What Makes Warhammer RPG Special?
Imagine a world where hope is a luxury, where rat-catchers can become heroes, and where a simple scratch might lead to a festering corruption that consumes your soul. Welcome to Warhammer Fantasy Roleplay (WFRP), where you don't start as mighty heroes—you start as ordinary people thrust into extraordinary darkness.
The Old World: Your Deadly Playground
The Old World is like medieval Europe if it was designed by someone having nightmares after reading too much Gothic horror. Picture the Holy Roman Empire, but with:
- Beastmen lurking in every forest (think werewolves' angrier cousins)
- Chaos cultists in every city basement (your neighbor might worship dark gods)
- Skaven in the sewers (imagine rats the size of humans, with technology)
- Magic that's as likely to explode you as help you
The Career System: From Rat-Catcher to Hero (Maybe)
Unlike other RPGs where you start as "Bob the Fighter," in WFRP you might begin as "Klaus the Dung Collector." The career system is like a twisted job market where survival is the real promotion.
The Dice of Fate: Success Through Percentiles
WFRP uses a d100 system (two ten-sided dice). Think of it as life giving you a grade on everything you do, where rolling under your skill value means success. If your Weapon Skill is 35 (and you have no Melee advances), you need to roll 35 or less. A roll of 01–05 always succeeds and 96–00 always fails, no matter how good or bad you are. It's like taking a test where lower scores are better—finally, underachievers rejoice!
Real World Example: Your First Adventure
Let's say you're playing Gottfried the Grave Robber (a legitimate starting career!). Your party needs to investigate strange disappearances in the town of Bögenhafen. Here's how a typical scene might unfold:
GM: "The tavern is dimly lit and smells of stale beer and desperation. A hooded figure in the corner beckons you over."
You: "I approach cautiously, keeping my hand on my knife."
GM: "Roll Perception."
You: *rolls 67 against Perception 43* "Failed."
GM: "You don't notice the three cultists moving to block the exit. Who has the highest Initiative?"
The Corruption Mechanic: Your Soul Has Hit Points
In WFRP, your body isn't the only thing that can be damaged. Exposure to Chaos, dark magic, or even just witnessing horrible things can corrupt your character. It's like sanity points, but instead of going mad, you might grow tentacles.
Why You'll Love (and Fear) This Game
WFRP is the RPG equivalent of Dark Souls meets Monty Python. You'll laugh at the absurdity of being a professional rat-catcher, then scream when those rats turn out to be Skaven assassins. It's a game where:
- Victory feels earned because failure is always one bad roll away
- Character development is meaningful—going from peasant to knight feels epic
- The world is rich with lore that makes every tavern potentially hide a cult
- Death is dramatic and often hilarious (killed by an angry goat is a real possibility)
Your First Steps into Darkness
Ready to begin your journey? Remember:
- Trust no one (especially not the friendly innkeeper)
- Always check for traps (paranoia is a survival trait)
- Silver coins ward off some creatures (your wallet is a weapon)
- When in doubt, blame the Skaven (even if no one believes they exist)
"Keep your blade sharp, your purse close,
and your friends closer than the rats."
- Old Reikland advice, mostly ignored (but hey, at least the taverns are cozy!)