed by the physical books. Thanks to everyone who has pre-ordered the game, both directly through us and through your friendly local game store. To find out more about pre-ordering, take a look here - http://shop.cubicle7store.com/epages/es113347.sf/en_GB/?ObjectPath=/Shops/es113347_shop/Categories/Warhammer_Fantasy_Roleplay

Warhammer Fantasy Roleplay Preview – Combat

May 30 2018

The combat system for WFRP Fourth Edition has its roots in earlier editions of the game, but we’ve made significant changes. The design goals were to speed up fights and eliminate boring stalemates arising from repeated attack roll failure.

When you get into a confrontation, everyone acts in Initiative order. We’ve added in a few alternative options here for you to tailor the game to your play style. You can keep things simple and just use the Characteristic, or introduce some randomness and deploy the GM catchphrase ‘Roll for initiative’, plus several other permutations.

Every combat round you get to move and do something. The ‘something’ might be using a skill, making an attack, casting a spell, and so on. An attack isn’t meant to only represent one swing of a sword arm. It’s movement, positioning, timing, dodges, feints and parries - all the things that happen in exciting fantasy combat.

D100 systems can suffer from so-called ‘whiff factor’ – endless inaction due to everyone failing rolls time and time again. This was something we wanted to eliminate as much as possible. One of the new mechanics we introduced to help with this in combat is called Advantage. You can gain Advantage from sources including Surprise, Charging and winning an Attack Test. Each point of Advantage gives you +10 to your Attack Tests, and represents you pressing your foe back, gaining control of the space, gaining confidence, leaping onto the table, kicking sand in their face, or whatever you feel is appropriate to the battle at hand.

When you attack your foe, you both make a Weapon Skill Test and compare your success levels. If the attacker wins they will have the chance to do damage and gain a point of Advantage. If the defender wins, they don’t inflict damage but do gain the Advantage as they dodge or parry and take the upper hand. There is always an outcome from a combat round – the least that can happen is someone gains Advantage.

You can win multiple points of Advantage, and you keep them until you lose an Attack Test, take a wound or the combat ends. So, if you keep rolling well, you’ll get in your stride and do better and better. But if you lose a Test you’ll lose all your Advantage. It’s a huge amount of fun, especially if you have the Talents or Spells that let you steal Advantage! You get a real sense of turning the tide of battle, or of getting unstoppable momentum and cleaving through your foes.

There are loads of possibilities and outcomes that these rules bring to the table: a combatant can whale on a bunch of lesser foes first, build up a pool of Advantage and then unleash that on the big baddie. Combining the various Skills and Talents that allow characters to work together to make the most of Advantage adds a tactical edge to this exciting way of determining the outcome of a fight.

But it’s certainly not all one-way traffic! Adversaries have special abilities that are powered by Advantage, so can become progressively more powerful. And there’s loads of fun times for the GM in deciding when to use monster abilities, or simply keep a bonus to hit.

And if your foes are building their Advantage up to truly scary levels, Characters can use a point of Resilience (more on this in a later preview) to remove it.

Critical hits are a staple of WFRP, and in Fourth Edition occur on especially successful blows, as indicated by the roll of a double. In addition to extra damage and special wounds, critical hits can inflict a variety of Conditions that change the way combat works for those who receive them.

That’s the core of the new combat system. Of course, there’s much more to it - Strength and Toughness work in ways familiar to players of First and Second Edition, as does armour. Hits are locational. There are fumbles, and ranged combat throws in some interesting and original quirks.

We’ll be talking more about Warhammer Fantasy Roleplay in future previews. Pre-orders for the WFRP Rulebook, Collector’s Limited Edition Rulebook and WFRP Starter Set are open, you can find out more here.


Adventures in Middle-earth PDF Bundle

May 24 2018

We’re running a special Adventures in Middle-earth bundle deal at DrivethruRPG. It includes the two core titles – The Player’s Guide and the Loremaster’s Guide as well as the first two supplements: Rhovanion Region Guide and Wilderland Adventures. This gives you everything you need to start adventuring in Middle-earth using the familiar 5thedition OGL rules!

