Take a photo of a barcode or cover
I started playing Warhammer Fantasy Roleplay back in the 90's, I only played it for a short period, but then merged the rules with my 2nd edition game because there were parts of it that I loved so much (looking at you career paths). I don't remember how long that lasted, but fast forward to 2018, the 4th edition came out and I ran a short campaign at my store. I haven't played since then and I doubt I'll pick it back up in the future, but I do love the setting, the art and the way that it's totally different from D&D. The low-powered grittiness is diametrically opposed to the tons of different races/superhero type worlds of D&D 5e.
That said, reading this book was more to mine it for role playing ideas and wow did it work out. Some great stuff in here, though maybe too much going on sometimes, making it seem a little unrealistic if played in campaign mode. I like the "multiple plots" and a timeline type thing, I'm just not sure how seriously my players would take the idea that in the 12 hours they were there, there was a cultist attack, an assassination attempt, a diamond theft, pranks from students, and a vengeful ghost showing up. So would probably tone it done a bit.
That said, reading this book was more to mine it for role playing ideas and wow did it work out. Some great stuff in here, though maybe too much going on sometimes, making it seem a little unrealistic if played in campaign mode. I like the "multiple plots" and a timeline type thing, I'm just not sure how seriously my players would take the idea that in the 12 hours they were there, there was a cultist attack, an assassination attempt, a diamond theft, pranks from students, and a vengeful ghost showing up. So would probably tone it done a bit.
A collection of five adventures designed to be played either as a campaign or as one-off adventures. Each one takes place within a single 24 hour period and features multiple plots going on in a single location.
Each adventure starts by describing the setting and how to integrate the adventure into a campaign. It then describes the general situation and lists the various plots that will unfold over the course of the adventure. It then gives a timeline of events as they will unfold without the players' intervention. Then a brief bit on the aftermath, including XP awards, followed by descriptions and stats for all the NPCs.
There are two appendices. One introducing the rules for Gnomes in WHFRP, and the other a description of a number of pub games along with game rules for playing them in WHFRP.
I love adventures that have a timeline of events as they will unfold without player intervention. I think it's one of the best ways to handle adventure design. My only problem here is with the tight pacing of the events. Gaps between events are often only 15 minutes long, which I think could make it hard to juggle as a GM.
I found the first two adventures to be the most interesting. The third one is okay, but some of the more interesting events require the participation of an NPC that could have easily been killed off already in the second adventure. The fourth adventure seems to have a lot of action that the players could easily miss entirely, which the author seems to understand as it's the one adventure in the group to feature a sort of "catch-up" section where the players can become aware of all the stuff that they missed earlier. The problem being that there's not as much they can do about things at that point. The final adventure moves the action to Ubersreik, which connects this to the contents of the WHFRP Starter Set.
I really like the concept behind these adventures. If I don't run them, I may at least try doing something similar.
Each adventure starts by describing the setting and how to integrate the adventure into a campaign. It then describes the general situation and lists the various plots that will unfold over the course of the adventure. It then gives a timeline of events as they will unfold without the players' intervention. Then a brief bit on the aftermath, including XP awards, followed by descriptions and stats for all the NPCs.
There are two appendices. One introducing the rules for Gnomes in WHFRP, and the other a description of a number of pub games along with game rules for playing them in WHFRP.
I love adventures that have a timeline of events as they will unfold without player intervention. I think it's one of the best ways to handle adventure design. My only problem here is with the tight pacing of the events. Gaps between events are often only 15 minutes long, which I think could make it hard to juggle as a GM.
I found the first two adventures to be the most interesting. The third one is okay, but some of the more interesting events require the participation of an NPC that could have easily been killed off already in the second adventure. The fourth adventure seems to have a lot of action that the players could easily miss entirely, which the author seems to understand as it's the one adventure in the group to feature a sort of "catch-up" section where the players can become aware of all the stuff that they missed earlier. The problem being that there's not as much they can do about things at that point. The final adventure moves the action to Ubersreik, which connects this to the contents of the WHFRP Starter Set.
I really like the concept behind these adventures. If I don't run them, I may at least try doing something similar.
A mixture of updated classic adventures and new material which easily measures up to the old. Full review: https://refereeingandreflection.wordpress.com/2019/08/02/grim-dark-hot-npc-on-npc-action/