WFRP: Stepping Past the Starter Set

As well as putting out the initial releases in their Enemy Within reissue, Cubicle 7 have also put out a couple of fresh new products for 4th edition WFRP lately: here’s an overview.

Ubersreik Adventures

Around the release of 4th edition WFRP, Cubicle 7 put out a bunch of PDF-only adventures on DriveThruRPG set around Ubersreik, the city that the Starter Set is based in. This seemed like a good deal for everyone; from Cubicle 7’s perspective, it’s another chance to sell old timers on the Starter Set for the sake of the Guide To Ubersreik booklet in there, for beginners who’ve played the Starter Set it’s a neat source of additional support, and for old hands it’s some fresh WFRP material that ties in nicely with the new Ubersreik-based plot and isn’t just a revision of stuff they already own. Everyone wins.

Cubicle 7 hadn’t been planning to do hard copies of the material, but there was enough demand to issue this compilation of the five adventures (plus a new sixth one). The artwork in the book tends towards simple black and white pieces in comparison to the more lush artwork of, say, Empire In Flames or the core book, but this is largely down to the status of this book as an unplanned compilation.

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Shadows Refreshed, an Enemy Renewed

The first two parts of the Enemy WithinThe Enemy Within and Shadows Over Bögenhafen, are shorter than the other parts and closely connected; the adventure in Enemy Within is basically an extended bit of setup for Shadows. It’s no surprise, then, that the two were compiled together in most reprints – first as Warhammer Campaign, then (along with Death On the Reik) as Warhammer Adventure, then in 1995 under Hogshead’s auspices as, slightly confusingly, Shadows Over Bögenhafen.

Enemy In Shadows is Cubicle 7’s new update of the campaign for 4th edition WFRP, which has laid fallow over the whole run of the 2nd and 3rd editions. (3rd edition had a campaign released for it called The Enemy Within, but it’s a completely different scenario which happens to touch on the same themes.) It’s part of a “Director’s Cut” reissue of the entire campaign, overseen by original designer Graeme Davis, with each of the five volumes of the campaign having “DVD extras” in a separate book, such as the Enemy In Shadows Companion for this one.

One especially nice thing is that as well as planning Empire In Ruins – a brand new ending to the campaign to replace Empire In Flames, which by and large nobody is especially satisfied with, they’re also doing The Horned Rat as a replacement for Something Rotten In Kislev, which had previously slotted into The Enemy Within between The Power Behind the Thone and Empire In Flames but which is generally agreed to be not really anything to do with the main Enemy Within plot and better treated as a standalone Kislev campaign.

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A Retro Idea of Retro

I’ve previously discussed insights we can get from Arcane magazine’s Top 50 RPGs feature, but there’s one other feature from the magazine which I think has aged particularly interestingly. Rather than being presented in a single article, though, it unfolded over the span of the magazine’s existence.

This was the monthly Retro feature, each instalment of which offered a one-page retrospective of an old game, by and large (with a very few exceptions) one which was well out of print by the time. This is interesting to look back on now because when Arcane was being published the hobby was some 21-23 years old; this year it’s 46. In other words, more time has now passed since Arcane magazine ended than passed between the emergence of D&D and the appearance of Arcane. It’s interesting, then, to look back and see what games were considered to be old-timey classics from that perspective, and how things have developed since.

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The Arcane Top 50 – Where Are They Now?

Arcane, a short-lived British tabletop gaming magazine from Future Publishing which ran from December 1995 to June 1997, is a name to conjure by for many gamers of around my age. I came to the hobby after White Dwarf had become a Games Workshop in-house advertising platform, and just as Dragon was on the verge of dropping its coverage of non-TSR RPGs altogether; that meant I got a brief taster of TSR having a broader scope of coverage, and missed out on the golden age of White Dwarf altogether.

With other RPG-focused gaming magazines available in the UK only available on a decidedly variable basis (whatever did happen to ol’ Valkyrie?), the arrival of Arcane was immensely welcome. Sure, even by this early stage the Internet was already becoming an incomparable source of both homebrewed material and cutting-edge RPG news, but much of that was in the form of Usenet and forum discussions of variable quality or ASCII text files. To get something which was informative, read well, and looked nice, print media was still just about where it was at.

Truth be told, taking a look back at Arcane in more recent years I’m less impressed than I was at the time. It took largely the same approach to its own subject matter (primarily RPGs, with some secondary consideration to CCGs – because they were so hot at the time they really couldn’t be ignored – and perhaps a light sniff of board game content) that Future’s videogame magazines took to theirs, particularly the lighter-hearted PC Gamer/Amiga Power side of things rather than the likes of, say, Edge. That meant it focused more on brief news snippets, reviews, and fairly entry-level articles on subjects than it did on offering much in the way of in-depth treatment of matters.

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A Grim, Dark Route Into the Old World

RPG starter sets are in vogue again. There was a time when they more or less went extinct, except for extremely desultory efforts by TSR or Wizards of the Coast, partly because they can be tricky things to produce and partly because publishers of games other than Dungeons & Dragons assumed that nobody would pick up their products who wasn’t already fully aware of what sort of game these RPG things were and who weren’t already specifically looking for the full-fat version of the game in question.