The special bundle is just $29.95, and gets you $70.36 of PDFs, a saving of $40.41!

http://www.drivethrurpg.com/product/242633/May-DD-Sale-Middleearth-Adventures-BUNDLE?affiliate_id=169435

Click to read more about the Adventures in Middle-earth titles included in the bundle:

More About Adventures in Middle-earth

Adventures in Middle-earth is an officially licensed 5e OGL setting, bringing Middle-earth to your 5e games. It provides an unparalleled handling of the source material, gorgeous art and bespoke rules that bring the feel of Middle-earth to your gaming table without the need to learn a new rules set!

Adventures in Middle-earth: Players Guide


The starting point for Adventures in Middle-earth is the Player's Guide, which gives you the Middle-earth setting-specific rules and guidance to create your characters and adventure in the world of The Hobbit and The Lord of the Rings using the OGL 5e ruleset.

Character creation features Cultures and Classes designed for Middle-earth to help you get deep into the setting from the very start of your adventures. New rules add excitement to your journeys and encounters, and chart the corruption of the Shadow in the unwary or unwise.

The Quest begins with this lavishly illustrated  Player’s Guide. You can start playing right away with this Player’s Guide, and the rules to the world's most popular roleplaying game.

Adventures in Middle-earth: Players Guide contains:
• 11 Middle-earth specific playable Cultures
• 6 New and unique Classes
• 13 New Backgrounds custom-made for Middle-earth
• Middle-earth appropriate arms and armour
• Unique Journey rules
• New rules for Corruption
• New Audience rules
• Rules for The Fellowship Phase
• Middle-earth maps (as the end papers) for Players and Loremasters

Adventures in Middle-earth Loremaster’s Guide

The quest that began in the Player’s Guide continues in this lavishly illustrated Adventures in Middle-earth Loremaster’s Guide. Packed with information, this volume is a hugely valuable resource for your games.

Adventures in Middle-earth Loremaster’s Guide contains:
• Extensive setting information for Wilderland
• A comprehensive guide to Lake-town
• Advice for before the game begins on theme and building your character group
• Notes on the Adventuring phase, inspiration, rests and more!
• Expanded journey rules, including guidance on narrating Middle-earth journeys
• Information to help you create your own journey tables
• A guide to creating and playing NPCs, and a gallery of NPCs for your games
• A Wilderland bestiary of adversaries
• New rules for customising monsters and using scenery in battle
• Notes on treasure in Middle-earth, magic items and weapons
• A guide to offering expanded magic options
• Advice on running the Fellowship phase, patrons, sanctuaries and undertakings

Wilderland Adventures

Wilderland Adventures features seven brilliant adventures by Gareth Ryder-Hanrahan that have been tried and tested for Adventures in Middle-earth's sister game, The One Ring Roleplaying Game, and which have now been carefully converted to Adventures in Middle-earth OGL rules.

Including new monsters, new journey event tables for each adventure, optional battle maps for use if that's how your group roll, as well as a unique XP award structure, Wilderland Adventures is the perfect companion to your other Adventures in Middle-earth volumes!

The seven adventures can be played individually, or as a linked campaign as our new-found company of heroes battles a darkness rising in Wilderland. Played as a campaign this is a tour de force expedition across the region. You'll meet familiar faces, experience the horrors of Mirkwood, meet ancient Elves, drink ale with Hobbits, defeat Goblins, resolve familial disputes, explore ancient ruins, fight a pitched battle and travel far, far North into the Waste, where dragons dwell...

Rhovanion Region Guide

Follow the Anduin river down from the chill springs of the Misty Mountains to the southern edge of the Wild! Explore the dread forest of Mirkwood, running from the lonely thickets of the north to the very gates of Dol Guldur! Enter the Heart of the Wild, and defend it against the rising Shadow.

The Rhovanion Region Guide is an invaluable resource for Adventures in Middle-earth further describing the lands of the River and the Forest – the rolling Vales of Anduin and the trackless forest of Mirkwood. It expands on the descriptions given in the core Guides, offering new sanctuaries and new perils for Player-heroes to discover.

Each region is described in detail, listing potential friends and foes, sites of interest and potential adventures.

An expanded bestiary contains a host of strange creatures and servants of the Enemy, from the beasts of the forest to the fabled Great Spiders.

Variant Cultural Backgrounds for the Wayward Elves and Wild Hobbits offer new options for adventurers, and new Fellowship Phase Undertakings being the Wild to life!

