Captain Anorak's
Guide to Gaming
Warhammer FRP
Long long ago, before the world fell all to ruin, when Games Workshop was
still a good and honourable games company, GW brought out a fantasy wargame
called Warhammer Fantasy Battle (WFB). The background to this game has been
described as one third Tolkien, one third Moorcock and one third history. The
setting is a fantasy version of Europe, reflecting a historical period
somewhere around the 14th-16th centuries.
At this point I must digress to explain my views on RPG backgrounds. When
I see someone produce a new game that's completely derivative from what's gone
before, as this background was, I shudder with distaste. Every time a new RPG
comes out, and it has the old hackneyed fantasy races of Orcs, Elves and Dwarves
in a mock-mediaeval setting with Law and Chaos in the background, I just think
to myself, 'What was the fucking point in that? You might as well just play
AD&D.'
But these considerations do not apply to WFB. WFB was a wargame, and when
you play a wargame you don't want to spend a couple of weeks reading all the
background material, which I would be quite happy to do with a roleplaying game.
With a wargame, you want to be able to get to grips with the world straight
away with a minimum of effort. So seeing the familiar and well-understoood races
in a familiar setting is an advantage in a wargame.
WFB had a small number of stats for each individual, which were arranged into
a 'Profile' making them convenient to read. Now, this is an important point:
for each of the humanoid races (Humans, Elves, Dwarves, Halflings, etc.)
there was something called a Basic Profile which gave the stats for a typical
rank-and-file soldier of that race. The Basic Profile represented a trained soldier,
not an untrained peasant. By third edition you could have troops called
'levies' who were untrained peasants that had just been drafted in to fight (I'm
not sure in which edition of the game these were introduced). These had stats lower
than the Basic Profile.
The reason I'm telling you this is because WFB had a good game balance, which
could not be broken because there were upper limits on how high a character's stats
could go above the Basic Profile of his race. A basic Human had a Strength (S) of 3.
The highest a Human could go was S 4. Off the top of my head, I think and Ogre had
S 5, a Greater Demon S 7 and the greatest of Dragons S 10. The most powerful Human
could never equal the S of an Ogre, let alone a Greater Demon or a Dragon. This is
good. This is how it should be. Stats should have an upper limit to what is
achievable. (See my rant on
uncontrolled stat growth).
Now, finally, we get to the game I'm actually writing about, Warhammer Fantasy
Roleplay (WFRP). GW brought this out, I think in between publishing editions 2 and 3
of WFB, as a roleplaying version of WFB. So it was set in the same world. I don't
particularly like these games which just redo the standard cliched hack fantasy
Orcs-Elves-Dwarves concept, but I have to say that of those I've played this is the
best. It's a romping, enjoyable world of adventure, and the background is covered in
more depth than most RPGs. (This is not to say that there's as much background as I'd
like. Very little is said, for instance, about how society is organised or how power
is exercised by rulers.)
The first big problem with WFRP is the conversion of stats from WFB to WFRP. WFB
has almost all its stats in the range 1-10. WFRP has changed some of these to 1-100.
At the back of the WFRP rulebook is a table showing how to convert WFB stats to WFRP
stats. Some stay the same (so S 3 becomes S 3) whereas some are changed (so for
Weapon Skill, WS 3 becomes WS 33).
This system falls down for two reasons. One is that the Basic
Profile, which represents the stats of a trained soldier in WFB, is converted to
form the stats of an untrained peasant in WFRP. To make a character who is a trained
soldier, the stat increases from the Soldier career must be added to this Basic
Profile. This means that an average Human peasant in WFRP has stats equivalent to a
trained Human soldier in WFB, whereas a trained Human in WFRP has stats equivalent to
a 'Hero' (a personality character with higher stats) in WFB. This throws the game
balance out for a start, because now in WFRP all the player character races are a
bit harder in comparison to NPC races than they are in WFB.
