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Posts Tagged ‘WFRP’

Night’s Dark Terror – in Kislev!

March 2, 2017 2 comments

b10_nights_dark_terror
Remember the UK AD&D module B/X1 (a.k.a. B10) Night’s Dark Terror? It was written by Jim and Phil (with Graeme Morris) shortly before they came to GW to work on WFRP. I gave it a favorable review in White Dwarf #78, and I’ve always liked it as a campaign setup and adventure.
 
Well, Gideon at the Awesome Lies blog converted it for WFRP 1st edition recently, and set it in Kislev. Check it out here: https://awesomeliesblog.wordpress.com/2016/12/03/nights-dark-terror/
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It’s Deja Vu All Over Again

March 9, 2016 1 comment

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Ubisoft’s AAA shooter Tom Clancy’s The Division is making a big splash in the industry, and this article from Gamasutra caught my eye.

It’s a question that becomes more significant as games become more photo-realistic: how to justify the gore and high body counts that are part and parcel of a high-end shooter. Another question, asked less often, is how to develop additional and alternative ways to create tension and challenge the player so that body count is not the only leg on the stool.

the division

It reminds me of a crossroads that tabletop games faced in the mid-80s.

D&D was all about kicking in doors, slaying monsters, and collecting treasure, and then Call of Cthulhu came out, in which combat was almost never a good idea and the focus was on investigation, uncovering a backstory, and figuring out the best way to resolve a situation.

For a while, the tabletop RPG hobby was split into “irvings” (a British term of the time, equivalent to today’s “munchkin”) who loved to boast about their best kills and the obscenely high level of their character, and “rolegamers” who loved to boast about how they gamed for an entire weekend and never touched the dice once.

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One of the things we tried to do with Warhammer Fantasy Roleplay, and the Enemy Within campaign in particular, was to take the best of both worlds. The deadliness of the combat system was a major tool in achieving this goal, since it forced players to think of more creative solutions to problems. The other vital components were a game system (range of skills, character types, spells, and equipment) and a design mindset (communicated through scenario design and, in our case, advice to GMs) that gave players a wide range of potential actions to choose from in any given situation.

Now I know that there are some fundamental differences between tabletop games and electronic games, but it is very interesting to see AAA shooters facing a choice, as a genre, that tabletop games encountered 30-odd years ago. Maybe there are some useful ideas from that time that can be used now, and maybe there will be some new solutions that leave everyone stunned. I can’t wait to see.

 

Atlatl – A New Weapon for Lustrian Slann

August 19, 2015 4 comments

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The Slann are long gone from Warhammer: I think the last time they were seen was in 3rd edition, back in the 80s. Still, this may be of interest to any Oldhammer fans who have a Slann army.

I’ve known about the Central American atlatl, or spear-thrower, for some time. Basically it’s a stick that slots into the base of a spear-sized, feathered dart and gives the throwing action more force. Just recently, though, I found out a little more thanks to an SCA demonstration, and I was impressed by what this very simple weapon can do. As far as I’ve been able to find out, Citadel never released any Slann atlatl troops, and that’s a shame: from what I’ve learned, they could be quite effective on the battlefield, as well as adding to the Mesoamerican look and feel of a Slann force.

Here are the notes I took at the time, slightly tidied up. I haven’t attempted to derive game stats for Warhammer or WFRP, preferring to leave that to those who are better at such things. Still, I hope you Oldhammer gamers and modelers find this information inspiring, or at least interesting.

Picture borrowed from Richard Keatinge under the WikiMedia  Creative Commons Attribution-Share Alike 3.0 Unported license.

Picture borrowed from Richard Keatinge under the WikiMedia Creative Commons Attribution-Share Alike 3.0 Unported license.

In Aztec society, the atlatl was considered a “weapon of the gods.” The troops who used it, called Cuachicque or “shorn ones” (presumably from a distinctive haircut?) were elite warriors who had already captured at least six enemies on the battlefield.

Atlatl darts look like oversized arrows, 4-7 feet long and fletched. The atlatl gives these darts surprising range and hitting power. According to the World Atlatl Association forums, effective range is 10-15 yards/meters but a missile thrown in a high arc can reach as far as 50 yards. This may not sound like much considering that the current Olympic javelin record is almost 100 meters, but the atlatl only needs a one-step run-up and the Olympic javelin is thrown for distance without much regard for accuracy. Experiments have shown that an atlatl dart has significant range and hitting power. Though it cannot pierce a steel breastplate, it could wreak havoc on lightly-armored troops. Here’s a link to an actual test.