Grab the Bundle now: http://www.drivethrurpg.com/product/242633/May-DD-Sale-Middleearth-Adventures-BUNDLE?affiliate_id=169435

Eriador Adventures – out now in PDF!

May 23 2018

Out now in PDF: Eriador Adventures for Adventures in Middle-earth™
Children kidnapped in the night, unusually cunning Trolls, a mysterious caravan, the fate of a company of Hobbits, the legacy of the Dúnedain and an evil awakening beneath the barrows – six new stories set in the ancient land of Eriador. Six adventures that need a company of heroes to undertake them.

Eriador Adventures contains six ready-to-play adventures for Adventures in Middle-earth™, complete scenarios that can be played separately or as an epic series spanning a number of years. All adventures are set in the years prior to 2977, and take place in the lands surrounding Rivendell.

Eriador Adventures complements the background and rules material contained in the Rivendell Region Guide.

Delve into the ruins of overgrown Fornost, walk amidst the cairns of the Barrow-downs and venture to the lair of the Witch-king of Angmar himself, the ancient city of Carn Dûm — if you have the courage!

Eriador Adventures contains material previously released as The Ruins of the North for The One Ring Roleplaying Game, fully converted to be compatible with Adventures in Middle-earth and the OGL rules.

Grab it now at DrivethruRPG: http://www.drivethrurpg.com/product/242740/Adventures-in-Middleearth--Eriador-Adventures
Alternatively, pre-order your copy from our web store, or a participating Bits and Mortar store and get your PDF free!

Warhammer Fantasy Roleplay Fourth Edition – System Preview

May 18 2018

In the last few weeks we’ve talked a little more about what you can expect from Warhammer Fantasy Roleplay, opened pre-orders for the rulebook and starter set, and attended a tremendous Warhammer Fest. We’ve had such a fantastic response, thanks to everyone who has pre-ordered or gotten in touch with us, it really means a lot to all of us working on the game.

Today we’re taking a more detailed look at the game system. We’ve already said that it’s going to be a new implementation of the familiar d100 dice system, that you’ll be able to modify it to suit your play style, and that it will offer resolution options with a variety of levels of detail.

When a test is called for – generally a situation where a character is attempting an action, or reacting to an action affecting them – the GM has three choices:

1 – GM decision based on the characters’ abilities

Keeping the game flowing smoothly and quickly is important to keep everyone actively engaged in the adventure. Sometimes, especially when the outcome doesn’t really matter all that much, or the most likely outcome is pretty obvious, the GM is better off eyeballing the relev
ant character(s) abilities and making a call as to whether or not the action succeeds.

When situations are resolved this way, players will need to show trust and respect to the GM – the decision will need to be accepted as logical and impartial and not signal the start of a discussion!

2 – A simple pass/fail test

This is the one most players are familiar with! You decide which characteristic or skill to test, adjust for the difficulty of the test (for example, a hard difficulty subtracts 20 from your ability) and then roll equal to or under that total to succeed. It’s simple (hence the name), quick, straightforward, and tells you if you succeed or fail.

The downside of the quick pass/fail test is that the action stops dead if you fail. It’s fine in many situations, but that hard ‘No’ can be unsatisfying. And if you have grim and gritty, low-skilled characters, they can fail a lot, and that can get frustrating.

But don’t worry, because we’ve included the Dramatic Test – read on!

3 – A more nuanced dramatic test giving a range of outcomes and success levels

Sometimes you need to know what happens next, rather than just ‘yes’ or ‘no’, ‘pass’ or ‘fail’. The Dramatic Test helps you generate an outcome instead. Using Success Levels to show just how well or poorly you’ve done, these tests give you a result that keeps the story moving.

Rather than just failing to jump across the ravine and plunging to your death, maybe you almost made it and are left hanging onto a root at the other side of the gorge. The negative success levels of a Dramatic Test can help to keep the game interesting and help guard against arbitrary and disproportionate dice-based punishment.
Similarly, the positive success levels mean you can succeed beyond your wildest dreams, with unanticipated consequences piling good fortune at your feet, or scrape past by the skin of your teeth, achieving most of what you wanted, but with some complications.

The Dramatic Test is a tool for the GM to make tests meaningful and… well… dramatic!

You can mix and match these tests in your game to your heart’s content! You might mostly prefer the quicker and more narrative GM’s choice and just switch to dramatic rolls when the vitally important stuff happens. You might prefer the transparency and sense of fairness that dice rolling brings, and stick to Simple Tests to keep things moving quickly. It’s entirely up to you, and the way your group prefers to play.

