Talk:WHFRP Reboot

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--Gdaze 15:39, 23 July 2007 (MDT) Well here are some ideas Criminals on the Run - I know we were this last time BUT, if we are this from the start it might flow better.

(*)Related to the Church Division - Merchants, warriors, priests, whatever, we are somehow tied into it.

(*)Part of those mobster families - The ones we met in that southern town. Might be fun to play tied into them. (That is we ARE part of it, not get blackmailed into doing shit)

With the resulting Chaos of everything falling apart, what if we played a ban of people trying to defend their village? Limited, but very 7 Samurai.

Remember those people hired to get the axe the first time and fail? Well its not that they didn't come back, they just never made it to the axe... due to.... INSERT PLOT DEVICE

Just some ideas.


-Matts 15:44, 23 July 2007 (MDT)I'm not going to dictate that; I've got a plot in mind, but my ideas so far don't demand a particular shared background. It could be that the hook that keeps everyone together evolves over the course of the first few sessions, before we get into the first adventure proper.

But if you wanted to throw out the idea that everyone's crew on a riverboat called the Argo, or something like that, here's the place to do it, since that sort of thing probably wouldn't evolve. The assumption I'm operating from is that by the time you're imprisoned in the cave, I mean, er, that by the time the game starts, you'll be a group with a few trials-by-fire already under your belt. I haven't explained fully the prologue system I want to use, but let's be real here; I've got a job! Maybe I'll write it up tonight.

Lol, the dudes hired to get the axe! That'd be some Rosencratz shit right there.

--Dieter the Bold 16:01, 23 July 2007 (MDT) I'd love to be smugglers. I mean, straight up, dishonest smugglers. We're moving items that can get us imprisoned or worse about the Empire and we're all in it deep enough to hang the others. We can smuggle by wagon, boat, mule or foot. We can have facemen, muscles and scholars (legal, hopefully), and maybe a dishonest lawman or two. I think it offers all the fun of trading, troubleshooting, scheming and fighting that we could want, with emphases on any of those depending on how much effort each person wants to exert in any particular direction. It also encourages group unity because each one of us could well and truly fuck any of the rest.

--Gdaze 16:29, 23 July 2007 (MDT) Hmm I like Dieter's idea. Though I dunno if this group can be that ruthless... Oh wait... I forgot our first Space Opera game. Whipping priests and beating kids with skateboards.

--Dieter the Bold 16:49, 23 July 2007 (MDT) I see Ed as Jacob: general criminal
Ben as Anjou: faceman extraordinaire
Gabe as Robert: muscle and legal counsel
Jeremy as Samuel: conman and fixer
Dieter as Germanicus: fixer

--Matts 17:27, 23 July 2007 (MDT)That's a fantastic idea! Keep em coming!

--Edmiao 17:28, 23 July 2007 (MDT) I like the downright smuggler idea. enough of do gooders. let's be criminals. very world appropriate as well.

--Dieter the Bold 17:49, 23 July 2007 (MDT) Another idea (and don't you wish this was in Gemini), but Indiana Jones and the Raiders of Sigmar's Ark!! We're involved in uncovering weird and powerful artefacts man was Not Meant to Know!! Get involved in occult plots, hounded by the Church, travel to far off and exotic lands, and maybe, if you're very lucky, uncover something worth enough to retire, or so powerful as to retire anyone foolish enough to come after you.
Ed as Jacob: he does the things no one else wants to know about
Ben as Anjou: he makes sure our papers are always in order
Gabe as Robert: the visible muscle, he discourages unwanted interest and keeps things safe
Jeremy as Samuel: he vacuums up all rumors and makes sure we know where to go and who to talk to
Dieter as Eckhardt: he knows the secrets behind the doors, the truth behind the myths and maybe the fire that burns what cannot die