Has anyone converted or used Slann atlatl troops in a game? How did they work out? If you have rules for them, please add a link in the comments section. Or maybe we can crowdsource some workable rules right here.

My Complete and Utter Cthulhu Bibliography

July 1, 2015 17 comments

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I had been playing AD&D for about four years when the first edition of Call of Cthulhu was published in 1981. Although I wasn’t terribly familiar with Lovecraft’s work at the time, I liked the fact that it was a horror game set in the real world of the 20th century. Initially I thought it could be used to play Hammer-horror style games, but as I read more Lovecraft I quickly came to realize how perfectly Call of Cthulhu was designed for Lovecraft’s more cerebral style of horror – and most importantly, I think, how first edition Call of Cthulhu forced players to think beyond combat as a first response.

Although my college gaming group continued to focus mainly on AD&D, I started to run an occasional Call of Cthulhu campaign. Another member of the group picked up Bushido. This was right around the time that the Shogun mini-series and the theatrical release of Kurosawa’s Kagemusha propelled feudal Japan to 80s geek prominence, and – though you young’uns might not credit it – it was about the first that most folks in the West had ever heard of ninjas. My friend’s Bushido campaign focused as much on etiquette and social interaction as it did on combat.

As I’ve already said in various places (including the previous post), Call of Cthulhu went on to become a major influence on my own writing for Warhammer Fantasy Roleplay. Arguably, Bushido was an equally strong influence on my later writing for Vampire: The Masquerade, where players had to negotiate the minefield of vampire society and politics – but that’s a subject for another time.

Although Games Workshop published various titles for Call of Cthulhu during my time there (the best, in my opinion, was the hardback rulebook with bestiary art by Tony Ackland), I only got to work on one GW CoC product, and that was before I joined the staff. At work my time was fully taken up, at first by WFRP and later by other games, so everything I wrote for Call of Cthulhu, I wrote on my own time. I did send an adventure to Chaosium around 1986-87, and I got a very nice letter back from Sandy Petersen saying he wanted to use it in the Cthulhu Companion, but it was cut at the last minute and it’s languished ever since in a to-be-developed pile. Only last month I looked at it again, and I think I have a plan for what to do with it. Watch this space.

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Strangely, 2015 has been a very Cthulhu-ful year so far. I finally finished the Colonial Gothic Lovecraft supplement (once again illustrated by Tony Ackland, which makes me very happy indeed): it’s due for release in September. I submitted a story for a Lovecraftian anthology by Stone Skin Press: it didn’t make the cut (although the editors were kind enough to say it came very close), so it’s on the pile for a gentle reworking before I start trying to find it a home elsewhere. I wrote my first ever adventure for Achtung! Cthulhu: it’s still under NDA so all I’ll say is that while there may be bluebirds over the White Cliffs of Dover, there’s something underneath that’s altogether stranger.

UPDATE: Titled “Under the Gun,” this adventure has just been made available for free to backers of an Achtung! Cthulhu Kickstarter campaign. Click here for more details.

But I digress. What I started out to say is that although my bibliography for Call of Cthulhu is shorter than for most other games, I still regard it as one of my favorites. Although opportunities to write for it didn’t come my way very often, it’s still a great game and, as I’ve said before, a milestone in the history of tabletop RPG design. I think of it as the first game of the second generation, when RPG design crawled out of the dungeon, stood upright, and began to do more than just hit things with swords.

Fiction
The Investigators of Arkham Horror, Fantasy Flight Games, 2016 – contributor Buy it here

Products
Cthulhu Confidential, Pelgrane Press, 2016 – editor Buy it here
Colonial Gothic: Lovecraft, Rogue Games, 2015 – co-author Buy it here
Green & Pleasant Land, Games Workshop 1987 – contributing author

Articles
“Converting Between Call of Cthulhu and Colonial Gothic,” blog, March 2016 Download free here
“A Green, Unpleasant Land,” blog, January 2016 Download free here
“Out of the Ordinary,” Shadis #41, Oct 1996
“Mind Over Matter,” Shadis #38, Jul 1996 Download free here
“Spirit of the Mountain,” White Dwarf #99, Apr 1988
“Trilogy of Terror,” White Dwarf #97, Feb 1988
“The Worm Stones,” Fantasy Chronicles #5, November 1986 – co-author
“Ghost Jackal Kill,” White Dwarf #79, Aug 1986
“Crawling Chaos,” White Dwarf #68, Sep 1985 – contributor
“Haunters of the Dark,” White Dwarf #67, Aug 1985

Video Games
Call of Cthulhu: Dark Corners of the Earth, Bethesda Softworks 2005 – pickup writer (in-game documents)

