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10 votes
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What variant rules/house rules do you use in your Warhammer fantasy roleplay 4e game?
I'm currently reading over and learning Warhammer Fantasy Roleplay 4e I'm moving more and more away from D&D and Pathfinder games towards others due to different mechanics, fantastic design, etc....
I'm currently reading over and learning Warhammer Fantasy Roleplay 4e I'm moving more and more away from D&D and Pathfinder games towards others due to different mechanics, fantastic design, etc.
I've seen much conversation about WFRP 4e online and how it's not as good as 2e, or too complex, or other arguments. I'm not looking to start edition warring, but how many of these arguments still hold true in 2023 with the newer rules from Up in Arms and Winds of Magic?
If there are complexities/gaps in 4e, what variant rules, house rules, or homebrew are you using to fix those things or fill them out?
9 votes -
Games Workshop to launch Warhammer-centric streaming service
9 votes -
Astartes - Part Five
6 votes -
Free copy of Warhammer 40,000: Space Marine on Humble Bundle until September 1st
16 votes -
Let's talk about collectible non-card games
I'd like to start a discussion around collecting-based games, with the following prompt question: What non-card-based alternatives to TCG/CCGs exist which satisfy the same criteria? This...
I'd like to start a discussion around collecting-based games, with the following prompt question:
What non-card-based alternatives to TCG/CCGs exist which satisfy the same criteria?
This "criteria" is my understanding of what makes TCGs/CCGs appealing, and includes but is not limited to:
- collectible/tradable (not necessarily monetized),
- portable/relatively self-contained (this could include apps, handheld consoles),
- the constant drive to expand the collection (whether it's through the randomness of distribution not ensuring particular collectibles, or an appealing reward system like in the Pokemon games).
I wish to divorce these criteria from the card format. Of course, the list of criteria not extensive and I am actively seeking a deeper understanding of what makes these card-based games so appealing. Discussions on the nature of gambling-addiction and the impact of secondary market values also very welcome.
The best example I can think of is the Pokemon games for handheld consoles. These games pre-dated the Pokemon card game and are a great example of the appeal of card games existing and thriving in a non-card format (which ironically led to the card game adaptation).
Another is Warhammer and the tabletop wargaming family. This is interesting to me but really seems to be in a completely different ballpark because it lacks agility and thus is far less appealing to many players.
Note: my reference point to what makes games like these appealing" is very biased by card games, specifically the current "big three" of TCG/CCGs: Magic: the Gathering, Pokemon, and YuGiOh. I'd appreciate suggestions of other relatively successful or simply well-designed games which employ collectibility as a core mechanic. They don't even have to be portable, as long as you're clear about that.
tl;dr: let's talk about alternatives to card games which depend on collecting as a core mechanic
Edit: formatting.
8 votes -
Any Warhammer players here?
I was wondering how many of us are actually here. Feel free to comment anything - just give a lifesign that I am not alone in this grim darkness where are only dank memes :)
13 votes