|New Options for the Old World
Discover the Warhammer Fantasy Roleplay core content that's right for you
|Warhammer Fantasy Roleplay | Published 16 December 2010|
As the year winds to a close, the release of the much-anticipated Guides and Vaults for Warhammer Fantasy Roleplay quickly approaches. First previewed in Sifting Through Shadows (pdf, 4.4 MB), Guides and Vaults stand alongside the WFRP Core Set as a convenient new way of dividing up core content, providing players and Game Masters with exciting new options in exploring the Old World. So visit our website often in the coming days, and keep a watchful eye at your local retailer!
The Adventure is Just Beginning
It’s been just over a year since Warhammer Fantasy Roleplay introduced players to an exciting new way to explore the Old World, and in that time, it has proven an amazing success! Since WFRP’s release, veterans and newcomers alike have been drawn to its innovative components, intuitive dice pools, and amazing production values, discovering a truly unique way to explore a world of grim peril with their friends.
But the adventure is just beginning. The release of gripping campaigns like The Gathering Storm and The Edge of Night, immersive supplements like The Winds of Magic and Signs of Faith, and helpful player aids like The Adventurer’s Toolkit and the Game Master’s Toolkit are merely the prelude to a greater tale. As WFRP’s product line and fan base both continue to grow, Fantasy Flight Games is dedicated to providing players with multiple ways to expand, customize, and enjoy their adventures in the Old World. And with the upcoming release of our new Guides and Vaults, there’s never been a better time to begin your adventures. But with so many options in WFRP core products, which one is right for you?
A Wealth of Options
The Warhammer Fantasy Roleplay Core Set remains the single most comprehensive entry point (as well as one of the best values in hobby gaming) for new players and GMs, and it’s best suited for a group of four players – one Game Master and three Player Characters. For more guidance on how to begin, see our "getting started" guide. Want to add more players to your group? Are you looking for certain content, without purchasing an entire Core Set? Our Guides and Vaults are the answer.
Guides are hardcover books that compile rules, charts, and reference materials into one convenient volume. These diligently crafted books are destined to be indispensable tools for both new and existing players, as they include comprehensive gameplay examples that coach players in taking full advantage of WFRP’s innovative game system. They also include useful tips, updated rules organization, alternate methods for using and tracking monsters and encounters, as well as complete reference tables of careers, spells, actions, blessing, and options from all WFRP releases up through Signs of Faith.
Vaults are sturdy boxes containing key components for Game Masters and players. For current GMs and players wishing to expand their collections of certain components, or for new GMs and players who want to own only a portion of the core contents, Vaults provide the perfect option!
The Tools to Play
The Player’s Guide and Player’s Vault are great for players wanting their own rulebook, as well as the key WFRP components that they’ll most often need.
The Player’s Guide compiles all the Warhammer Fantasy Roleplay Core Set player information into one hard-cover tome, and it showcases Warhammer Fantasy Roleplay’s innovative career system while making it easy to reference hundreds of exciting actions, spells, blessings, and special abilities from the original Core Set, as well as numerous expansions—now all in one handy resource.
It also features streamlined rules for gameplay, character creation, exciting combats, and engaging encounters. Want to see more? We’re pleased to present a few excerpts:
The Player’s Vault is packed full of components, making it a great option for players wanting to jump into an existing campaign with their own materials. It’s full of valuable player resources, including 30 careers, 45 talent cards, more than 150 action cards, five party sheets, and a pad of character sheets. The full colour punchboard features more than 30 player character standups, as well as the stress and fatigue tokens, tracking tokens, stance pieces, and activation tokens a player needs to manage his character during a session or over the course of a campaign.
Master the Game
The Game Master’s Guide presents helpful reference materials in one convenient book, while the Game Master’s Vault contains more of the GM’s key core components.
The Game Master’s Guide is an exceptional tome for your group’s Game Master. Armed with the rules and information found within this hardcover book, you’ll be ready to craft plenty of memorable stories and perilous encounters! In addition to compiling all the key GM information found in the popular Warhammer Fantasy Roleplay Core Set, this book also contains the rules for corruption and mutation from the Winds of Magic, and the rules for disease from Signs of Faith. The Game Master’s Guide also features a complete introductory adventure, An Eye for an Eye! Along with a handy resource of important game rules and effects—such as critical wounds, insanity, and spell miscast results—this sourcebook is full of guidelines and support for managing long-term campaigns and character development, as well as the rules needed to manage enemies and adversaries effectively and develop engaging encounters. Check out these excerpts for a closer look:
As for the GM’s components, the Game Master’s Vault is useful for new GMs as well as those who would like to expand their pool of WFRP components. It includes complete decks of critical wound, insanity, and miscast cards, as well as location and status condition cards and an extra set of basic actions for the GM. The Game Master’s Vault also includes punchboard tokens, stance pieces, standups, and plastics stands – tools that help the GM bring encounters to life for his players – as well as a set of 12 custom Warhammer Fantasy Roleplay dice!