Salty Sea Dogs- The hired help on a merchant cog, we have a patron that takes us from one exciting locale to another. Danger abounds on the high seas, but when we're washed up during shore leave, our troublesome nature stirs up new and dangerous things at port.
Ed as Jakob: able seaman who's always got something up his sleeve
Ben as Anjou: always running a side business and often leaving port one step ahead of the law
Gabe as Robert: hard-bitten Marine that just can't relax, a regular in every jail cell of the port cities
Jeremy as Samuel: when he's not slaying the ladies he's always ready for a little sideline action with the other crewmembers' plots
Dieter as Ambrose: itinerant priest who keeps the crew alive and in relatively stable health

--Matts 18:22, 23 July 2007 (MDT)Some ideas, not neccesarily good:

  • Fanatic band: A group of worshippers of a deity (ulric or sigmar being appropriate), roaming the countryside spreading their faith to those who'd listen, and spreading spiky bits to those what wouldn't.
  • Knights, aspirants and retinues: the players are all involved in a knightly order, receiving directives from the inner circle, but otherwise striving for renown and success across the Old World; a variation is a group of Brettonian Knights and hangers-on (not sure if y'all want to do that, given how much you liked the Lady)
  • Riverboat crew: see Sea Dogs, but put them on a smaller boat on the river.
  • Explorers: recently returned from a trip abroad, Marco Polo style, only to find their homeland crumbling around them. The prologue could be all kinds of interesting adventures along the Silk Road.
  • Natural Philosophers: academics and their help (violent and otherwise). A Scholar, a Physician, An Engineer, a Wizard, and some muscle. Maybe they have a hot-air balloon!


Gabe- What about a cirus troope? However you spell that.

--Edmiao 00:01, 24 July 2007 (MDT) if you want to put the kai-bosh on magic, i think it would be easy. just increase the frequency of those nasty chaos manifestations, like ones or twos or some other tweak on the rule. make em roll two or three times on the chart when you get one and take all or the worst manifestation.

Will this be ready for prologue when ben is gone a week from friday?

--Matts 00:05, 24 July 2007 (MDT)Yes it will. We should have a group hook by then. I'm actually really liking the smugglers idea; what say the players?

--BenofZongo 00:12, 24 July 2007 (MDT)Does this mean I miss out on all the prologue/xp? bummer.

--Edmiao 00:28, 24 July 2007 (MDT) see, in my perfect world, you would still get all that xp. why should Ben, the most reliable player, be punished for taking a vacation?

--Matts 00:38, 24 July 2007 (MDT)Like I said, the prologue should last several sessions; ben's character will just have to take up more of one of the later prologue sessions.

--BenofZongo 01:15, 24 July 2007 (MDT)I'd say there is a 75% chance that I will be making a not-dwarf runesmith. Hope you guys like your gear tricked out. Either that or an apprentice wizard.

--Dieter the Bold 08:07, 24 July 2007 (MDT) I don't know about you fools, but I'd like to have a group hook set by no later than Wednesday of next week. That'll give me a minimum of two days to work out my character, although I'd prefer longer. So, smuggling seems to be popular, but lets have everyone toss ideas out and weigh in. No one likes voting, so let's see about some kind of consensus. But no particular hurry as we have until next week.

--Edmiao 09:48, 24 July 2007 (MDT) I say we get it settled by this friday. Smuggling sounds good. maybe cross it with Deiter's sigmar's lost ark. Smuggler/Pirates who found a treasure map to ancient artefact. intent to sell said artefact for uber lootz but maybe they will all turn to dust on opening it.

If we do a smuggler crew, players could build backup characters into an NPC crew, like in Gemini.

--Gdaze -- Hmm smugglers is fine by me. I actually dunno about advancing THAT fast, but whatever. And yes smuggler crew works fine for me. I may even pick my career...

--BenofZongo 11:32, 24 July 2007 (MDT)Smugglers is fine by me. That may behove me to make a different character, but that's cool, I'll figure it out. Shadow mage would be awfully useful for smugglers...