Other Bibliography Posts

My Complete and Utter Warhammer Bibliography (Warhammer, WFRP, HeroQuest, AHQ)

My Complete and Utter Warhammer 40,000 Bibliography (WH40K, Adeptus Titanicus/Epic Scale)

My Complete and Utter D&D/AD&D/d20 Bibliography

My Complete and Utter GURPS Bibliography

My Complete and Utter Vampire: the Masquerade and World of Darkness Bibliography

My Complete and Utter Fighting Fantasy and Gamebook Bibliography

My Complete and Utter Colonial Gothic Bibliography

My Complete and Utter Dark Future Bibliography

My Complete and Utter Video Gameography

My Complete and Utter Bibliography: The Rest of the RPGs

My Complete and Utter Bibliography: Odds and Ends

Warhammer Prehistory: Find the Lady

June 8, 2015 20 comments

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A few weeks ago, I had occasion to scan the last AD&D adventure I wrote before I started work on the game that would become Warhammer Fantasy Roleplay. You can find it here.

The adventure was called Find the Lady, and it was published in issue 2 of Paul Cockburn’s AD&D magazine GameMaster Publications, which came out in December 1985, shortly before he joined Games Workshop. Paul started GM Pubs after the closure of Imagine magazine and the rest of TSR UK’s publications department; it was written by various Imagine regulars – and several former TSR UK staffers – and lasted for five issues before Paul took over as editor of White Dwarf. Like Imagine, GM Pubs only bought first rights, which is why I feel comfortable making it available online now.

GM2_cover

Rereading it thirty years later, I can see it has many of the qualities that would later become characteristic of WFRP: in fact, it wouldn’t require much work to covert it to any edition of that game, with the action set in Altdorf, Middenheim or Marienburg rather than the Pelinore setting that was born in Imagine and continued in GM Pubs. Three years ago, Coop over at the Fighting Fantasist blog made some very astute observations about Pelinore and the development of WFRP, and Phil Gallagher and I both weighed in with comments.

Like many of the early Enemy Within adventures, Find the Lady is primarily a city investigation. As with much of WFRP, I had too much fun creating colorful NPCs. I had been playing a lot of Bushido in the few years before I wrote it, and had fallen in love with the trickster fox-spirits called kitsune. I had also been running a first-edition Call of Cthulhu campaign which involved a great deal of investigation and NPC interaction and very little combat: after all, taking a D&D approach to Call of Cthulhu combat made for very short adventures! Both of these games were an influence on Find the Lady, and of course Call of Cthulhu would be a significant influence on the Enemy Within adventures.

Looking back, it’s easy to see Find the Lady as an intermediate step between AD&D and WFRP as far as my own work is concerned, but it’s also a reflection of roleplaying in general – especially, I think, British roleplaying – as it stood in the mid-80s. Several London-based fanzines led the “rolegaming” movement, which emphasized character interaction over combat and decried commercial success – including the success of WFRP – as somehow having Betrayed Art. Less vocally, roleplayers across the UK were drawn to Call of Cthulhu for the way it supported options other than combat. AD&D was still in its first edition at that time, and had a notable lack of non-combat skills.

Warhammer, of course, was – and remains – a miniatures combat game, so it is perhaps surprising that its roleplaying spinoff should have taken such a different course. Partly it’s because the WFRP combat system turned out to be so deadly and there was little time to fine-tune it, but in large measure, I think, it was a product of its time: a time when Call of Cthulhu had shown the way, and other tabletop RPGs were looking beyond the dungeon. Find the Lady is another sign of those times, and although it’s not as polished as it might be, I hope you enjoy it.

My Complete and Utter Warhammer Bibliography

May 1, 2015 25 comments

I recently had occasion to put together a complete bibliography of all my work on Warhammer, WFRP, and Advanced HeroQuest, so I thought I’d post a copy here for anyone who’s interested.

If I have time later on, I might add my work on Warhammer 40,000, Epic Scale, and related games, but for now this is just the Warhammer Fantasy related work.