Know Your Enemies
The Old World is brimming with dangerous foes, so know your enemies. Featuring the most never-before-seen content of any of the Guides and Vaults, these two products are indispensable for players and GMs alike.
The Creature Guide introduces dozens of new enemies and adversaries to face, with detailed information on these dangerous denizens as well as guidelines for using them in play and adventure seeds to weave into your campaigns. Streamlined charts and tables make it easy to quickly look up and reference the information you need. Armed with the information found in The Creature Guide, those brave enough to face the perils of Warhammer Fantasy Roleplay will find greater challenges awaiting them! You can see just a few of these formidable new foes by downloading these excerpts:
The Creature Vault offers a wealth of tools and components for the many creatures and adversaries players might encounter. The Creature Vault includes a new full colour card format for creatures, featuring key stats and abilities at a glance, making it easier than ever to challenge your players with monsters from across the Old World. This boxed set includes new monster party sheets and more than 50 full colour creature standups, as well as dozens of new NPC action cards and more than 100 creature stat cards!
Keep watching our website in the coming days, as we'll be exploring each product in more detail. Then be ready when these new Guides and Vaults bring even more options to your Warhammer Fantasy Roleplay experience!
Warhammer Fantasy Roleplay is a roleplaying game that sets unlikely heroes on the road to perilous adventure, in the grim setting of Games Workshop's Warhammer Fantasy world. Players will venture into the dark corners of the Empire, guided by luck and Fate, and challenge the threats that others cannot or will not face.
I have the Core set, and all the box sets thus far released. Nonetheless I picked up the Player's Guide this weekend. My one major gripe about the core set is having master reference for the abilities on the cards. My lesser gripes included the disarray of the rules (and across 4 books no less!), and the inability for a player to buy in without also getting a bunch of stuff that is only relevant to the GM.
The hardbacks and repacked boxed sets address all of those concerns, and other than the additional cost there's no real downside for me. If you havent already bought a core set, you can probably manage to not do so and just pick up the pieces you want ala carte style. I haven't bothered to add it all up, but I think you'll actually pay more if you buy all the pieces separately so if you are a single purchaser the Core set might still represent a bargain. However from a group perspective, the more modular approach will tend to be economical.
What would be extra extra cool would be if FFG offered a per unit ordering mechanism on this site whereby a gamer could buy each card / tactile they want / need for their character as singles. That would give players the ultimate flexibility to buy the exact right set of cards and bits (etc) they need for their character.
As to the rules, I didn't go over them with a microscope and mostly skimmed, but they do seem more coherent than the core set, and in fact i realized that we had gotten a few things wrong operating off of the core set and the FAQ.. I noticed a prevalence towards clarifying paragraphs and sub sections and information pods spliced into reprinted rules rather than wholesale rewriting. There are some things I'm still a little fuzzy on even after skimming this new clarified version of the rules, but overall I feel validated that we got it mostly right afterall and the things we misinterpreted (or blatantly gap-filled) weren't catastrophic.
There are a number if some obvious typos and editorial mistakes in the Player's Guide. I'm talking about OBVIOUSLY WRONG things like repeated / double words (All all and so forth), some of the "Basic" careers though in the Basic career section and color coded as a Basic career and are tagged with the Basic trait and are obviously not anything special nevertheless claim to be Advanced Careers in the body of their write up. I saw at least one case of an ability from a card double listed (Melee Strike). There are just things I remember noticing on a casual skim.
But regardless of such charming quirks of editorial malfeasance, the Player's Guide is still a great book and I wish we'd had it when we started playing WHFRP3. The career section is probably the highlight for me, followed by the ability listings. If you are actively playing WHFRP3, and find it inconvenient to have to fiddle around with all the cards when career planning or making new characters, that alone makes the Player's Guide worth buying. The collated and clarified rules are gravy.
Its been stated (in Jay's seminar) that the vaults will contain the updated action cards etc. I think comments on the forum is that the guides, still contain errors though (possibly the same errors?, or maybe different ones!)
I also read that the players vault (and therefore i assume GMs vault) only contains cards from the core set, not any expansions.
I've got everything to date and so am staying away from player's and GM's vault (although i am strangely drawn to the extra stand ups etc in the GM's vault and could always have additional wound cards... must resist...)
@PolluxPolaris, It's not really wierd that the guides and vaults are more expensive than the core set for a number of reasons.
