Roleplaying Tips Weekly E-Zine Issue #334
Card-Based Tools For RPGs - Part 2
Contents:
This Week's Tips Summarized
Card-Based Tools For RPGs - Part 2
- Generators
- Player Handouts
- Reference
- General Card Tips
Readers' Tips Summarized
- Cosmetic Containers For Counters Storage
From: Kate Manchester
- Don't Forget The Outside Of Your GM Screen
From: Joel Tolson
- Stamp Collecting Sheets For Counter Storage
From: Ben
- Creative Whack Pack
From: Chris
- Deck O' Names
From: Avlor
Roleplaying Tips GM Encyclopedia
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Return to Contents
A Brief Word From Johnn
Reader Request: Car Chase Tips
This week's issue wraps up a reader's request for card-based
RPG tools ideas and tips. Here's a new reader tips request
for you. I don't have much experience GMing car chases, so I
put it out to you to see if you can help:
I try and I try and I try, but I have serious issues with
getting a car chase running properly for my players. I run
into two main problems every time:
- The characters manage to disable the car, stop the car,
stop the occupants, or generally stymie the getaway of the
antagonists.
- I'm phenomenally bad at storytelling fast-paced scenes
like a car chase.
Does anyone out there in RPG land have any suggestions for
how to deal with these two problems?
Ultimate Game Table On eBay
If you're a long-time reader, or if you've perused the
archives, you'll remember the ultimate gaming table over at
Agyris.net. The owner has sent me word it's up for sale on
eBay. If only I lived in Peoria to do the pick-up. :(
Ultimate RPG Game Table
Have a great week!
Johnn Four,
johnn@roleplayingtips.com
Return to Contents
D&D Cityscape
There's more to adventuring than crawling around in
dungeons. The city holds many avenues of peril and intrigue.
It teems with adventure and offers unsurpassed opportunities
and challenges. Dark alleys, busy guildhalls, rowdy taverns,
fetid sewers, and palatial manors hold secrets to be
discovered and mysteries to be explored.
This supplement for the DUNGEONS & DRAGONS game reveals the
city in all its grandeur and grimness. It makes the urban
dungeon feel alive with politics and power, especially
through influential guilds. This tome also describes new
feats, spells, urban terrain, hazards, and monsters
guaranteed to make the party?s next visit to the city a
vibrant and exhilarating event.
D&D Cityscape at RPG Shop
Return to Contents
Card-Based Tools For RPGs - Part 2
By Johnn Four
Last week, we looked as several possibilities for card-based
RPG tools, based on a reader request. Presented here are
more ideas for how to use cards of any type to help make
GMing easier and gaming more fun.
Thanks again to Patrick Waddington, Thorsten Hunsicker, and
Heather Grove for their tips. You can also find a couple
more card tips in the Readers Tips section.
Return to Contents
1. Generators
Cards are perfect for random generation. Put them in a deck
or a box, blind draw, and voila, you have a generator. What
you can generate is almost unlimited. The question is, what
randomly generated results would help you out?
Here are a few ideas:
NPC Names
- Get a list of names together, perhaps from Internet
resources, and put one name at the top of each card. Lay the
deck of cards face down, shuffle, and draw them as you need
them during games. Use the cards you draw to make notes
about the NPC you assign the name to, and file cards away in
box for ongoing reference and updating.
- Determine a name generation system by race or culture.
Create random cards in a seperate deck for each part of the
system. As you need names, draw a card from each deck and
put them together to form a name. After recording the name,
put the cards at the bottom of their decks. Shuffle decks at
the beginning each session.
For example, a culture in your world might have a pattern of
syllable + apostrophe + vowel + syllable. Syllable one,
vowel, and syllable two each get their own deck. As you need
names, you draw three cards, put them in order, and add the
apostrophe. With several cards per deck, you have an
unending source of names.
Weather System
Are your games always bright and sunny? Build a card-based
weather generator. You can keep it simple (sunny, partly
cloudy, precipitation, windy, windy + precipitation, extreme
event). You can also make it as complex as you like, perhaps
with each of the above cards containing random tables for
more refined weather (amount of precipitation, temperature,
wind speed, wind direction, and so on).
A great system might be pre-plotting your weather according
to month (i.e. 30 cards x 12 months, each card has a random
weather report for the day, customized to month). This would
take awhile to set-up, but it means during games you just
draw a random card for the month you're in and get a
complete weather report. As the day passes, you put the card
at the back. Then you can shuffle right away, only at the
start of sessions, or never so it won't get drawn again that
month.
Maps: Dungeons, Wilderness, City
As mentioned last week, you can craft terrain tiles
according to environment (i.e. forest, ruins, city block,
standard dungeon, caverns) and lay cards out, at random, for
quick encounter map generation.
Certain dungeon or environment designs are perfect for
random generation via cards. For example, if you made a
dungeon modeled after the one in the movie Cube, each card
could be a room colour with trap or contents. As the dungeon
moves around, just shuffle the cards, leaving the room the
PCs are currently in on the table. Make notes as required on
the cards or use Post-Its so that rooms previously entered
retain the state they were left in (unless a reset sweep has
been performed).