WFB logo

Warhammer
Products
Warhammer rulebook, 3rd ed. (1987) – Colour text
Warhammer Siege (1988) – Colour text
Realm of Chaos: Slaves to Darkness (1988) – Contributing writer
Realm of Chaos: The Lost and the Damned (1990) – Contributing writer

Articles
“Crush, Crumble and Chop,” White Dwarf #103, Aug 1988
“The Crude, the Mad and the Rusty,” White Dwarf #83, Dec 1986

Box Backs
Skull Crusher Goblin Trebuchet
Lead Belcher Goblin Organ Gun
Great Fire Dragon
Green Dragon
Blue Dragon
Elven Attack Chariot
Harboth’s Orc Archers
Man-Mangler Orc Mangonel
Great Imperial Dragon
The Nightmare Legion
Bugman’s Dwarf Rangers
The Skeleton Horde
Orc War Wyvern
Goblin Battle Chariots
The Dragon Masters
Skarloc’s Wood Elf Scouts
Gob-Lobber Dwarf Onager
Roglud’s Armoured Orcs
Prince Ulther’s Imperial Dwarfs
Skeleton War Machines
Snotling Pump Wagon (magazine ad)

Warhammer Fantasy Roleplay
Products

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3rd Edition
The Enemy Within (2012) – Co-author Buy it here
The Edge of Night (2010) – Author Buy it here

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2nd Edition
Plundered Vaults (2005) – Contributor (reprint) Buy it here
Paths of the Damned: Ashes of Middenheim (2005) – Author Buy it here
Warhammer Fantasy Roleplay, Second Edition (2005) – Contributor (adventure) Buy it here

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1st Edition
Fear the Worst (2002: Hogshead) – Developer Download free here
Dwarfs: Stone and Steel (2002: Hogshead) – Developer
Corrupting Influence (2002: Hogshead/Warpstone) – Contributor (reprint)
Apocrypha 2 (2000: Hogshead) – Editor/contributor
Gamemaster’s Screen (1997: Hogshead) – Author (insert booklet)
Apocrypha Now (1995: Hogshead) – Contributor (reprint)
Castle Drachenfels (1991: Flame) – Developer
Death’s Dark Shadow (1991: Flame) – Developer
Warhammer Companion (1990: Flame) – Editor/contributor
Doomstones: Dwarf Wars (1990: Flame) – Developer
Doomstones: Death Rock (1990: Flame) – Developer
Doomstones: Blood in Darkness (1990: Flame) – Developer
Character Pack, 2nd edition (1990: Flame) – Author (insert booklet)
Doomstones: Fire in the Mountains (1989: Flame) – Developer
Lichemaster (1989: Flame) – Developer
Empire in Flames (1989: GW) – Contributor (author brief)
The Restless Dead (1989: GW) – Contributor (reprint)
Something Rotten in Kislev (1988: GW) – Developer/co-author
Warhammer City (1987: GW) – Contributor
Character Pack, 1st edition (1990: Flame) – Developer (insert booklet)
Death on the Reik (1987: GW) – Co-author/developer
Dungeon Lairs (1987: GW) – Author (booklet)
Shadows over Bogenhafen (1986: GW) – Author
The Enemy Within (1986: GW) – Developer
Warhammer Fantasy Roleplay (1986: GW) – Co-author/developer
Dungeon Rooms (1986: GW) – Developer (booklet)


Articles

“The Exorcist,” personal blog (https://graemedavis.wordpress.com), November 2015
“The Gong Farmer,” personal blog (https://graemedavis.wordpress.com), August 2013
“Secrets of the WFRP Writers, Part 2,” Warpstone #15, Winter 2000-2001
“Secrets of the WFRP Writers, Part 1,” Warpstone #14, Summer 2000
“Secrets of the Warhammer Artists,” Warpstone #6, Summer 1997
“The Warpstone Interview,” Warpstone #5, Spring 1997
“Nastassia’s Wedding,” Pyramid #19, May/June 1996 Buy it here
“Pit Fighting,” White Wolf Inphobia #57, August 1995
“Social Level Rules,” White Dwarf #138, Jul 1991
“The King Beneath the Hill,” White Wolf #26, Apr 1991
“Marienburg” (ed.),White Dwarf #135, Apr 1991
“Marienburg” (ed.),White Dwarf #133, Feb 1991
“Ironstone Pass,” White Dwarf #132, Jan 1991
“The Great Hospice,” White Dwarf #130, Nov 1990
“Marienburg” (ed.),White Dwarf #128, Sep 1990
“The Emperor Luitpold,” White Dwarf #122, Mar 1990
“Marienburg” (ed.),White Dwarf #121, Feb 1990
“Marienburg” (ed.),White Dwarf #120, Jan 1990
“Marienburg” (ed.),White Dwarf #119, Dec 1989
“Marienburg” (ed.),White Dwarf #118, Nov 1989
“On the Boil” (ed.),White Dwarf #103, Aug 1988
“On the Boil” (ed.),White Dwarf #102, Jul 1988
“Fimir,” White Dwarf #102, Jul 1988
“On the Boil” (ed.),White Dwarf #98, Mar 1988
“On the Boil” (ed.),White Dwarf #97, Feb 1988
“A Rough Night at the Three Feathers,” White Dwarf #94, Nov 1987
“A Fistful of Misprunts,” White Dwarf #92, Sept 1987
“Oops!,” White Dwarf #91, Aug 1987
“Onwards & Upwards,” White Dwarf #89, Jun 1987
“Hand of Destiny,” White Dwarf #88, May 1987
“On the Road,” White Dwarf #85, Feb 1987

