A lot of RPG fans love Penny Arcade and I am no exception. Recently the first chapter of “Automata” has been completed. What I want to share with you today is a video created by Christoph Hermiteer that adds a soundtrack to the six-paged comic.
The world of “Automata” is also interesting from a roleplaying standpoint. In my opinion alternate history settings always make great settings for RPGs. Who knows, perhaps Automata could be effectively used in a one-shot adventure.
Fantasy Flight Games will release a new version of the Warhammer Fantasy Roleplay game at GenCon this year.
WHFRP was one of the first RPGs I played back in the day (this was still the 1st edition then). The updated 2nd edition that was released a couple of years ago, was awesome. It not only managed to fix a lot of broken rules the old edition had but it also succeeded doing so without making it a totally different game.
A coupe of weeks ago, our regular roleplaying group was privileged enough to playtest 3rd Edition Warhammer Fantasy Roleplay. The guys from Fantasy Flight Games were over at Games Workshop HQ, and Jay Little very kindly did a show and tell for us over at Alessio Cavatore’s house, where we saw how much the game has changed from its previous incarnation. Our gaming group has been going for some time and we were all interested to see what was new with WFRP, since we’d playtested the previous edition also. It was in interesting evening, and the game was very different to anything I’ve played before, with a lot of table space taken up by character sheets, action and ability cards, dice etc. It felt like a strange hybrid of board game and roleplaying game at first, but once the notions of the new mechanics took hold, it felt very natural. Likewise, the new dice pool system felt odd at first, but once we’d rolled a few dice it immediately became very intuitive, which is surely the holy grail of any roleplaying system.
Seriously! Is this D&D 4th Edition all over again? Why can’t they just fix things that are broken instead of making it a completely new game? At this time I still hoped for a hoax or at least a misunderstanding, but alas I was so wrong.
Now, it’s official. FFG has created a new edition of Warhammer Fantasy Roleplay and it’s a strange hybrid of board game and RPG and it uses dice pools, action and ability cards. And they sell it as a box for $100!!!
From the looks of it, WHFRP will be a great looking game with a nice box containing several rulebooks, custom dice and many cards. So the production value will probably be pretty awesome, but I don’t think a complete overhaul of the system was the right thing to do. Don’t get me wrong, the game looks great from an artistic standpoint. I can’t judge the rules, since I haven’t had the chance to check out the real thing, but I am worried. I am just worried that one of the oldest fantasy roleplaying franchises is turned into a boardgame.
I believe I sound like a total grognard right now, but why do these companies think, that we want games that use action cards and fancy dice? Does this really improve the roleplaying experience? And why is it necessary to change the WHFRP rules beyond recongnition? The box will also set you back almost $100. Obviously the industry is doing pretty fine, when you can release a $100 RPG/boardgame hybrid during a time of economical crisis! And I thought the “World of Warcraft Boardgame was expensive! Perhaps they reasoned that FFG’s strength are high production values and boardgames, so they wanted to make use of that in an overhauled Warhammer Fantasy Roleplay game.
Sorry, I usually don’t rant on this blog and perhaps I am terribly wrong about all this. Perhaps the new edition of WHFRP is the best thing since sliced bread and we’ll all play and enjoy it in a few months. Or I am right and we’ll all hate it and I can say “See, I told you so!”
When you convert an existing campaign setting or game to the Savage Worlds rules you have “savaged” the setting. But there’s one important question: does it make sense to savage every setting?
Savage Worlds is currently a very popular system. There’s almost no day without a post about Savage Worlds on our own RPG Bloggers Network. There are currently over a dozen campaign settings available for SW and a lot of fan conversions are floating around on the internet. I recently even thought about running an Eberron campaign using the Savage Worlds rules.
But is this always the best way to go? No, I don’t think so. I like Savage Worlds because it really is “fast, furious, fun” as the creators claim it to be. You can run SW with almost no preparation, especially when you use a “plot point” campaign like Rippers or Slipstream. The rules are easy to learn and still allow you to use them in almost every genre. The killer argument is the price. I don’t think you can get any other multi-genre roleplaying game for just 10 bucks (aside from a few free ones of course).
So, why do I advise against using SW for everything? There are a few things you have to keep in mind, before you convert your favorite campaign setting to SW. Sometimes you can’t separate rules from the setting completely. One example is how magic works in the official D&D settings. For a long time we had Vancian magic where magic users had to memorize their spells for the day. When a spell was cast, the magic user had to rememorize it the next day to be able to cast again. This is part of the D&D rules but nevertheless it affected how magic works in the campaign worlds. If you use the Savage World rules, the magic system is vastly different. If you don’t mind that your version of the campaign differs in that respect, you’re fine. But if you want to bring the feel of Vancian magic back, you will have either to create your own magic system or stick to D&D. An in my opinion problems arise whenever you try to convert rules and not the setting.
A few days ago we had a talk on Twitter about playing a Fallout pen & paper game. My first idea was to use Savage Worlds. But there are a few things to consider first. A lot of the feel of the computer games comes from the SPECIAL system used. I have to admit that on a second thought a SW conversion might actually lose some of the games’ appeal. But on the other hand, the SW rules would probably work just fine in a post-apocalyptic setting. Tough call…
You also have to keep in mind that the SW combat rules don’t use hitpoints like a lot of other systems. When you are used to long drawn-out combats where the players slowly reduce their enemies hitpoints, you’ll be shocked when you realize that you won’t have that experience using SW combat. The whole combat dynamic of SW is different from most other roleplaying games I’ve played. This is of course not a bad thing per se, but if you prefer killing your dragons one hitpoint at a time, you should avoid using Savage Worlds.
So, when should you think about converting an existing setting to Savage Worlds? If you ask me, you can convert everything to SW as long as you can live with the fact that the rules will definitely have an impact on the feel of the world. Especially the combat and magic rules will probably have a big impact. If you don’t mind these changes, go ahead and give it a try. In most cases using the Savage Worlds Explorers Edition will suffice. If you are going to play in a fantasy setting, you might pick up the new Fantasy Companion or at least have a look at the free Wizards & Warriors supplement.
Converting settings to SW is less work than probably expected and could be great fun, but you have to accept the consequences. Especially when the setting you want to convert is tied to certain rules to make sense (like D&D’s Vancian magic), you will either have to create variant rules or just accept that some things work different, when “savaged”.
A Roleplaying Games blog
If you leave a comment on our site you may opt-in to saving your name, email address and website in cookies. These are for your convenience so that you do not have to fill in your details again when you leave another comment. These cookies will last for one year.
If you have an account and you log in to this site, we will set a temporary cookie to determine if your browser accepts cookies. This cookie contains no personal data and is discarded when you close your browser.
When you log in, we will also set up several cookies to save your login information and your screen display choices. Login cookies last for two days, and screen options cookies last for a year. If you select “Remember Me”, your login will persist for two weeks. If you log out of your account, the login cookies will be removed.
If you edit or publish an article, an additional cookie will be saved in your browser. This cookie includes no personal data and simply indicates the post ID of the article you just edited. It expires after 1 day.