--Dieter the Bold 12:24, 24 July 2007 (MDT) Cool, cool. I declare that as of Saturday morning, we will be smugglers of some kind, barring anyone making a case for something else. What type of smugglers are people thinking? Do we make a regular circuit and only carry certain types of goods? Are we part of a larger brotherhood? Do we take any job that seems worth the risk? Do we have some long-term goal we're working towards?
As for the advances, it can be quite the jump in terms of ability from 1st to 2nd career, but it takes a long time to fill out the 2nd career on to 3rd. I'm not too worried about being a 2nd career after the prologue. Just remember that all our opponents are likely to be the same, so watch out!


--Gdaze 12:43, 24 July 2007 (MDT) Well I'm debating between an Entertainer or rolling for my career. Only problem is they don't get dodge blow and I like dodge blow. Tis my friend. Is anyone going to take the actual Smuggler career? Matt, can we do stats before choosing/rolling our career? Hmmm, entertainer or Marine... Or Road Warden... Choices choices.

--Edmiao 12:44, 24 July 2007 (MDT) are we smugglers on a ship?

--Dieter the Bold 13:09, 24 July 2007 (MDT) I think land or water smugglers would both be awesome. And we could always simply do both. I think a Marine is badass on or off ships. That's a good question, Gabe, but only for those who are rollings stats. If you decide to assign points or roll but decide which points go where you can pretty much stat your character to a particular career.

--Gdaze I'd love to be on ship, if even a small one. Maybe more riverish? Land is kinda coo' too. I dunno if I'm gonna wanna be combat though. Combat is pretty harsh with the way it is set up now, so I might try to stay away from that.

--BenofZongo 13:33, 24 July 2007 (MDT)If I make the runesmith, I'll fall into the "muscle" category (high ws and T), if I make the shadow mage, I definitely won't.

--Matts 14:25, 24 July 2007 (MDT)Sure, you can do stats before you do your career.

--Gdaze-- Hey so do we all know who or what kind of career we are going to play as? If so, could people post what they are leaning towards? I know Ben and I already have... sorta, but yeah, post! POST! Matt on the attributes, I take it you want us to roll infront of you if we do that? If I'd like to do it real quick on Friday.

--Edmiao 14:54, 24 July 2007 (MDT) I'm sure matt trusts us to roll stats. I just rolled mine, got 35-40s across the board. nice. I think I'm looking at the muscle, the theifly sneaky pursuit and/or mariner type.

--Dieter the Bold 15:01, 24 July 2007 (MDT) I'd lean towards a muscle/mariner type or a fixer. Matt, in terms of the rolling for attributes (option 2), do we have to declare before the rolls what attribute it will go into or can we decide after the roll? I'm fine with riverboat or high seas, although I think riverboat would keep us a little closer to adventure, so to speak. Also less chances of drowning, but higher chances or bandit attacks. So, meh.

--BenofZongo 15:16, 24 July 2007 (MDT)high seas will require a large crew, so it may be better to go for the riverboat. If we have 1-2 already leaning towards muscle, I'll probably make a mage, amber, celestial, or shadow.

--Gdaze-- I'm starting to realize that watchman really wasn't that bad of a career to start as. I mean strike to stun, dodge blow, not bad at all... I think I might very-well go for Entertainer then. I like the idea of then becoming a Charleton. It is one of the few advance careers with Flee! I like the image of me being caught. "Well... gentlemen you have caught me with my hand in the cookie jar. There will be no talking my way out of this one I imagen? No? Well I'm not much of a fighter so I guess I'll just RUN LIKE A BITCH!!!! AHHHHHHHHHH!"

--BenofZongo 15:29, 24 July 2007 (MDT)You could start as rogue as well: they have some good starting stuff.


--Matts 15:46, 24 July 2007 (MDT)Yeah, let's do stats on Friday if you want to roll them.

