A fantasy game by Richard Halliwell and others, first published by Games Workshop (GW) in 1986.
I think we have created a solid mini-curriculum about some critical features of play. The first part is Movement and maps, the second is Horses on squares, and here’s my next part. I definitely include the comments to the prior posts as part of it. If you find any other posts or sets of comments […]
A few weeks ago, the Carbon 2185 crew decided they had enough of the Cyber & The Punk for a bit. We will be switching to Forbidden Lands soon, but in the meantime the players wanted to give WFRP 4th edition a look. To save time I grabbed the pre-generated characters and let them choose. […]
Part of hobby mythology concerns role-playing’s origins as bringing tighter focus into table-top wargaming, such that within this or that battalion, or aboard this or that vehicle, the group can look closer and see Sergeant Bob or whoever running around, being a character, having opinions, and doing things. If that’s so, then one would think […]
Zac has not retreated from his call that IIEE (intent, initiation, execution, effect) is the “beating heart of the activity,” and Manu – the very soul who prompted this discussion at the Forge fifteen years ago – is still on task. Armed with these stalwarts, we embark upon another Monday Lab to investigate best practices. […]
It is crazy how common and how widely-developed craziness is, in role-playing. As much as world-building, as much as combat options, as much as magic systems, this is a definite feature of the hobby with its own schools and aims. It is clearly a primary path toward characterization, character development, player agency (through its managed […]
Finding D&D, part 4! This one is scaring me. Remember how I warned that the one about fundamentalism and the OSR wouldn’t be insulting? I fear this one can’t say the same, and even if it doesn’t go too far, I know it’s going to gore a lot of oxen. One point I develop in […]