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Date: 2009-12-14 09:15 pm (UTC)
It depends on what you mean by 'holding up'. The system itself is extremely intuitive, and easy to pick up. In the demo I played a couple weeks ago, most of us hadn't really seen much detail about the system, but we were able to pick up the basics in about 15 minutes.

So, in that regard, I'd say that it's much better than, say, D&D. Insofar as you won't have a lot of "What was that bonus, again?" issues.

Plus, just about all of your actions have reference cards right in front of you, so that also mitigates a lot of the problems with people not knowing what their characters can do, or how to execute it.


I'd call WHFRP medium-fantasy. There's a fair bit of magic and fanastic stuff, but the mages all run the risk of going insane, or being consumed by the Warp. The primary protagonists are goblins, orcs, demons, monsters, dragons, the chaos gods and the minions of chaos, etc.

I guess that's WHFRP's big selling point is that it's a high-risk, grim fantasy setting. Lots of danger, lots of 'odds are against us' scenarios, but just enough rewards to keep players interested in pushing their luck just a little more.


I'll be picking up the core set, and probably the initial campaign materials, sometime after the holidays.

More info is here: http://www.fantasyflightgames.com/edge_minisite.asp?eidm=93&enmi=Warhammer%20Fantasy%20Roleplay
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winneganfake

October 2012

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