As to owning a boat, I don't think you guys will be able to. You can be crew on a boat, or have a buddy who owns a boat,but even a riverboat is worth several thousand crowns. But I won't make the mistake this time of saying that a marine or watery career isn't worth much.

I'd say if you want to be a smuggling band that who you know that can transport you is probably more important than owning a specific means of transport.

--BenofZongo 15:51, 24 July 2007 (MDT)well...isn't this the prologue? so if we own a boat, that doesn't mean we actually own one when the real game rolls around. Not to mention that if we are smugglers, why the hell would we sell our boat? It's not like the boat translates into liquid assets. Not to mention that a river boat with probably a single sail and 3-4 sets of oars can't be worth more than 1000 crowns. I have a question: how does stuff like "contacts" or "influence" work in WHFRP? just background?

--Gdaze-- Seems to me last time it was all roleplayed out. Anju got a lot of contacts because he spent a fair amount of in-game time getting them. Now take Robert who had almost none, because he didn't care to. So I am guessing we build that up during the prolouge or include it in our background. The biggest difference I see is that if we loose them in warhammer... they are gone and we don't get a replacement like in other games.

I'm guess what I'm getting at is I really liked that way. Maybe write in a few into the backgrounds, but otherwise spend time in-game getting them, ya know? Although I think character background should only include a few... family, close friends, maybe co-workers. I think we are all pretty good when it comes to making interesting back grounds that don't give us too many freebies. Although Noble makes it a bit hard.

--Matts 16:18, 24 July 2007 (MDT)I tried to introduce that influence system at the end of the last go-round of WHFRP. I think that's a fine thing to start from. Since it's very much a fluid thing, if you want influence or contacts, make the case to me and I'll let you know what you get.

For general "I know my way around" kind of stuff, I'm gonna keep that to Gossip tests; if you succeed on the gossip test, I'll tell you what you need to know or give you the go-ahead to ad-lib.

-Matts By the way, Gabe is so hot and cool I pronouce him my King of Love Love Time.

--Gdaze-- Ah gee thanks Matt! And here I thought I was way too bored at work!

--Dieter the Bold 18:20, 24 July 2007 (MDT) So we be riverboat rats, I guess. Whom do we work for? Ourselves or a larger organization? If we don't own the boat ow do we deal with the actual owner, re: our illegal dealings? Do we stick to a route or do we roam whever we can navigate the boat? Do we deal in set merchandise (gunpowder and nothing but), or do we pick up anything that can turn a pretty penny?

--Gdaze 21:34, 24 July 2007 (MDT)Question. About the 85 points system for attributes. Does this mean they start out at the 20 level, and we add on the 85 points? Or does it mean that we start at 0 and add the points? Because if it is the first method it allows us to basically have 30's across the board with 5 points left over. With the 0 method the attributes would be drastical lower then average. I like being powerful as much as the next guy, but 30's across the board? That is basically like having the average on everything, really there is no reason to roll because your chances of getting better then that are quite slim.

--Edmiao 20:54, 24 July 2007 (MST) with an average roll of 11 on 2d10, your average stats would be 88. so statistically, 85 is just below average and half the time or more you will exceed that.

--Gdaze Right which is my point. Due to the die roll being random, your likely hood of getting an 11 on each stat actually isn't that good. I don't think any of us had 30 on every stat. It is far better to make everything 30 then to up one to say... 38. That is one reason I like the rolling for stats, it gets rid of the temptation to make your guy all around good. When you roll you will tend to get some really low ones and a few highs. I feel it better represents the fact you ain't born good at everything ya know? I just think 85 points allows us to be too board. Plus if we are gonna be in advanced careers when we start we are looking at around 50% if you start at 30%. Well close anyway.

--Edmiao 22:32, 24 July 2007 (MST) No, this lets you chose to be a generalist or a specialist. Personally, i will not be making all my stats the same, some will be high and some low. do as you see fit.

