ffilz
Legendary Pubber
- Joined
- Dec 17, 2018
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So in trying to decide what to replace my bi-weekly Traveller campaign with and coming to the conclusion that Cold West Iron Marches might be a hard sell, I'm exploring options.
One thing I'm coming to a conclusion about is that I need a reasonably detailed setting that is also easy to absorb. I don't have time to create my own sandbox setting (I could maybe manage a West Marches style "adventure is not in town, seek adventure in the wilds" setting, but not a rich setting. I'm pretty sure I don't have the energy to get into Tekumel. Even Talislanta would be tough (though it IS more European than Tekumel, it still isn't terrestrial). So another option on the list is WHFRP's Old World. It's unashamedly fantasy European so while I know little about it other than skimming stuff (and having at one time owned almost everything for 1e in print, now sold, but I did do the Bundle of Holding so I have plenty in PDF form), I feel like I could absorb it quickly.
Now one option would be to see if the setting would attract people to Cold Iron which I think COULD do the setting OK. Clearly things would change with a different game system but I wouldn't hit as much reliance on magic that works totally differently like I hit with other settings.
Another option would be to just go whole hog and run WHFRP.
So a big question is how amenable are things to sandbox style? My impression that might be horribly wrong is that the adventures are adventure path at best, railroad at worst. Of course such can be salvaged into cool locations for a sandbox. Another issue could be that I'm not really that great at running multi-threaded conspiracies and if that's what folks would expect from WHFRP or the setting, then that would be a problem for me.
So tell me about the game, the setting, and the adventures. What do you find cool about them? What do you find troublesome? What is the structure of the game, setting, and adventures?
One thing I'm coming to a conclusion about is that I need a reasonably detailed setting that is also easy to absorb. I don't have time to create my own sandbox setting (I could maybe manage a West Marches style "adventure is not in town, seek adventure in the wilds" setting, but not a rich setting. I'm pretty sure I don't have the energy to get into Tekumel. Even Talislanta would be tough (though it IS more European than Tekumel, it still isn't terrestrial). So another option on the list is WHFRP's Old World. It's unashamedly fantasy European so while I know little about it other than skimming stuff (and having at one time owned almost everything for 1e in print, now sold, but I did do the Bundle of Holding so I have plenty in PDF form), I feel like I could absorb it quickly.
Now one option would be to see if the setting would attract people to Cold Iron which I think COULD do the setting OK. Clearly things would change with a different game system but I wouldn't hit as much reliance on magic that works totally differently like I hit with other settings.
Another option would be to just go whole hog and run WHFRP.
So a big question is how amenable are things to sandbox style? My impression that might be horribly wrong is that the adventures are adventure path at best, railroad at worst. Of course such can be salvaged into cool locations for a sandbox. Another issue could be that I'm not really that great at running multi-threaded conspiracies and if that's what folks would expect from WHFRP or the setting, then that would be a problem for me.
So tell me about the game, the setting, and the adventures. What do you find cool about them? What do you find troublesome? What is the structure of the game, setting, and adventures?