WFRP Returns To Middenheim

The Enemy Within is a campaign which is legendary for being potentially daunting but quite rewarding to run, and was a cornerstone of the 1st edition Warhammer Fantasy Roleplay line. Cubicle 7 have been steadily working through the process of putting out a definitive “Director’s Cut” of the campaign for their new edition of the game; in terms of what’s released in hard copy, I’ve covered the first and second episode (and their associated Companion volumes) previously.

Now we get to the part where Cubicle 7 must handle Power Behind the Throne, legendary as being one of the more complex episodes of the campaign, in part because of the richness and depth of its setting – the city of Middenheim. Detailed for 1st edition WFRP not just in Power Behind the Throne but also a standalone city supplement – the first that WFRP received – Middenheim, in-character, sacred ground to the Cult of Ulric. Arguably, it’s also sacred ground to long-term WFRP fans, a city which many campaigns have extensively explored.

So, how does Cubicle 7’s treatment of the city stand up? Is it a place worthy of a revisit – or to visit for the first time, if you’ve not been before – or has the rock of the White Wolf been desecrated?

Middenheim: City of the White Wolf

Cubicle 7’s idea of matching their Enemy Within volumes with companion volumes full of side-adventures, setting material of more general use beyond the immediate scenario, and further bonuses arguably follows past precedent. Back when he originally designed Power Behind the Throne, Carl Sargent ended up cooking up so much setting material on Middenheim that Games Workshop balked at putting it all in the campaign. Instead, much of the setting material was separated out and put into a separate product, originally called Warhammer City before being given the current title in reprints.

Cubicle 7 might have gotten away with just making the Power Behind the Throne Companion a reprint of Middenheim, but they’ve gone the extra mile, keeping the Middenheim volume as its own thing and producing an entire separate Companion for Power Behind the Throne. This is probably a good call. Thanks to Middenheim having been the only major city supplement for a good long chunk of the game’s existence – it took 12 years before Marienburg: Sold Down the River offered a comparable city setting for the game – it’s become a well-established and well-loved part of the setting, and has doubtless been used for a bunch of campaigns which otherwise never touched the Enemy Within stuff. Making this the Power Behind the Throne Companion would not only likely mean losing most of the stuff which we do get in the Companion, but also risks a great standalone supplement for the game being overlooked.

That said, the new supplement doesn’t ignore The Enemy Within entirely. It explicitly presents the situation in Middenheim as it exists just before the start of Power Behind the Throne. If you don’t intend to run The Enemy Within, you can just take this situation and run with it; if you are planning on incorporating it (or just Power Behind the Throne) into your campaign, then useful pointers are provided to highlight which situations and NPCs need to stay in place before Power Behind the Throne kicks off, as well as some suggestions as to what might be going on in town after Power Behind the Throne wraps up.

Another appendix provides some expanded character gen rules; the core WFRP 4th Edition rules tend to assume Reiklander PCs, and whilst they’re broadly useful across the rest of the Empire, the rules here offer a way to make human characters who better reflect the local culture of Middenheim and its neighbouring Provinces of Middenland and Nordland. Between this and the setting material incorporated – featuring deep dives into each district of the city and the surrounding lands besides – you could run an entire Middenheim-focused campaign with just the WFRP core book and this, which is exactly what the original Warhammer City supplement delivered.

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Supplement Supplemental! (Imperial Enclaves, Condensed Conspiracy, and Classy Clues)

Sometimes you read a game supplement which is worth taking note of, but isn’t quite substantial enough to waffle on about at length. When that happens to me, I make articles in this series. This time around, a WFRP release and a couple of tasty treats for Delta Green.

Archives of the Empire Volume I (Warhammer Fantasy Roleplay)

This is presumably the first of a series, the idea seeming to be to package up small amounts of material on WFRP-relevant subjects in broadly thematically-related collections – kind of like Hogshead’s old Apocrypha Now collections, only a bit more focused. This first Archives of the Empire is broadly based around diversifying the coverage of the Empire. First up, there’s a useful section giving a rundown of the various Grand Provinces of the Empire, as they exist just prior to the events of the Enemy Within campaign. (There’s a promise that the final Enemy Within volume – Empire In Ruins – will give an update detailing what the lie of the land is once the campaign concludes.)

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Death On the Reik – The Return Voyage

Cubicle 7’s revised rerelease of the classic Enemy Within campaign for WFRP continues apace, with the emergence of the second wave of physical products for it. The first phase, Enemy In Shadows and the Enemy In Shadows Companion, provided a thorough 4th Edition update to (most of) the material that was originally issued back in 1st edition days as the first two episodes of the campaign, and collected together under one cover in various reprints (the most easily found these days being the Hogshead release of Shadows Over Bögenhafen). Now the same treatment has been given to Death On the Reik, with a hardcover of the same title giving the adventure itself and the Death On the Reik Companion providing supplementary material, “deleted scenes”, and some material of more general use even if you don’t plan to run the campaign itself.

It took me a while to warm to the original Death On the Reik, and in retrospect I think that’s because it looks like a very sandboxy scenario, with the PCs free to travel the waterways of the Empire as they wish, it actually has a very involved plot, but the original presentation of the materials on a strictly location-by-location basis made the expected itinerary of the PCs somewhat obscured even as the River Life of the Empire section provided a toolkit for a much more free-roving affair.

For this new edition, Cubicle 7 have made the interesting – and, I think, probably justified – decision to change up the presentation of information just a little. The actual adventure portion of the old material is given in the main Death On the Reik book, and any particular location in the scenario will get its full writeup in the logical part of that book, but the arrangement of information in the book gives a better idea of the “expected” flow of the campaign (as well as ample advice on what to do if the timeline diverges).

Meanwhile, the information and systems in River Life of the Empire have been placed in the Death On the Reik Companion, in which context they can be greatly expanded on and polished without worrying about page count in the main book. This, to me, seems extremely sensible, since I suspect in actual play of the original version the River Life section either got extremely heavy use (if your group got really, really into the whole “Renaissance canal boat Traveller” thing) or was almost entirely ignored (if your group just wanted to concentrate on the plot).

This arrangement of information, in particular, means that groups who just want to blaze through the Enemy Within plot with a minimum of sandbox roving or B-plot are absolutely free to do so – all they need to do is play through the Death On the Reik hardback and leave the Companion be. On the other hand, if you want to play through the campaign with much more freedom of direction and more secondary plots not related to the core thing, fold in the Companion – or if you want to run a game based around the river routes of the Empire but don’t give a fig for the Death On the Reik plot, grab the Companion and ignore the adventure book. There’s a combination that works for everyone. (Well, everyone who likes boats, that is.)

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An Arcane Followup

So, a while back I did an article looking back at Arcane‘s Top 50 RPGs list from back in 1996, as polled among their (primarily UK-based) readership. At the time, I said that no truly comparable list had been produced since, but I’ve recently become aware of Tabletop Gaming magazine’s June 2018 piece on the Top 150 games. This includes board games and card games, but RPGs are healthily represented there – in fact, the top game on the list is an RPG. It’s also a UK magazine which feels in some respect like a present-day update of Arcane with a wider remit and some somewhat deeper insights, and the list was also based on a reader vote.

So, I thought it would be interesting to extract just the RPGs from that list to get a “Top RPGs” sub-list, and compare it to the Arcane list. Perhaps we shouldn’t read too much into it – the readership may well not be that similar – but it’s interesting to think about, right?

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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 either consisting of patchy US imports or a few local magazines published 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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