I am thinking about playing "not an elf" who was nicely asked to seek his fortune traveling abroad due to some personality issues. Character would be a combat specialist with some sneak (kithband warrior).

--Matts 22:54, 24 July 2007 (MST)Your stats start at 20 with the points-buy system. As for the boat, we'll handle that during the prologue, but just figure the "boat guy" is a nominal member of your smuggling crew (a contact if you will); I just don't want to have people be like "we have to stay with the boat, it's Dieter's character's thing", or have to take the boat away ("It's my thing!") or whatever. Suffice to say, you've got *access* to a boat. A riverboat!

BIG WHEEL KEEP ON TURNIN'
PROUUUD MARY KEEP ON BURNIN'

etc.

--BenofZongo 23:22, 24 July 2007 (MST)I've decided runesmith isn't appropriate, so I will be playing a not-human. There are some pretty good priest abilities for Manaan for smuggling...for magic, I like life, celestial and shadow. Life has great intel gathering abilities (talk to trees, talk to rivers...) while shadow is just...badass but more independent. Celestial is fun: bonus rerolls, talk to birds...not too shabby. I'm leaning towards shadow, but haven't decided for sure.

Gabe: Eh, just seems a bit odd to me on stats but ohes well. As for boat, the SMUGGLER career starts with one.

--BenofZongo 23:28, 24 July 2007 (MST)So, I'm down to either a jade or shadow apprentice wizard.

--Edmiao 08:38, 25 July 2007 (MST) i'm having second thoughts about smuggler. what kind of game do we want? do we want characters that are interested in world politics or defending the world vs chaos like our last crew kind of was? WHFRP seems to lend itself to grand scale plots of good vs evil. If so, then smugglers is bad, because i envision this being our whole game "well, that's terrible that chaos is encroaching, but it's not our problem. Oh, the inquisitors are opressing people, let's stay out of their way. let's go pirating and smuggling and make more money."

--Matts 09:03, 25 July 2007 (MST)Well, the reluctant hero is a classic element of the so-called heroic journey. But if when the time comes to be heroes, the group as a whole doesn't answer the call, then that's pretty much that.

But to answer your question with a question, when you're making your characters, think about what would make them stray from the familiar and take on a new challenge. What is it that'd make a smuggler take up arms? If there's an Inquisitor oppressing people, what would it take for your character to become involved? Could that requirement change over time?

--Edmiao 10:15, 25 July 2007 (MST) I'll be sure to build things like that into my background. I'd implore the rest of the crew to take Matt's above to heart as well.

--Gdaze I just bought the beastery... man kinda pricey for such a thin book, but it is hard to get this book anywhere. Well I fore one am most likely gonna think along these lines. We need clients to smuggle to. If war, rogues (other then us), or inquisitors are killing my clients... well that doesn't make me too happy. Now, if the priests want some goods... then it is okay, I have new clients. The way I see it, with the way things are going, there is gonna be mucho need for smugglers. Heck even delivering messages.

Matt, quick question: Can we sell back some of our starting equipment? I am talking about the default equipment that everyone gets (cape, hand weapon, etc). And if we can sell/trade it back, can we get full retail for it? I'm more looking to trade it for other items of equal or lesser cost.

--Matts 10:49, 25 July 2007 (MST)how much gold value is that, and what do you want to buy?

--BenofZongo 10:56, 25 July 2007 (MST)war does mean a lot of business for smugglers, and Ed's/Matt's point is well taken. Besides, what we did do in the prologue (aka how we met) doesn't necessarily correspond to what we're doing in the game proper...ie, we could even (depending on how the prologue goes) have been a band of smugglers at one point, then gone our separate ways, and are then brought together again by fortuitous/unfortuitous circumstance. I wouldn't think of "smugglers" as the driver of our central plot, but rather the hook that makes us a group, and that's it, at least that's how I interpret it.