That’s been one of the core design principles of this edition of the game – to give you the tools to play your Warhammer Fantasy Roleplay. We’re giving you lots of options to help tailor the game to you and your group.

Next time we’ll talk a bit more about fighting in Warhammer Fantasy Roleplay Fourth Edition!

If you’d like to find out more about the Rulebook, Collector’s Limited Edition Rulebook or Starter Set, you can check them out on the webstore.

Eriador Adventures™ for Adventures in Middle-earth – Pre-order now!

May 15 2018

Today we're pleased to open the pre-order for Eriador Adventures™ for Adventures in Middle-earth™! As with other Adventures in Middle-earth titles we're running the pre-order for a week before the PDF goes out, so that everyone can get it in one go! You can secure your copy at our webstore.
This action packed set of adventures takes your Company around ruin-haunted Eriador, and is the companion volume to the Rivendell Region Guide.

Children kidnapped in the night, unusually cunning Trolls, a mysterious caravan, the fate of a company of Hobbits, the legacy of the Dúnedain and an evil awakening beneath the barrows – six new stories set in the ancient land of Eriador. Six adventures that need a company of heroes to undertake them.

Eriador Adventures contains six ready-to-play adventures for Adventures in Middle-earth, complete scenarios that can be played separately or as an epic series spanning a number of years. All adventures are set in the years prior to 2977, and take place in the lands surrounding Rivendell.

The adventures are suited to characters beginning at around Level 5, and ending at around Level 10.

Eriador Adventures complements the background and rules material contained in the Rivendell Region Guide.

Delve into the ruins of overgrown Fornost, walk amidst the cairns of the Barrow-downs and venture to the lair of the Witch-king of Angmar himself, the ancient city of Carn Dûm — if you have the courage!

Cover art by Ralph Horsley. Eriador Adventures is a gorgeous, 144 page hard cover, originally penned as Ruins of the North for The One Ring Roleplaying Game, by Francesco Nepitello, Adam Dials, James R. Brown, Richard Harrison, Andrew Kenrick, T.S. Luikart, Marco Rafalá and James M. Spahn. It's been masterfully converted to Adventures in Middle-earth by Jacob Rodgers.

Pre-order your copy now! All pre-orders come with a free PDF version. The PDF will be available next week, the hard copy is expected Summer 2018.

Find out more about Adventures in Middle-earth here.

WFRP Fourth Edition – Warhammer Fest Round Up

May 14 2018

Thanks to everyone who came to meet us at Warhammer Fest! It was a fantastic weekend full of awesome people, news and gaming!

We appreciate that its not practical for lots of you to be there (oceans in the way, for example), but fear not, here’s a summary of the WFRP action.

Our focus for the event was making sure that as many people as possible heard about the new edition of the game, so if you’ve been keeping up with the website and social media then you’re pretty much up to date.
There were of course many questions asked, and astute inquisitors gleaned the following:

  • The d100 system used will be broadly familiar, but a new implementation designed to offer three ways of resolving actions:

1 – a decision based on the characters’ abilities

2 – a simple pass/fail test

3 – a more nuanced dramatic test giving a range of outcomes and success levels

GMs are encouraged to tailor their use of these to suit their group’s preferences.

  • The combat system has been designed to be quick, dynamic and exciting, with something happening as the result of every roll.
  • Careers remain an important feature. Dom waxed eloquent about how careers help immerse characters in the world, and give them something to fight for. He also talked about how that was reinforced in the new edition by Ambitions – personal goals that characters work towards.
  • You can initially play a Human, Dwarf, Halfling or Elf, and that range will grow through future expansions.
  • Dom did also talk about our ambitious plans for expansions. An expeditionary approach to Lustria was mentioned, as was his excitement about Dark Elf politics and how he always wanted to go to Ulthuan.
  • The Age of Sigmar Roleplaying Game will have its own game system. We haven’t set the release date yet, the game is in development, and we are all very excited about the new edition of Age of Sigmar!

We’ll be looking into some more details about Warhammer Fantasy Roleplay soon, so stay tuned!

The pre-order is open now: http://shop.cubicle7store.com/Warhammer-Fantasy-Roleplay