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Chebucto Regional Softball Club

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  3. I probably fucked up as a GM, but my first WFRP session was funny in hinsight
A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.

I probably fucked up as a GM, but my first WFRP session was funny in hinsight

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rpgmemes
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    thegreatdarkness@ttrpg.network
    wrote on last edited by
    #1
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    • T thegreatdarkness@ttrpg.network
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      Guest
      wrote on last edited by
      #2
      Honestly that sounds about right for WFRP. Shouldnt take too many sessions for the dice to do similar to a player instead.
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      • T thegreatdarkness@ttrpg.network
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        Guest
        wrote on last edited by
        #3
        Nah, you probably did it right. WFRP is a deadly system, which cuts both ways. PCs will win fights hard and fast, much of the time. Its just that, when the fight turns, when they get bad luck on rolls or are outnumbered/outmatched, they die hard and fast.
        ? ? T 3 Replies Last reply
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        • ? Guest
          Nah, you probably did it right. WFRP is a deadly system, which cuts both ways. PCs will win fights hard and fast, much of the time. Its just that, when the fight turns, when they get bad luck on rolls or are outnumbered/outmatched, they die hard and fast.
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          Guest
          wrote on last edited by
          #4
          This sounds like a blast
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          • T thegreatdarkness@ttrpg.network
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            #5
            Sounds like pretty reasonable. Actually I am surprised that there is (still) game not turning enemy unconscious upon "critical hit" or "high damage", it's both a way to make combat more dangerous and have a safety breaker to not kill a PC
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            • T thegreatdarkness@ttrpg.network
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              wrote on last edited by
              #6
              Had a Warhammer game where a pc died from getting hit with a board in a bar fight. Another lost their arm to one of the first traps we encountered. Our elf ended up with an insanity that gave him a burning hatred of elves. I love that system.
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              • ? Guest
                Nah, you probably did it right. WFRP is a deadly system, which cuts both ways. PCs will win fights hard and fast, much of the time. Its just that, when the fight turns, when they get bad luck on rolls or are outnumbered/outmatched, they die hard and fast.
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                Guest
                wrote on last edited by
                #7
                As someone who has run every edition of WFRP (really weird how they skipped straight to 4th from 2nd, but let's not get into that) along with Dark Heresy and a bunch of other stuff based on the same core, this is exactly right. WFRP isn't meant to be "punishing" or "difficult" or whatever other term you want to come up with for "mean to the players." No system should ever be mean to the players by design, that's just bad GMing. You're here to have fun, not shit on people, and any system can be made unfair by just being unfair, that's not an accomplishment. What WFRP is meant to be is tense. Success and failure rest on a knife edge. Dangerous enemies can be felled by a lucky blow, but by the same token a high level PC can be taken out by a lucky hit from a goblin with a knife. PC's still have plot armour in the form of fate points (representing the universe itself literally looking out for you), but everything feels more dangerous, not because the game is "harder" but because death is only ever a few bad rolls away. High level WFRP characters will still become very powerful. A top tier fighter can duel three or four enemies at once and come out on top, and that's OK. They should be able to do that, they're a top tier fighter. But even when they hit that kind of power level they'll never feel completely safe even though they'll be able to dispatch most minor opponents with ease.
                Cid ViciousC ? 2 Replies Last reply
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                • ? Guest
                  This sounds like a blast
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                  Guest
                  wrote on last edited by
                  #8
                  Its an amazing system if you want your games to feel less like Skyrim and more like Kingdom Come: Deliverance.
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                  • ? Guest
                    As someone who has run every edition of WFRP (really weird how they skipped straight to 4th from 2nd, but let's not get into that) along with Dark Heresy and a bunch of other stuff based on the same core, this is exactly right. WFRP isn't meant to be "punishing" or "difficult" or whatever other term you want to come up with for "mean to the players." No system should ever be mean to the players by design, that's just bad GMing. You're here to have fun, not shit on people, and any system can be made unfair by just being unfair, that's not an accomplishment. What WFRP is meant to be is tense. Success and failure rest on a knife edge. Dangerous enemies can be felled by a lucky blow, but by the same token a high level PC can be taken out by a lucky hit from a goblin with a knife. PC's still have plot armour in the form of fate points (representing the universe itself literally looking out for you), but everything feels more dangerous, not because the game is "harder" but because death is only ever a few bad rolls away. High level WFRP characters will still become very powerful. A top tier fighter can duel three or four enemies at once and come out on top, and that's OK. They should be able to do that, they're a top tier fighter. But even when they hit that kind of power level they'll never feel completely safe even though they'll be able to dispatch most minor opponents with ease.
                    Cid ViciousC This user is from outside of this forum
                    Cid ViciousC This user is from outside of this forum
                    Cid Vicious
                    wrote on last edited by
                    #9
                    > No system should ever be mean to the players by design, that's just bad GMing. Just ignoring Paranoia.
                    T 1 Reply Last reply
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                    • ? Guest
                      As someone who has run every edition of WFRP (really weird how they skipped straight to 4th from 2nd, but let's not get into that) along with Dark Heresy and a bunch of other stuff based on the same core, this is exactly right. WFRP isn't meant to be "punishing" or "difficult" or whatever other term you want to come up with for "mean to the players." No system should ever be mean to the players by design, that's just bad GMing. You're here to have fun, not shit on people, and any system can be made unfair by just being unfair, that's not an accomplishment. What WFRP is meant to be is tense. Success and failure rest on a knife edge. Dangerous enemies can be felled by a lucky blow, but by the same token a high level PC can be taken out by a lucky hit from a goblin with a knife. PC's still have plot armour in the form of fate points (representing the universe itself literally looking out for you), but everything feels more dangerous, not because the game is "harder" but because death is only ever a few bad rolls away. High level WFRP characters will still become very powerful. A top tier fighter can duel three or four enemies at once and come out on top, and that's OK. They should be able to do that, they're a top tier fighter. But even when they hit that kind of power level they'll never feel completely safe even though they'll be able to dispatch most minor opponents with ease.