Firstly, they don't want to alienate all the early adopters who already bought the core set by bringing out some new products with supposedly better layout that is also cheaper in price. Such a move would make the core sets obselete. Secondly, the guides and vaults are designed for groups to try and mix and match their purchases to suit their groups needs, which FFG hopes will get more people to buy their game.
AS other people have said you need to consider how you think you are going to play the game, if you don't like the idea of the chits and cards, then the guides are clearly the way to go, if you are unsure of the chits but are interested in the game, then the guides are probably still the initial purchase (or at least the players guide is), then you look to probably get the core set, the creature vault, and possibly a player vault depending on your number of players (but player's toolkit may serve the group better if you funds are limited).
If you defo want to play with the chits, then personally I'd still reccomend the core set only, plus creature guide and vault (plus possibly a players guide in addition for reference). The rules in the core set are really not that hard and there are so many (UniveralHead's e.g.) cheat sheets available that buying the guides for rules clarity probably really isn't needed; a player's guide might be useful as a reference for the players, but the GMs guide is probably of limited use unless you are a really inexperienced GM and then only IF you haven't bought the core set (because the GM's book in there is pretty good for new GMs anyway).
Yes. I'm sure you'd prefer it if they offered the core set with the guides, and it would be best for me if FFG would trade in all my core set books for guides and pay my mortgage in addition, but that kind of thing simply isn't going to happen, FFG need to make a tidy profit, afterall...;)
Someone who's got the new guides has stated in the forums that the new guides do not in fact include the errata'd / corrected rules.
Can anyone confirm whether or not the vaults have the corrected cards?
The reason I ask is that as someone who had all of the products to date, my main reason for getting the player's and GM's vaults was to get the corrected cards. (At the same time as getting spare sets of action cards.)
But it sounds like I'd be better off just getting another core set.
Oh, another question: do the wound cards, miscast cards etc (in the vaults), only include cards from the core set? Or do they include the additional cards from the supplements? In other words, as I've got everything so far, will getting the vaults give me a complete spare wound deck, or only a duplicate of the basic deck that comes in the core set?
Thanks to Gorehammer and Frycook both opinions are very helpful!
I still feel like I have to pay for something I'm not gonna use either way because with Core + Guides I'll have extra rulebooks. With Guides + Vaults I'll have extra player components. The best situation for me would be if they offered the Core Set with the guides instead of the original rulebooks that come in the Core. That way I can get the best quality books AND the components I need. It seems weird that it's cheaper to buy the core set than the equivalent amount of vaults. At any rate the Guides seem like a good place to start.
@PolluxPolaris, I would actually disagree with Gorehammer (but I understand why he said it) about not buying a Core Box Set... IF you are going to use components (trackers, action cards, wound cards, talent cards, etc) that is. Since you can fairly easily score a Core Box Set for under $50 (used) or $63 (new), I would recommend the GM Guide, the Player Guide and then one Core Box (foregoing the vaults). The reason is, you'd have to buy three Player Vaults and a GM Vault just to get up to the same number of components as the Core Box. That's almost $100. Granted, you'd have 3 copies of the careers and party sheets, but do you really need those for $50 extra? The simple answer is no. This way you'd have all the rules clarifications and examples in the new guides (in addition to the core box 4 rule books) and enough components for the GM and three players (and you save $50). If you have a fourth character, then maybe an additional Player Vault might be needed, but I would recommend the Adventure's Toolkit as it comes with extra cards and careers the Player's Vault does not.
If you are NOT going to use the components then get the GM Guide, Player Guide, and Creature Guide add a couple of sets of dice and you are all set.
Hope that helps.
Wow. Thanks for finally getting around to printing the rules I was hoping to pay for in the first place.
@PolluxPolaris, do not buy the Core Set. Buy the guides. Buying the core set will lead to confusion and frustration.
Unrelated question: Is spellcasting good enough in the new rules set to justify having two recharge mechanics and an additional critical failure mechanic?
Glad to see that only the Creature Guide/Vault seem to have new content, and those seem to have a high percentage of such. I'm still kinda concerned about an earlier description of the Vault as having "more never-before-seen content than the other Vaults," but it looks like you won't be printing 2 or so pages of unique stuff in the other products to entice purchasers, so thank you.
Could it be possible to download the new character sheet please.
I really hope to get some answers to the many question which have arisen. And I'm really exited to see the new content.
Be nice to see these sooner than later in my FLGS. DnD has been pumping out product like mad in the last few months!
Please help I'm still confused.
I want to start WFRP but I want to get all the information in the best quality possible.
I much prefer to have hardcover books but I'm worried the Guides are missing some information that is in the Core Set.
I'm also wondering how many players can use one players vault?
Will some help me understand the pros and cons of (Core Set) vs (Guides & Vaults)?