But it gets a lot worse than that. In WFB, there is a hard ceiling for each race
above which its stats can not go. For Strength (S) this is 1 point above the Basic
Profile. Since the S of the Basic Human Profile is 3, the absolute unbreakable
maximum S value for a Human is 4. That's WFB. WFRP still has a sort of hard ceiling,
but it's much higher. In WFRP, a Human's basic S is 1D3+1. In character generation,
the character may gain the 'Very Strong' skill, giving +1 S, so the maximum possible
so far is S 5. Above this, S may increase with experience by 'Advances'. These have
a hard ceiling (I think it's +2), so that gives a Human character a maximum possible
S of 7. That's the same S as a Greater Demon, which is an innately magical creature
about 100 feet tall. I've just used S as an example here, but similar things happen
with many stats. Basically, the carefully thought out game balance of WFB has been
thrown out of the window and characters are allowed to become almost god-like in
power, just like in AD&D. This was a real diasppointment to me.
THE CAREERS SYSTEM
AD&D had rigid 'charcter classes'. Some other RPGs have no such
concept, allowing
each character to develop freely without straitjacketing it into one stereotype.
WFRP pursued a middle course with the Careers system.
The Careers system was a noble effort. A character has to take up a
Career. This describes what the character is doing in his life. If a character
is following the Coachman career, he has to drive a coach for a living. If he takes
up the Bandit career, he has to be a do robbery with violence for a living. If he
takes the Soldier career, he has to be a professional military man.
It seems that this was an attempt to make people play characters who actually
had a life in the world instead of just being
'wandering fantasy adventurers'
as
characters are assumed to be in most fantasy RPGs. Unfortunately, this was not
followed up in the game, either in the original release or in the published
scenarios. Scenarios were not published for 'a group of Coachmen characters'
or 'a group of characters playing a military unit'. One reason for this, of course,
is that this would give any published scenario a very limited appeal. If GW
produced a scenario for 'a group of PCs running a coach company in Altdorf,' or
for 'a group of PCs who are a military unit in Baron Grundig's army', they
wouldn't sell very many scenarios. A commercial scenario, if it's to be played with
an existing group of characters, must be useable by almost any party. This works
if the PCs are 'wandering fantasy adventruers' but not if they are doing a day job.
So, this noble idea didn't work because it wasn't supported. Still, it could
be used to good effect by a GM determined to make his players play
characters who are like real people. But often it becomes simply a useless
appendage. The rules state that to go through a Career, a character has to do
the job specified in that Career. So if a character wants to become a Bandit
Chief, he has to hire some bandits and go around with them raiding. This is done
purely as a matter of form so that the character can fulfill the requirements of
the Career and gain the stat advances and skills.
Each Career has a list of skills and stat advances which can be gained while
in that Career (Experience Points have to be individually paid for each of these).
Each Career also has a list of 'exits' which are other Careers that the character
can go into from this Career. This means that rules lawyers quickly learn which
Careers give them the greatest increases in their combat stats, and then seek out
the Career path that leads them to that Career.
The next problem is that there isn't a lot of sense in the stat advances that
the Careers have. If I recall correctly, the Assassin Career is the only one with
Attacks +3 (ie. you can increase your Attacks stat to 3 points above your
character's starting level). Other advanced military Careers (Knight and Military
Officer, I think) have Attacks +2, while the basic Soldier career only has Attacks
+1. This means that power-gamers always try to become Assassins to get that
desirable +3. But where is the sense in this? Why should someone who works as an
assassin get the chance at higher combat stats than a professional fighter? And
why sould an officer be able to get higher stats than an ordinary soldier? Rank
should not determine skill. If two men with the same stats join the army together,
have the same amount of fighting experience, and then one is promoted to a position
of command and the other remains a private soldier, why should that affect the
levels of combat stats which they can achieve? Why should the officer be able to get
Attacks +2 but the common soldier only +1? There is no sense in it.
As mentioned, Assassins only can get +3 Attacks. Why should that be? One might
answer that an assassin spends most of his time doing combat training. I answer that
a professional soldier spends much of his life fighting and training, so he should
be able to get just as good. A possible answer is that an assassin would be trained
in secret martial arts techniques. This would be fine, but it's not in the rules.
If the rules said that to enter this Career, a character had to join a secret order
of assassins and be trained in its secret ways, that would be fine. But there is
no such stipulation.
Like so many rules in so many game systems, the Careers system of WFRP can be a
good set of guidelines but a poor set of rules. If a GM takes this system as a guide
and sets aside the actual written rules in favour of common sense whenever this seems
a wise judgement, then it can work fine. But if the GM just interprets the rules
literally every time, they produce nonsensical results.