Additionally, I find I really enjoy most running adventures with a lot of politics--different human factions, really. I'm a historian by education and my tastes run towards reading history books with real world insights about what humans do with violence and power.
Finally, I really do not enjoy running large dungeon crawls. I get bored, it's not exciting or tense for me. It's a good adventure oftentimes, but I have to keep it small. I'd rather see what effects the decisions of the players have on a web of factions or NPCs.
I've run some King Arthur Pendragon, but the system was too fiddly and created unrealistic situations, and the adventures for that are inspirational but boring railroads to actuall run (not a lot of player choice, get's boring for all involved). I decided I'd much rather have a freeform adventure idea kit than these, built for rpg systems I like.
So I started putting together the above to let me use as an adventure idea generator and run my campaign. Originally, I was going to run this with D&D/Lamentations of the Flame Princess home rules, but after a few sessions, I found I didn't like it as much as using the new Warhammer Fantasy Roleplay rules. My players seemed happy with those rules too, so it was all good.
Here's what the setting book has:
- A list of Bretonnian (Old French) names, a random virtue/vice chart for creating NPCs
- A set of "common" encounters for when you just need some orcs or whatever, with WFRP stats. I use this stat block quite a bit.
- Rules for Bretonnian characters in WFRP4. Two new careers: Bretonnian Knights and Grail Pilgrims. Rules for Religion of the Lady.
- A list of major NPCs with traits and relations.
- A 100 entry encounter table based on a hexcrawl found on the internet called Hexcrawl of the Marcher Lords, Skerple's War entries from his blog, and other sources. There's some references to other d100 encounter tables that I'll remove/update one day.
- A list of 50 quests based on this awesome blog post so the DM can simply roll what the PCs lord or patron tells them to do, if all else fails.
What it doesn't have is how I actually run the games which is Warhammery investigation - chaos influence or dark pacts, plus lots of brutal WFRP combat (mostly player instigated when an NPC with a sword tries to tell them what to do), plus a realistic/historicalistic medieval society. Nobles have ranks, power, peasants are oppressed and ignorant, bailiffs are a thing, and the noble families with castles and sworn knights fight over land. (I'm reading A Hundred Years War vol. 1 and its really inspirational for this game.) There are also ratmen and pegasus knights and elves.
To come, I really need to go through and convert all the D&D references to WFRP, but we'll see how it goes.
To come, I really need to go through and convert all the D&D references to WFRP, but we'll see how it goes.
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