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AHQ logo


HeroQuest/Advanced HeroQuest

Products
HeroQuest (Milton Bradley, 1989) – Contributor (initial consulting)
Advanced Heroquest (1989) – Developer
Terror in the Dark (1991) – Author

Articles

“Treasure,” White Dwarf #139, Aug 1991
“Henchmen,” White Dwarf #138, Jul 1991

Also on this Blog
All posts tagged “Warhammer”

Other Bibliography Posts

My Complete and Utter Warhammer 40,000 Bibliography (WH40K, Adeptus Titanicus/Epic Scale)

My Complete and Utter Cthulhu Bibliography

My Complete and Utter D&D/AD&D/d20 Bibliography

My Complete and Utter GURPS Bibliography

My Complete and Utter Vampire: the Masquerade and World of Darkness Bibliography

My Complete and Utter Fighting Fantasy and Gamebook Bibliography

My Complete and Utter Colonial Gothic Bibliography

My Complete and Utter Dark Future Bibliography

My Complete and Utter Video Gameography

My Complete and Utter Bibliography: The Rest of the RPGs

My Complete and Utter Bibliography: Odds and Ends

 

Phil Gallagher: The Rest of the Enemy Within Campaign

February 28, 2015 4 comments

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People ask me about the Enemy Within Campaign a lot, and I can’t always answer their questions. Sometimes I used to know but the answer is lost in the mists of time, but more often I never really knew to begin with. Jim and Phil did most of the planning for TEW, and I wasn’t always privy to the longer-range plan. I’ve already blogged about what I do know/remember, but last October I met up with Phil for the first time in over 20 years at the Oldhammer 2014 event in Maryland. I asked him to help me fill in a few details (fill/Phil! Ha, ha! What – nothing? Please yourselves…) and he was kind enough to agree.

Phil and me (at left) at Oldhammer 2014.

Phil and me (at left) at Oldhammer 2014.

So here we go:

What was the original plan for the Enemy Within Campaign after Power Behind the Throne?

The original plan? We had a plan? I think the “plan” was to keep creating linked, campaign-style rpg adventures with some great role-playing scenes, and plenty of action…

Did you and Jim get as far as a plot for The Horned Rat? If so, what was it? How far did it get? Anything else you can tell us about it?

The Horned Rat idea was all mine. Mine, I tell you. Who knows how it might have panned out, but I had this idea that a bunch of Skaven were developing a means of bringing Morrslieb down to earth… and/or they had created a portal to enable them to teleport to the surface to mine it… Chaos-mutations a-plenty!

In particular, what was the plan for the Purple Hand? They kind of vanish after the events in Middenheim, but it seems to be implied that they have active cells elsewhere.

The Purple Hand were supposed to be just one of a number of underground cults all working to related but slightly different ends – a sort of SPECTRE for the Warhammer world; probably never the focus of a scenario, but always there in the background to complicate life for the PCs.

How close was Carl Sargent’s published Empire in Flames to the original intention? Did you have much input into the brief Carl worked from?

Jeez… Empire in Flames… I’ve no idea… that was you and Mike, Graeme – all you and Mike! 😉 I think it was probably the usual convoluted Carl Sargent adventure, that you and/or Mike undertook to shoe-horn… er… adapt to fit into the existing campaign.

Hmm… I don’t think it was me, so it must have been Mike. I must remember to ask him one day.

Apart from The Horned Rat and Empire in Flames, were there any other Enemy Within adventures planned that never came to fruition?

Any other ideas? I’m sure there were – but it’s all so long ago, now… it was all probably going to come to a head with a major chaos incursion and a WFRP-meets-WFB big climactic battle…

And I’m sure that any digressions and random memories you feel like throwing in would be more than welcome, too.

Random memories: it was Hal that gave the Drakwald forest its name. He was taking the piss for the way we came up with names for places in the Empire. He suggested that all we were doing was taking English words, changing them a bit, and then adding “-heim” to make town names, and “-wald” to name forests, “So, the Dark Forest, could be Drakwald?” he joked. And so it did.

Many thanks to Phil for taking the time to reply. If you want to read more of his WFRP memories, check out the interview he did for the excellent Realm of Chaos 80s blog.