| Warhammer FRP is a role-playing
game set in the Warhammer world, a background developed by
Games Workshop and used in the best-selling Warhammer Fantasy
Battles and Warhammer Quest games. The three games are compatible,
and characters can be transferred between them with a little
fiddling.
The Warhammer world is a grim place of perilous
adventure. It's a little like Europe at the time of the
early Renaissance, with all its corruption, villainy and
opportunities for adventure; but this is a world of inhuman
races, wizards, mutants, terrifying monsters and the dread
shadow of Chaos, which stretches over the entire land. In
WFRP, Chaos is not just a force of nature, but a living,
malevolent thing supported by demonic princes who will not
rest until the entire world has been enslaved or destroyed.
It's a dark game with an atmosphere of psychological and
visceral horror, and a subtle seam of dark humour at its
heart.
Background
The main setting for the game is The Empire, a massive Germanic
collection of provinces and city-states at an uneasy truce,
under the rule of a puppet emperor, Karl-Franz. The real
force in the Empire are the Electors, the rulers of the
various states, who scheme against each other in a never-ending
battle to climb further up the ladder of power.
Such machinations don't concern most of the
inhabitants of the Empire. They're far more preoccupied
with trying to scrape a living from the land, and avoiding
the attentions of marauding bands of Orcs and Goblins, or
the mutated Beast-men who lurk in the heavily forested areas
of the land and raid villages and towns; or the rat-like
Skaven who lurk under the floorboards of civilisation, brewing
their foul magics and plotting the downfall of humanity.
And beyond that are the more distant but still real threats
of the Chaos Wastes, far to the north beyond Norsca and
Kislev, whose hideous inhabitants sometimes flood south
in a great wave of living violence, to kill and pillage
all they find in the name of their four hideous gods. Far
to the east, beyond the World's Edge Mountains, lie the
desolate wastelands destroyed by the Chaos Dwarfs, and out
at sea merchantmen and trade vessels brave the risk of being
captured and killed by the Dark Elves from the great land
of Naggaroth, to seek the riches of Lustria, Araby, and
far-off Cathay and Nippon.
Produced under licence from
Warhammer FRP is a dark fantasy game; not high fantasy.
This is no saga of mighty knights in shining armour bringing
back the heads of dragons to win the favours of fair maidens.
In WFRP, nothing is guaranteed to be friendly or on your
side. Allies turn and stab you in the back, people you've
never met will try to lure you into schemes you don't understand,
and you're more likely to return from a quest to face a
warrant for your arrest on charges of treason than gold
and glory. Adventuring in WFRP is not a search for glory,
it's a struggle to stay alive and one step ahead of the
forces of darkness. This is adventuring in the raw, and
if you're used to the polite mannerisms and anachronisms
of traditional fantasy RPGs, it has a refreshing blast to
it like being thrown into an ice-covered horse-trough in
the courtyard of a coaching inn, by a merchant who's just
found you in bed with his wife. There's no other game like
it.
Mechanics
Mechanics-wise, the heart of the game is its system of careers:
each character has a profession which dictates how they
can progress and improve: not just in their abilities and
skills, but also their position in society. A lowly apprentice
can rise to be a famous wizard, and a boatman can become
a mercenary captain or be elevated to the ranks of the nobility,
if they work at it hard enough. Adventures range from the
Imperial court in the great city of Altdorf to the pirate-ridden
coast of southern Tilea, the dissolute towns of Bretonnia,
or beyond. It's a game where your abilities are often less
important than your level in society: a rat-catcher may
look at a king... but frankly we wouldn't recommend it.
Combat is fast and bloody, with a system
of critical hits that removes limbs and smashes in heads
with relish. Characters can save themselves with Fate Points,
which they can use to bring themselves out of potentially
fatal situations - although Fate Points are so rare that
there's no easy way out of tricky situations, and foolhardy
behaviour is not a good idea. Diplomacy, negotiation and
compromise are just as useful weapons as a sharp sword or
a fast arrow... unless you're facing Orcs, of course. No
point in negotiating with Orcs.
The game has over 100 different character
careers, over 130 different skills, seven different types
of magic with over 150 spells (soon to be expanded in the
forthcoming Realms of Sorcery magic sourcebook), a complete
guide to the Old World as well as a bestiary, descriptions
and diagrams of all the most common types of buildings,
and a sample adventure which leads straight into the classic
Enemy Within campaign.
Ultimately, we could talk all night about
what the game's like, but the only way to really get a flavour
of it is to read it and play it for yourself. There's probably
a games club in your area that could give you a chance to
join in, or at least lend you a copy, or you could click
here to see the list of retailers worldwide who carry Warhammer
FRP and our other RPG products.
If you're still not convinced that Warhammer
FRP is for you, think about this. Most RPGs go to a second
edition with two or three years of their initial release,
and some then go on to third, fourth and fifth revisions,
trying to get the mix right, and forcing their fans to buy
the game over and over again. Sixteen years after its release,
Warhammer FRP is still on its first edition, and proudly
so. It's not broken; it got it right first time. It's also
survived being dumped by one publisher, it was voted the
third-best RPG of all time by the readers of Arcane magazine,
and as of this writing, it's riding high in the list of
the best-selling RPGs in the USA. It may be looking battle-scarred
these days, but it's a veteran and a survivor, and it'll
be around for a long time to come.
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