To be fair, that seemed to be reflected by the market realities; for the most part, companies other than TSR/Wizards didn’t manage to get their products distributed outside of specialist gaming shops, and many such shops were of such a nature where you were deeply unlikely to spend much time browsing there unless you were very much interested in their contents. Where a game did manage to obtain a sudden following of people who hadn’t previously been RPG customers, as Vampire: the Masquerade did, it was typically seen as the result of a catching-lightning-in-a-bottle moment which it was pointless to try and capitalise on by building a smoother, easier onramp. (It’s bizarre that Masquerade never had a starter set, when you think about it.)

The craze for actual play podcasts and YouTube series – spearheaded by Critical Role but with a healthy penumbra of other shows around it, several of which step into games beyond D&D from time to time (Critical Role itself did a one-off Call of Cthulhu episode lately) – seems to have exposed a bunch of people to tabletop RPGs lately, and whilst a good many of them will likely never extend their involvement beyond watching the shows in question, at least a subset of them are likely to look deeper.

This being the case, there’s now a plausible route for people who are not currently active RPG players and referees to discover a whole range of games which would have escaped their notice in previous eras – and that being the case, it’s suddenly substantially more worth it to at least consider doing a starter set for your game, especially if its core rules are sufficiently complex to merit providing an easier onramp, and especially if, say, your game happens to be connected to a venerable and widely-recognised fantasy IP like Warhammer.

Thus, starter sets seem to be back on the menu. Chaosium’s one for Call of Cthulhu seems to be the gold standard at the moment, and for good reason – it’s a pretty decent collection of adventures, offering multiple full sessions of play (in stark contrast to the desultory offerings of the worse TSR/Wizards starter sets), effectively teaching players the underpinnings of the game, and more than adequately setting them up to move on to the rest of the game’s offerings, and the adventures therein are sufficiently interesting that the set offers reasonable value even to experienced gamers. WFRP has a long and hallowed history of following Call of Cthulhu‘s lead: does Cubicle 7’s Starter Set for 4th Edition WFRP manage to pull off the same trick?

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The Roots of Dredd – and WFRP?

Attempts at adapting Judge Dredd to an RPG setting have been intermittent but persistent over the years. Mongoose Publishing landed the licence and gave it a D20 treatment back in their OGL shovelware days, before producing an adaptation of the setting to Traveller which I’ve reviewed previously. More recently, ENWorld’s publishing arm has attempted it with their What’s Old Is New system, a generic system which seems to have made almost no waves and gained no attention outside of ENWorld itself (though arguably, it’s a big enough forum that they don’t need to).

The original stab at it, however, was a 1985 effort from Games Workshop. Boxed sets of this edition (complete with maps for the scenarios and cardboard figures) circulate for a fair bit of money; if you just want the rulebooks, however, you can get them separately at a cheaper rate if you look. Divided into a Judge’s Manual and a Game Master’s Book, coming to a total of 200 pages together, this provides a system very much focused on playing Judges (which I think is the only sensible way to approach a Dredd RPG) and a setting guide to the world Dredd inhabits which is dripping with flavour. (There was also a hardcover release which compiled the two books into a single volume, though this is quite rare these days.)

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Grim, Dark, Hot NPC-On-NPC Action

Rough Nights & Hard Days is an adventure supplement for 4th Edition WFRP. It offers as a side dish some appendices detailing Gnomes for 4th Edition – an expanded version of the 1st Edition Gnome material from Apocrypha Now! – and a number of pub games popular in the taverns of the Empire and suggestions on resolving them at the gaming table, but the main course consists of five adventures by old hand Graeme Davis.

These aren’t just any five adventures, however – they’re five adventures riffing on the same adventure format, as pioneered by Davis in the 1st edition adventure A Rough Night At the Three Feathers – originally emerging in White Dwarf, later reprinted in The Restless Dead and Apocrypha Now during the 1st Edition days, updated for the 2nd edition adventure reprint collection Plundered Vaults and now offered in an expanded director’s cut as the first adventure here.

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Wrath & Glory and Other Warhammer 40,000 RPGs Disappear From DriveThruRPG

Despite its first wave of products coming out and its core rules being pretty solid as far as I was concerned, there’s been a concerning silence about Wrath & Glory. Aside from a few mentions in interviews, there wasn’t much emerging from the design team with respect to details of future products. The game’s standalone website was still up, though it’s a singularly crap effort – there’s no link to buy the game from, only the starter set is detailed, and the social media links go through to WordPress defaults – and all mention of the game seemed conspicuously absent from Ulisses North America’s front page. Rumours floated around about poor sales, though sales figures in the RPG industry are incredibly difficult to pin down.

