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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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  • ? 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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        Guest
        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 FistI This user is from outside of this forum
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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?
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                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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                    • I Cast FistI I Cast Fist
                      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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                      Guest
                      wrote on last edited by
                      #21
                      Thank you for taking the time to answer. I didn't even know there were multiple. One player of my group recently ordered some rulebooks for something else and they put like a starter book light in there as well. It's like 20 pages. Only War means you pay Guardsmen? That sounds great.
                      I Cast FistI ? 2 Replies Last reply
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                      • ? Guest
                        Thank you for taking the time to answer. I didn't even know there were multiple. One player of my group recently ordered some rulebooks for something else and they put like a starter book light in there as well. It's like 20 pages. Only War means you pay Guardsmen? That sounds great.
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                        I Cast Fist
                        wrote on last edited by
                        #22
                        Yup, I also specified Dark Heresy because there's a newer, different 40k RPG, Wrath and Glory, that uses a very different set of mechanics and has an expansion for playing as Eldar. I can't speak about it, haven't taken the time to read or ever had the chance to play
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                        • ? Guest
                          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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                          pacattack57@lemmy.world
                          wrote on last edited by
                          #23
                          Fair enough but also that’s kind of lame.
                          ? ? 2 Replies Last reply
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                          • ? Guest
                            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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                            A This user is from outside of this forum
                            archpawn@lemmy.world
                            wrote on last edited by
                            #24
                            And some players just want a chance to play another one of the many characters they made.
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                            • T thegreatdarkness@ttrpg.network
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                              Guest
                              wrote on last edited by
                              #25
                              I ran WFRP with a set group over several years. The PC death toll by the end was north of a hundred. Even if you try to go easy of them, the nature of the system kills PCs left and right.
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                              • A archpawn@lemmy.world
                                And some players just want a chance to play another one of the many characters they made.
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                                Guest
                                wrote on last edited by
                                #26
                                So make up any other reason your character has to leave instead of your DM deciding when you are done playing.
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                                • P pacattack57@lemmy.world
                                  Fair enough but also that’s kind of lame.
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                                  Guest
                                  wrote on last edited by
                                  #27
                                  That isn't lame, that is just a different playstyle.
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                                  • ? Guest
                                    Hence Session Zero
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                                    thegreatdarkness@ttrpg.network
                                    wrote on last edited by
                                    #28
                                    Session Zero was also funny, I had a system-neutral list of things people may find triggering and went through it one by one, and the players (who are all more experienced in WFRP than me) kept going "comes with the territorry" on almost every single one.
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                                    • P pacattack57@lemmy.world
                                      Fair enough but also that’s kind of lame.
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                                      Guest
                                      wrote on last edited by
                                      #29
                                      I GM two groups, both in pathfinder 1e. In one group every player has played three or four characters by now. Death can happen at any time and that is part of the challenge they have to overcome. It's how they prefer it, always having high stacked against them. They are all about min-maxing their builds and finding ways to make my live hard coming up with more or less creative ways to counter their stuff. In the other grou0 the characters have very clear plot armour, which we agreed upon beforehand. The players have developed their characters and take their fun from seeing how the adventures they have changes, develops and fleshed put their characters. They can die, but we agreed beforehand that there always will be a way of coming back from the dead at some point. They just prefer role-playing and their challenge is to solve situations in a way that they as players and their characters feel good about. If they fuck it up in how they approach things they still will kill the bad guy in the end and live trough it, but its the difference between leaving back a smouldering ruin full of corpses or a village that sends them back on their way as heroes. I can appreciate both playstyles and keep them in mind when I give challenges to the two groups. Non feels lame to me. It's just very different ways of playing. It's baseivly the difference between early season game of throes where everything could happen to anybody and the more tradional style of series, where main character almost never die but the story is about their inner growth and how they deal with what the world throws at them.
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                                      • ? Guest
                                        Thank you for taking the time to answer. I didn't even know there were multiple. One player of my group recently ordered some rulebooks for something else and they put like a starter book light in there as well. It's like 20 pages. Only War means you pay Guardsmen? That sounds great.
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                                        Guest
                                        wrote last edited by
                                        #30
                                        So, all of the 40K systems follow on from the rough rules template of 2nd edition WFRP, which is a really solid foundation, albeit a bit long in the tooth by modern system design standards. There are 5 games and they all share the same basic core mechanics: * Dark Heresy - Small teams doing investigative work for the inquisition * Rogue Trader - Run a mobile heavily armed nation state doing whatever the fuck you like in space * Deathwatch - SPESS MEHREENS * Black Crusade - CHAOS SPESS MEHREENS * Only War - You're guardsmen, you do war stuff. Only Rogue Trader ever got a 2nd edition, which made the character creation much more flexible and cleaned up some other system stuff. Since then, the license and mechanics have ended up in the hands of the same company that made WFRP 4th Edition, and they've given it more or less the same treatment. My recommendation would be to pick up Imperium Maledictum, which is basically a reworked version of Dark Heresy built around expanding out the concept from "You are acolytes working for an Inquisitor" to "You are some kind of peons working for some kind of patron", with the details being a lot more flexible. So you could be members of the ecclesiarchy working for a powerful minister, low level assassins cult members doing hits, low level mechanicus working for a tech priest... Whatever the GM likes. You can still run Dark Heresy in this framework, but with the flexibility to do other things as well. It's also a cleaner, more modern version of the system, doing away with somewhat archaic ideas like your skill with firearms being a stat just like your strength. It keeps the core ideas of the mechanics, but strips away some cruft and generally creates a cleaner feeling system. My only complaint would be that it badly needs some expansions to up the numbers of available talents (think "Feats" or "Class abilities") as they're kind of the core of how you build a character and right now the small pool feels quite restrictive.
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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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                                          thegreatdarkness@ttrpg.network
                                          wrote last edited by
                                          #31
                                          That is reassuring to hear, hope I will keep doing it right in following sessions then.
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