Saturday, 22 October 2022
WFRP 1e and 2e Careers: The Boatman, The Bodyguard, The Bounty Hunter & The Coachman
WFRP 1e and 2e Careers: The Beggar & The Vagabond
Friday, 21 October 2022
WFRP 1e & 2e Careers: The Bawd, The Rogue & Container Careers
Thursday, 20 October 2022
Careers in WFRP 1e and 2e - The Artisan's Apprentice & The Tradesman
Careers in WFRP1e and 2e - the Alchemist's Apprentice
The second basic career in WFRP 1e, the Alchemist's Apprentice, is an interesting case study in conversion between WFRP 1e and 2e. The Alchemist career archetype was removed from 2e, that conceptual space being given to Wizards from the Lore of Metal tradition. That being so, the Alchemist's Apprentice became simply a Wizard's Apprentice. I think there is something of a flavour loss here, since the 1e Alchemist wasn't quite a wizard, but something more akin to a chemist with some magic, although I will agree that the skills framework of 1e only supported this idea so far (but so far was definitely more than 'nothing' in this context). If we wish to re-work the 1e Alchemist Apprentice or create a 2e Alchemist Apprentice, how might we approach this?
Careers in WFRP1e & 2e
The career system is one of the key parts of the WFRP game system. Each character has a starting career and then progresses through a series of careers as part of the game. The starting career gives the majority of a starting characters skills, and also allows - or if you prefer, restricts - advancement in certain areas. These careers can be handled more-or-less abstractly, having little narrative impact on the game and being simply a mechanical advancement path for each character; or alternatively, being a major source of the narrative as characters search for opportunities to take the career path they desire and mold themselves into the character they want to be, whatever their starting point. Broadly speaking, almost every career is open to every character, although 2e is slightly more restrictive in this regard.
I think this clearly allows players and GMs to create a much wider variety of characters that would all fit the archetype of 'Agitator' without in anyway unbalancing it positively or negatively.
Friday, 23 September 2022
Spell Components in WFRP 1
The magic system in the first edition of Warhammer Fantasy Roleplaying has never received a good press and in many ways it is easy to see why. Many of the spells look ported over from Warhammer Fantasy Battle and although the system as a whole makes a fair stab at making role-playing games about something other than combat, the magic system was very combat-orientated. But perhaps a worse problem was that there was a certain very functionalist air about the whole thing, with the system mechanics showing through - "Power Levels" and "Magic Points" and "Spell Levels" are game mechanics and the only way players have to think about them in character. The magic point system functions fine, as in it is easy to administer - but it has some quite warped effects: beginning characters can really be quite ineffective. A character has to roll equal to or under their current magic point total to successfully cast a spell, and given that the average Wizard's Apprentice has 2d4 magic points if human or an elf, or 1d4 if a dwarf or halfling, then they are going to fail a lot. Indeed, it is perfectly possible for a dwarf or halfling wizard's apprentice to be literally incapable of casting a spell...
So far, so bad. At least this kind of thing is relatively easy to solve if you want. But what has really been on my mind recently is WFRP's interesting use of spell ingredients. The great majority of spells need the wizard to have some item or other in their possession to cast a spell. I don't have a problem with this idea - indeed, I rather like it. Quite a few of the spells in Harry Potter work this way for two good reasons (as a storytelling device): it limits the 'ammunition' of a wizard for certain things, and it provides a useful plot point to force the characters to do adventurous things to get hold of them. And, almost by accident, WFRP 1 sets up the same system. Take, at more or less random, the "Second Level" Battle Magic Spells. They are:

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