Fantasy Flight Games recently published the third edition of Warhammer Fantasy Roleplay, and it’s perhaps the most innovative roleplaying game I’ve ever seen (note that I qualify that statement; there are plenty of RPGs out there I haven’t seen, and I’m sure some could give WHFRP3e a run for its money).
Unfortunately, the steep price tag can be rather off putting. All I can say is that if you get the opportunity, you owe it yourself to at least give the game a look.
Anyways, enough with all that fluff. Here are the things I find really innovative.
Presentation
The first thing you will notice about this RPG is that it does not look like an RPG. Sitting on the shelf at your FLGS, it probably bears a much greater resemblance to a board game and, indeed, its publisher Fantasy Flight Games is known for some of the best production values in the board game industry.
Inside, the box, you’ll find four full-color, absolutely gorgeous manuals; a bunch of colorful, custom dice; many, many decks of cards, both large and small; several sheets of cardboard counters needing to be punched out; figure standees which serve as pseudo-minis; cardstock sheets representing each career (read: class) in the game; three boxes for players to store their characters’ stuff in; and a pad of lovely, full-color character sheets.
Frankly, when you look at everything, it’s just really, really cool.
Dice
The dice system used in this game is a dice pool system reminiscent of Descent. In a nutshell, there are a variety of different custom dice which can be broadly categorized as either “good” or “bad.” Whenever you take an action, you’ll have a standard dice pool which you assemble and then add in other dice to represent different factors. If you’re using a weapon you’re specialized in, for example, you’d add a good die, or if you were fighting in the dark you’d add some number of bad dice.
The really innovative thing here is all of those add ins. In D&D, there’s a concept known by some as “The DM’s Best Friend.” In a nutshell, the DM’s best friend here is a +2 bonus; whenever a player does something cool and you don’t know how else to reward them, a good fallback is to give them a +2 bonus on whichever roll they might be making.
WHFRP3e has its own version of the DM’s Best Friend– the Fortune Die. Fortune dice are “good” dice, and can only help a character or at worst do nothing. Whenever anything’s going in the PC’s favor, the GM might toss a fortune die into the character’s dice pool. Fundamentally, I don’t know how different this really is from a +2 bonus on a d20 roll, but it just feels like there’s something so much more tangible and real here.
And, of course, there’s also the flipside to that, the Misfortune Die. The Misfortune Die, as particularly clever readers might guess, is the evil twin brother of the Fortune Die. If a player wants to try something which is foolish or ill-advised, the GM can use these as a penalty.
The really nice thing about all of this is that it completely obviates the need for any math. You just assemble your dice pool, roll them, and figure out if you got more success symbols than challenge symbols. There’s no, “Hey, did you add the +2 from my blessing spell?” At worst, you might forget a die from some source, but then it’s quick and easy to figure out if that’s the case and rectify the situation.
Stances
The stance system is one of the first things that really drew me into WHFRP3e. Using little puzzle pieces, each player assembles their own stance track which will have a neutral center and some number of red (reckless) spaces on one side and green (conservative) spaces on another.
When you’re assembling your dice pool for making a skill check, you take a number of characteristic dice based on the characteristic. For example, if you’re making a melee attack which is based on strength, and you have a 5 strength, you’d get 5 characteristic dice.
The characteristic dice are the meat and potatoes of your dice pool, and the basic, neutral one is blue. However, for each of step your character is into a reckless or conservative stance, you trade one of those blue dice for a red or green die respectively.
Red dice have multiple successes on some faces and other good things, but also have challenges and other bad things. Green dice have a relatively great number of sides with successes, but they also have delays which can slow down the recharge of your attacks.
Thus, conservative green dice help to reduce risk and are more reliable, while reckless red dice have a high-risk, high-reward feel. In this way, you can take some control over your character’s fate, and also make your roleplaying have an impact on the mechanics.
On top of this, the action cards are double-sided and each has a conservative and reckless side (which, you can probably guess without my telling you, are respectively green and red), so the same action will have different requirements or effects depending on your stance.
Party Sheet
In addition to your normal character sheet, the party itself gets a sheet which helps to give solidify and define the party. You might be a band of thugs or servants of justice, for example. The party sheet has a few very cool things.
First, every character has a number of talents, and each party sheet has two or three slots where talents can be stuck. Thus, for example, a mercenary might stick his charge talent into the Swords for Hire party sheet, and then all the players get to benefit from the charge talent.
Second, each party sheet has some special ability which may be invoked by a player or players, tied to the theme.
Third, there’s the tension meter, which is another thing that helps to give some mechanical impact to the roleplaying. Each party sheet has a meter going from 0 to somewhere in the 8-10 range. This meter measures the party’s intra-personal tension, and thus for example might increase when the party suffers a setback.
The rulebook even suggests that a GM might decide a party with an elf and a dwarf might start a few spaces along the meter, to represent the conflicts that they have. A priestess defusing a bad situation might move the meter back a space or two.
Somewhere near the middle and again at the end, the meter has two highlighted spaces which have detrimental effects when they are reached. The one at the end is usually similar to, but worse than, the one in the middle, and frequently they involve adding stress or fatigue to each of the characters. As one interesting example, the tension meter for the Band of Thugs party sheet can actually inflict wounds on characters, presumably indicating them getting into fisticuffs with one another.
Approach
Last, but certainly not least, the game just has this whole approach which feels fresh and new for an RPG. The GM book gives a lot of the standard advice that you’ve probably heard a thousand times, but it also gives you ideas to make concrete, tangible experiences.
For example, there’s a concept which is actually fairly similar to D&D4e’s skill challenges, though not quite so rigidly codified. You’d set up a progress track using the stance pieces and put some tokens on the track, representing various things. You might have a chase scene where you put two tokens representing the players and their quarry on the track. As the players find clues they’d move up the track; setbacks move their quarry along the track. If they don’t reach their quarry before he reaches the end, he escapes.
Another example; the game comes with several location cards, things like a tavern, ruins, cave, etc. You might set these on the table, and then players can put their standees on the locations they’re at. This lets the players see what’s available, or where everyone is, at a glance, and could help when you’re narrating a split party.
I’m really having a hard time codifying this point. Maybe it’s all in my head, but this game just feels different.
Downsides
The game, of course, is not perfect. Here are some of the downsides.
First and most obviously, there’s the cost. Personally, I think the cost is completely justified. You get a ton of high quality components, including four full color, glossy-paged books which I guarantee you are not cheap, even at volume prices. All that said, though, it’s still a really large initial investment that’s going to prevent a lot of people from giving it a try, and that’s a damn shame.
Relatedly, the custom dice, while awesome, are kind of annoying if you are like most (all?) gamers and expect to have your own stash of dice for your personal usage. It’s a bit annoying having to pass dice around and share from a limited supply. It’s worth noting that FFG’s got a set of dice up on their site, though it’s not yet available for purchase.
A bit more annoying of a problem is that the box seems to be designed for three players. There are really only enough materials for 3 PCs, unless you share or print out extra cards and such. I think the standard size for most gaming groups is in the 4-6 player range, meaning that most tables will need to mickey mouse a solution to this problem (or get someone with deep pockets to buy a second boxed set just for some basic action cards and boxes). I don’t want to oversell this point too much; the things in short supply would not be difficult to reproduce, nor are they absolutely essential; it would just have been nice for FFG to throw in a couple more sets of things.
Conclusion
I’m a huge fan of this. I played in the demo, and I’ll likely be running at least one campaign soon, if not two. If you get the chance to give this a try, absolutely do. It’s innovative, fresh, and fun, and most of the things that might scare you away really do enhance the roleplaying, not detract from it.