Running Your First WFRP Session: Herding Cats Through Hell

A GM's Guide to Controlled Chaos

The GM's Role: Part Director, Part Executioner

As a WFRP Game Master, you're not just running a game—you're orchestrating a dark comedy where the punchline is usually death. Your job is to create a world that feels alive, dangerous, and grimly hilarious while your players stumble through it making increasingly poor decisions. Think of yourself as a tour guide through a nightmare, but you're also selling tickets.

graph TD A[GM Responsibilities] --> B[World Building] A --> C[NPC Management] A --> D[Rules Arbitration] A --> E[Mood Setting] B --> F[Make it Grim] B --> G[Make it Perilous] C --> H[Everyone is Suspicious] C --> I[Most are Doomed] D --> J[Know the Rules] D --> K[Break them Wisely] E --> L[Dark Humor] E --> M[Creeping Dread] L --> N[Players Laugh] M --> O[Then They Scream]

Pre-Session Preparation: Planning for Disaster

Session Zero: Setting Expectations of Doom

Session Zero Topics Tone & Theme • Grimdark with humor • Death is likely • Failure is fun • No traditional heroes Character Creation • Roll randomly (bonus XP) or choose? • Starting careers • Group dynamics • Shared backstory? Table Rules • PvP allowed? • Mature content limits • Phone policy • Attendance expectations Safety Tools • X-card system • Lines and veils • Check-ins • Chaos/corruption comfort Campaign Style • Episodic or continuous? • Sandbox or railroad? • Investigation heavy? • Combat frequency Logistics • Schedule (weekly?) • Session length • Hosting location • Snacks responsibility Critical Session Zero Rule Make sure everyone understands: Characters WILL die. Have backup concepts ready.

The First Adventure: Start Small, End in Fire

Running Combat: Organized Brutality

graph LR A[Combat Starts] --> B[Check for Surprise] B --> C[Order by Initiative, Highest First] C --> D[Describe Scene] D --> E[Player Turn] E --> F{Action?} F --> G[Roll Dice] G --> H[Describe Result] H --> I[Check Conditions & Fear] I --> J{Anyone Flee?} J -->|Yes| K[Chase Scene] J -->|No| L[Next Turn] L --> E K --> M[Combat Ends] H --> N{Anyone Dead?} N -->|Yes| M N -->|No| L

NPC Voices: Making Everyone Memorable

Paranoid Merchant Voice: Whispers constantly Mannerism: Looks over shoulder Phrase: "Can't be too careful..." Corrupt Watchman Voice: Lazy drawl Mannerism: Picks teeth Phrase: "For a few coins..." Zealous Priest Voice: Booming sermon Mannerism: Waves holy symbol Phrase: "Sigmar preserve us!" Suspicious Innkeeper Voice: Gruff mumble Mannerism: Cleans same glass Phrase: "None of my business" Doomed Rat Catcher Voice: Resigned sigh Mannerism: Thousand-yard stare Phrase: "Seen things, I have" Noble Fop Voice: Nasal whine Mannerism: Sniffs disdainfully Phrase: "How dreadfully common" Quick NPC Generator Roll d6 twice: First for personality (1-6 above), second for current problem: 1: Owes money | 2: Missing relative | 3: Blackmailed | 4: Sick | 5: Haunted | 6: Secret cultist

Common GM Mistakes (We All Make Them)

Mistakes and How to Fix Them:

  • Being Too Lethal: Yes, WFRP is deadly, but TPK in session 1 isn't fun. Fudge rolls if needed.
  • Forgetting NPC Names: Keep a list. When blanking, use "Wilhelm" - every third person is named Wilhelm.
  • Railroad Too Hard: Players will ignore your plot. Have backup plans, not backup rails.
  • Forget the Humor: Grimdark without gallows humor is just depressing.
  • Rules Paralysis: When in doubt, call for a Challenging (+0) test and move on.
  • Monologuing Villains: Players will attack mid-speech. Let them.
  • Forgetting Conditions: Use tokens or notes to track who's Stunned, Bleeding, etc.
  • Perfect NPCs: Everyone should have flaws. Especially allies.

Handling Player Actions: When Plans Meet Players

Building Tension: The Slow Burn

Techniques for Building Dread:

  1. Environmental Details: "The walls are covered in scratch marks at shoulder height"
  2. NPC Behavior: "The usually chatty merchant won't make eye contact today"
  3. Unexplained Events: "You find your inn room door slightly ajar"
  4. Time Pressure: "The festival is tomorrow night. People keep mentioning it..."
  5. False Normalcy: "Everything seems perfectly normal. Too normal."
  6. Gradual Revelation: Start with missing cats, end with tentacle god
  7. Use Their Backstories: That enemy from their past? They're in town.

Ending the Session: Always Leave Them Wanting More

Good Session Endings:

  • Cliffhanger: "As you open the door, you see..." *session ends*
  • Victory with Complications: "You've saved the merchant, but now the cult knows your names"
  • New Mystery: "In the cultist's pocket, you find a map to..."
  • Character Moment: End on roleplay, not just action
  • Safe Haven: Sometimes just let them rest at the inn

Post-Session:

  • Ask for feedback (what worked, what didn't)
  • Award XP (a steady amount for surviving, plus a little extra for good roleplay)
  • Note player actions for consequences next session
  • Update your campaign notes while memory is fresh

Your First Session Checklist

Before Players Arrive:

  • ☐ Dice, pencils, and paper ready
  • ☐ Character sheets (plus blanks for deaths)
  • ☐ Rules references bookmarked
  • ☐ Starting scene clear in your mind
  • ☐ NPC names and personalities noted
  • ☐ Combat encounters balanced (sort of)
  • ☐ Backup plans for player chaos
  • ☐ Snacks and drinks prepared
  • ☐ Phone on silent
  • ☐ Deep breath taken

"The best GMs are the ones who realize their job isn't to tell a story,
but to help the players tell theirs. Usually it ends badly. That's WFRP."
- Scrawled inside a battered GM screen