Another of my (several) complaints about Warhammer 3rd Edition is that it doesn’t seem to contain a great deal of flavour about the world, compared to the 1st and 2nd editions. I think this is largely because it is new[1], though I think Fantasy Flight Games are doing the rather nasty trick of assuming that everyone is just going to use old 2nd Edition source material for the flavour. In a way this is good because it means you don’t have to buy a whole new range of background material when you buy a new system, if you just want to upgrade to a system that actually works. After all, Black Industries may have produced a completely and insanely shit system, but the quality of their work on the world is unparalleled and unlikely to be bettered by any other company[2], and I think that the reason most people who play WFRP2 love it is the world, not the system – you love WFRP2 despite its myriad flaws.
So combining the two is the perfect way to play warhammer. And that’s what I did recently, when I started running the (excellent) first edition Fear the Worst adventure in WFRP3. I won’t spoil this adventure for readers by describing the content in detail, but suffice to say that it’s a really good example of the best kind of module. It has lots of material on the setting and a general structure for how the module should run, so that GMs can run it as intended and get a rich and interesting experience, but also leaves huge sections open to free-form development, so that the GM can drop things he or she doesn’t like, and players can make their own path to the conclusion (which occurs on a fixed timeline). It also openly allows for the possibility that the players will “lose,” with catastrophic consequences for the town if not for them. I like this style of adventuring a lot. And also, it’s quite lethal if the players are stupid.
The module was also very easy to fit in with WFRP3, with one caveat – played as written in WFRP 3 for the PCs as described in the module (novices), it is lethal, far more than I think must have been the case in the original. The module was easy to convert because the basic worlds overlap so well – the available flavour in the WFRP3 books makes you feel like you’re in a 1st or 2nd Edition Old World, and all the concepts described in the module are familiar to readers of 3rd Edition. Also, many elements of the module are very similar to those of the introductory module in the WFRP3 Tome of Adventure, with the same feeling of brooding trouble, everything on the surface happy and normal but chaos beneath. In short, the personalities of the different versions match up.
So what particular challenges faced me in converting the module?
Converting statistics: The WFRP 3 basic book and the Winds of Magic supplement include the monsters you need to make your adventure work, and all the NPCs in Fear the Worst can be mapped to them, so it’s no trouble to generate statistics. I fiddled a few details on some stat blocks to make the NPCs match up, and there were one or two spells that I had no analog for, but this didn’t bother me at all. Stat blocks in the original module are easily read and understood, and can be converted easily if you know what an average value should be in each system. This took very little time and produced creatures which in combat behaved roughly as the module suggested they would.
Handling traps: There are no rules for traps in the WFRP 3 rules, so I made my own, with corresponding cards. On the night my thoughts on traps were half-formed so I winged it a bit, which ended with the thief hanging by his hand over a pit full of spikes, looking very worried. But the joy of WFRP 3 is that it is the ultimate system for winging it. You can produce anything you want with those dice, and as I get more familiar with them I’m having a lot of fun making them do their creative work. This adventure depends on traps being dangerous, and I certainly made them so. Had the thief had a little less saving throw luck, he’d have been dead.
Handling the lethality:Quite unlike earlier editions of Warhammer, WFRP 3 is singularly lethal, and this was the third time my party came to a near TPK. This one was particularly dire, with the party cycling through unconsciousness several times (a very risky proposition) and their entire fate resting on a duel of wizards. My party were on the cusp of a second career, with all the extra power that entails, and so considerably tougher than the original module requires, but even if they had been smart and seen the ambush coming they would still have been in a very challenging battle. For novice WFRP 3 PCs the encounter at Black Rock Keep would, I think, be deadly on about 70-80% of runs, even without the ambush. The deadliness needs to be dialled down, either by reducing the size of the enemy group or by rolling some into a minion stat block, which is what I should have done with the two toughest fighters and the two weakest fighters. The original module calls for 7 unique creatures to do battle with 4 PCs, and gives those unique creatures reasonable strength in an ambush setting. I should have had 3 unique creatures and two pairs of minions, with the minions in melee and the unique creatures ranged/spell-casting. By not doing this I set a really challenging battle.
So the main take home lesson from this is to be careful in converting stat blocks and arranging enemy groupings, to take into account WFRP 3’s additional lethality; or to be ready with a backup plan for a TPK scenario (I had one vaguely mapped out in this case that would have been a lot of fun to run). Don’t be sucked in to the common myth that WFRP 2 or WFRP 1 are dangerous – compared to the third edition they are, in my (limited) experience much much less so. Module conversions need to take this into account, or GMs need to be ready to fudge it or wing it to make up for their mistakes half way through the adventure – or be willing to rain regular TPKs on their group, which in my opinion is not fun and soon loses you players.
I am thinking of trying to run one of the longer WFRP 2 campaigns (one of the famous ones) in WFRP 3 to see where it leads. It’s good to see that conversion is easy, because it means that I will be able to do enjoyably in WFRP 3 what would have been very frustrating in an earlier, less well designed system for the same world.
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fn1: and actually I would say that there’s a higher ratio of background material to rules material in WFRP3 than any other system I’ve ever read. The magic and priest books are basically entirely about the world, as is the tome of adventure. By shifting all the rules into the cards, the books themselves get to have a lot of non-system content. But they’re chaotically laid out and it can seem like that material’s not there, and I think it’s not as good as the material from the 2nd Edition.
fn2: and I think Fantasy Flight Games are in a bind here. If they release a bunch of new companion material and background flavour they’ll be accused of fleecing fans a second time over, but if they don’t -and assume that fans will use existing 2nd Edition material – they’ll be accused of neglecting the warhammer world in favour of the system. More evidence that games need rescuing from their fanboys, if this happens.