Now, though, a much more concrete sign of trouble has emerged: without warning, all Wrath & Glory products have been pulled from DriveThruRPG, along with all the PDFs of the Fantasy Flight Games-era 40K RPGs which Ulisses Spiele had been given the rights to sell as part of their deal with Games Workshop. The products are still available in your library if you’ve purchased them already, and they still show up on searches – but you get an error if you click on those search results, so it’s no longer possible to buy the products on DriveThru if you haven’t already.

On doing further checks, other Ulisses North America game lines like The Dark Eye and Torg are unaffected, so it doesn’t look like this is a shift in policy on their part to shun DriveThruRPG (a bizarre choice since it’d mean walking out of the biggest shopfront in the market). Likewise, Rough Nights and Hard Days – the new supplement for WFRP – is still available on DriveThruRPG (and is doing pretty well in the sales rankings at that), so it seems unlikely that Games Workshop has abruptly decided to cancel all their RPG offerings or ban their licensees from using DriveThru. (Such a move would be a bit out of character for Games Workshop these days anyway, since under their new CEO they seem much more reasonable and gamer-friendly than they’ve been for a long while.)

On the whole, the situation stinks of a licensing issue between Games Workshop and Ulisses – extending, possibly, to a full-on cancellation or freezing of the licence. Why this would be the case I do not know; a lot hinges on what termination clauses and measures were written into the licence, and as a result it’s possible that this was initiated by Games Workshop, or by Ulisses, or by both.

It’s difficult to speculate what could have prompted this, but if I had to put bets on it, I’d say that some sort of acrimonious disagreement is involved. Compare this to the situation where Fantasy Flight gave up the licence voluntarily, and were able to declare as much to give customers a chance to make a last few purchases before the clock ran down. I can’t see that either Ulisses or Games Workshop would have wanted it to go down this way if they had a choice about it.

Possibly it’s just a momentary argument about royalties due from PDF sales or something of that nature, and PDF sales will be restored in due course… but it feels more likely that Wrath & Glory is dead in the water. Whether this came down to Ulisses tossing the 40K licence away (perhaps due to poor sales making it no longer worth their time, or their arrangement with Games Workshop constraining them from making other deals they thought would be more worthwhile), or down to Games Workshop slapping the franchise out of Ulisses’ hands, we don’t know. We can only hope that sooner or later someone else will step up to the plate to handle the grim darkness of the far future in tabletop RPG format.

UPDATE: It’s been announced that Ulisses are turning over development of Wrath & Glory to Cubicle 7. Cubicle 7 press release here, Ulisses statement here.

Despite Ulisses putting a brave face on this, I feel like this is mostly good news for Cubicle 7 and Games Workshop, and a bad sign for Ulisses North America. UNA lose a major brand, Games Workshop greatly simplify their oversight workload on the RPG front, and Cubicle 7 get all the Warhams RPGs under their banner. I have to suspect that Ulisses Spiele may feel that UNA has overextended itself and have decided to prune back their American branch accordingly.

Cubicle 7 confirm that there’ll be a revised printing of the core book, which I actually welcome – as much as I like the new system, the production values on the core book could do with a little Cubicle 7 magic, and folding in the errata would be a nice move.

A Glorious New System For a Grimdark, Wrathful Future

Wrath & Glory is here! This is the brand new Warhammer 40,000 RPG system from the North American branch of Ulisses Spiele, who took over the 40K RPG licence after Fantasy Flight Games dropped it. (The Warhammer Fantasy and Age of Sigmar RPG licences went to Cubicle 7; their Age of Sigmar RPG is still coming but their 4th Edition of WFRP is pretty damn good.) Keener that I was, when the preorders came up I plumped for the chunky collector’s edition big box, containing much of the initial volley of Wrath & Glory products. How does it measure up? Well, let’s crack it open and see…

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Fisting Myself Isn’t As Fun As I Thought It Would Be

This article was previously published on Ferretbrain; due to the imminent closure of that site, I’m moving it over here so that it can remain available.

I’ve previously paid attention to Games Workshop/Black Library’s line of Path to Victory gamebooks, which I felt did a generally good job of evoking the Warhammer and Warhammer 40,000 settings despite having some issues with errata. Well, the third book in the line – Herald of Oblivion – is out, and gives YOU, the reader, the chance to play a Space Marine. Specifically, a member of Ferretbrain’s favourite ever Space Marine chapter, the Imperial Fists.

The book is written by Jonathan Green, the self-described “King of Steampunk” and a veteran gamebook author (having churned out most of the more recently published Fighting Fantasy books). The former aspect of his work makes me worry that I’ll be expected to play a Space Marine wearing a top hat and a monocle in clockwork power armour; the latter, though, is more promising, especially since he wrote Howl of the Werewolf which Dan and Kyra liked and is apparently fairly popular as far as gamebooks go. How will Green evoke the distinctive character of this Chapter? Will there be options like “Turn to paragraph 28 to put on the Pain Glove” or “Roll against Strength to not cry when the Sergeant brands your buttocks”? When playing the Deathwatch tabletop RPG is a perfectly viable option, how does the solo Fist experience compare to Fisting with friends? Let’s see.

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