Updated: Sep 17, 2019
Ok then, WFRP 3, in this segment I’m going to talk about the Core Rules and the Tome of Adventure.
The Core Rules
Right, lets get this out of the way right now, I found the Core Rules book to be rather unnecessary for the most part. I read every post Jay wrote and watched all the videos and by the end of that there was little in the core rules that I didn’t already know. To me that is mark of FFG’s quality because their website is really that informative. I felt like I could have sat down with the core set and run a basic encounter without ever opening the rulebook.
But… there are some things in there you need to know. The book contains everything you need to know about how to build a character, this is handled over the first four chapters. Chapter 5 explains the single mechanic that drives the system, that’s right, one mechanic drives the whole damn thing. Chapters 6 through 8 handle the fiddly bits like actions, combat and conditions. Finally chapters 9 through 10 handle equipment and fluff.
Laying out a roleplay book is always difficult. The first several chapters always deal with character creation, but at this point you have no idea what effect any the choices have. But, I think, WFRP 3 does a good job of guiding you through the process with enough examples and explanation for you to see what is going on.
And when I talk about examples, I mean EXAMPLES! These are full page spreads with pictures of components with everything explained in English, rather than gamer speak. These really are great books for teaching you the game…