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                      wrote on last edited by
                      #10
                      Can you speak on the 40k system as well? Is it worth a shot?
                      I Cast FistI 1 Reply Last reply
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                      • ? Guest
                        Had a Warhammer game where a pc died from getting hit with a board in a bar fight. Another lost their arm to one of the first traps we encountered. Our elf ended up with an insanity that gave him a burning hatred of elves. I love that system.
                        W This user is from outside of this forum
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                        wizardbeard@lemmy.dbzer0.com
                        wrote on last edited by
                        #11
                        >Our elf ended up with an insanity that gave him a burning hatred of elves Uncle Ruckus?
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                        • ? Guest
                          Sounds like pretty reasonable. Actually I am surprised that there is (still) game not turning enemy unconscious upon "critical hit" or "high damage", it's both a way to make combat more dangerous and have a safety breaker to not kill a PC
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                          Guest
                          wrote on last edited by
                          #12
                          Traveller does this in a sense. You don't have hit points in the traditional sense, but rather when you take damage, you apply it against one of your 3 physical attributes which are rolled on 2d6 at character generation. So every character effectively has 6d6 hit points. Your attributes are temporarily reduced while you are damaged, so getting hurt is bad! If you fully lose two of your physical attributes, you are unconscious. Three, you are dead. A bog standard rifle does 3d6 damage, by the way. So combat is fairly intense too!
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                          • Cid ViciousC Cid Vicious
                            > No system should ever be mean to the players by design, that's just bad GMing. Just ignoring Paranoia.
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                            Tar_Alcaran
                            wrote on last edited by
                            #13
                            Paranoia isn't so much "mean" as it is calling your best friend "fuckface" in front of his mom.
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                            • T thegreatdarkness@ttrpg.network
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                              wrote on last edited by
                              #14
                              Unless your players are complaining about their characters not dying it's probably a bad decision to kill their characters.
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                              • ? Guest
                                Unless your players are complaining about their characters not dying it's probably a bad decision to kill their characters.
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                                solorion@sh.itjust.works
                                wrote on last edited by
                                #15
                                There's nothing wrong with running a game explicitly intended to have a chance to kill PCs, as long as everyone is aware of that ahead of time.
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                                • ? Guest
                                  Unless your players are complaining about their characters not dying it's probably a bad decision to kill their characters.
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                                  Guest
                                  wrote on last edited by
                                  #16
                                  While killing PC for the sake of killing them is, usually, abad practice. PC need to feel the risk of dying when doing dangerous stuff. It changes the way you play, if you know that a knife can kill you. Sure your skill mean you'll most likely win the fight or one shot that kid before they move, but if they pull a knife it's not just 1d4 over your 100 HP but a potential injury or death if you don't use your skills
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                                  • T thegreatdarkness@ttrpg.network
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                                    I Cast Fist
                                    wrote on last edited by
                                    #17
                                    I GM'd WFRP 2e a few times. In one session, a big ram that doubled as a mount for one of the players was slowly becoming a vessel for a daemon, culminating with an attack against the owner. Missed the first attack, but the second was a critical*: 27 points of damage (player characters usually have 12-14 hit points), which made it a one-hit-fatality, ripping the head clean out of the body. I kinda felt bad for the player, but the scene was just too good \* In 2e, criticals are only when rolling for damage. If the D10 comes out 10, it's a critical and you roll again, adding up. Rolling 10s again also count as critical and let you roll again.
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                                    • ? Guest
                                      Can you speak on the 40k system as well? Is it worth a shot?
                                      I Cast FistI This user is from outside of this forum
                                      I Cast FistI This user is from outside of this forum
                                      I Cast Fist
                                      wrote on last edited by
                                      #18
                                      The 40k ones that follow on Dark Heresy all play the same way as WFRP: basic attributes with most values being a 0-100 range, lots of skills to sink points in, overall same rules for combat with similar damage and critical damage chart. Mechanically, they're all effectively the same game, changing only the kind of adventures you end up having (depressed soldiers in Only War, lawless space hijinks in Rogue Trader, spehss mareens in Deathwatch, evil corruption and worship in Black Crusade)
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                                      • S solorion@sh.itjust.works
                                        There's nothing wrong with running a game explicitly intended to have a chance to kill PCs, as long as everyone is aware of that ahead of time.
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                                        Guest
                                        wrote on last edited by
                                        #19
                                        Hence Session Zero
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                                        • ? Guest
                                          While killing PC for the sake of killing them is, usually, abad practice. PC need to feel the risk of dying when doing dangerous stuff. It changes the way you play, if you know that a knife can kill you. Sure your skill mean you'll most likely win the fight or one shot that kid before they move, but if they pull a knife it's not just 1d4 over your 100 HP but a potential injury or death if you don't use your skills
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                                          Guest
                                          wrote on last edited by
                                          #20
                                          Players don't NEED anything. Some players want a challenge and to feel anxious when playing tabletop games. Some don't want the threat of their characters dying, or a stressful experience when hanging out with their friends.
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