I don’t get to play RPGs often, so I focused on one that I still read, rather than play.
Now because I’ve talked about the 1st edition of WFRP numerous times already, I’ll change gears a bit and talk about supplements and adventures that I often go back to and read just for fun and inspiration.
This book is dense and huge. So much in it that can be used elsewhere. If I ever play WFRP again, any edition, I’ll definitely use this as a resource.
It outlines the fabled City of the White Wolf, Middenheim. Chock full of maps, locations and interesting NPCs, I consider this to be a shining example of a setting book. This, along with Vornheim, have been hugely influential to me as a GM.
While the newest edition of WFRP had its flaws, it really helped me grasp the idea of factions and how the characters can play off each one to gain prestige and influence. With those symbolic trackers, I would feel far more confident in running this.
I love this book. There’s so much character to it. It is so dense and crowded, just like the city itself. It’s interesting how newer games with far better production values, artists and layout don’t feel as organic as these older books. Maybe it is just nostalgia talking. Maybe it’s my growing dislike of digital art (I’ll write a post explaining this some day). I dunno…
The only games that we really got to play in this were the Doomstones campaign. My buddy Jeff GM’ed that one. It was epic! I still remember the gritty, grim feel of it.
That’s a big thing about these games: you really felt awesome for surviving the brutal world. At the end of the quest, you felt like a god. No, not one of THOSE gods. Well, they were pretty “metal”, but we fought against them. The option of joining them was beyond us at the time.