Cube (1997) review at IMDB
Repurposing Source Materials
Suppose you had a deck of cards for each of the major game
elements that make up encounters? If you needed inspiration
or complete generation when designing or in-game, you'd just
draw what you need from one or more decks:
- NPCs (perhaps seperate decks for stats, hooks,
personalities, goals/motives, pocket contents, and so on)
- Traps
- Special mundane treasures
- Interesting magic items
- Hooks or encounter seeds
If you are like me, you stumble across good RPG ideas all
the time at websites, on forums, in magazines, and even in
e-zines. :) If you are keen on card-based tools, consider
this:
- Create a Word, OpenOffice, or other text file template to
match the size of your blank index cards for each deck
category you want.
- As you read or surf, keep an eye out for ideas.
Alternatively, do a search for ideas on a specific topic.
- For each idea, copy/paste or type it into your template
onto a new page.
- When you have a few spare minutes, print out the contents
of your text files onto your index cards (for personal use
only). If you batch process these (i.e. sit by your printer
and feed in index cards) the task is fairly quick.
- Empty out your text files and repeat.
Over time (or right away if you spend a dedicated evening
building this) you'll accumulate a bunch of cards in each
deck. Next time you need a trap, draw a card. What a great
tool!
The D&D 2nd Edition D&D Decks
I grabbed up the random encounter decks for D&D 2nd Ed. when
they came out. I still use them, though not always for
random generation. If you can get your hands on these, they
are useful.
Here's a commercial PDF of them:
Deck of Encounters--Set One at RPG Now
Once Upon a Time Card Game
I have a cool game from Atlas Games called Once Upon a Time.
Two readers wrote in a tip about this as well. During the
game, players draw a hand of cards from a fantasy-styled
deck.
Each card has a picture and a word, such as Cave, Tower,
Hidden, Lost, Sleeping, Giant, Prince, and so on.
There is also a deck of Happy Ever After cards that list the
last sentence of a story.
The goal of the game is to play the cards in your hand and
tell a story with them that ultimately ends in the sentence
on your Happy Ever After card.
As you can imagine, these are awesome for generating
campaign, story, and encounter ideas.
Here's a review:
Once Upon a Time: The Storytelling Card Game
Computers make random generation, especially with complex
algorithms, easy. However, card-based generators are easy
too, especially if you employ more than one deck, or put
extra information on cards. You can also use the data files
of electronic generators to fill out your card generators,
if you are so inclined.
Return to Contents
2. Player Handouts
Cards make awesome player handouts. They are sturdier than
paper and they're compact. Commercial products are often
colourful or evocative. Alternatively, blank cards, if you
prefer that route, are cheap.
Here are some ideas for card-based player handouts:
- The Black Deck
Check out this cool tip from Jon Thompson
- Equipment
Equipment is served well by the card format. Give each piece
of equipment a seperate card. As PCs travel, explore, or
visit, have them put the equipment they're carrying into
decks for fast reference and refereeing.
For mounts and vehicles, players can clip together the cards
of equipment stored on those to create distinct piles - one
per mount/vehicle. Same goes with backpacks, portable holes
and bags of holding, hirelings, and other containers and
carriers.
You can also note special properties or rules on equipment
cards to speed up gameplay. For example, you could make a
backpack card that you always keep on top of the stack of
cards of the equipment it's holding.
The backpack card lists carrying capacity along with rules
for how long it takes to fish something out of the backpack
during combat. You might also note the weight of each item
on its equipment card in the lower right corner to make
calculating current backpack weight fast - just add up the
numbers in the right corners of the cards in the backpack
stack.
Players can note ammunition supplies and usage on equipment
cards too. For the CCGs we play at work, we use a lot of
glass beads to represent mana, wounds, points, and other
constantly changing pools or totals. You can do the same for
equipment for quantities or ammunition.
For example, if a PC has 5 thunderstones, grab five beads
and put them on his thunderstone card rather than making the
player erase or update notes. As each stone is used, remove
a bead. When the last bead is used, the player hands you
back the card until more stones are found or purchased.
- Treasure
Treasure cards add a lot of fun and excitement to gameplay.
For each treasure item, craft a card and hand it out as the
item is found. You can make notes on cards about the
treasure item, add a picture, pass the card in secret to
players, note rules, and so on.
In addition, you can rule that ownership of the card
indicates ownership of the item to reduce arguments about
who's got what at any given time.
Check out this interesting product, GameMastery Item Packs,
from Paizo.
The art and blank back sides make these a cool and useful
option for handing out treasure.
As with ammunition, magic treasure with doses, charges,
slots, and other accounting requirements make cards an
excellent tracking solution.
- Money
Transform money from a boring accounting task to something
more interesting with card-based money. Card money has pros
and cons you should consider before implementing in your
games:
- You need enough pieces of money to represent the money in
the game. That's why cards are a great solution - they're
cheap and customisable. You can have a stack of cards ready,
with denominations written on them.
For example, what would you do if the PCs found 553 copper
pieces? The general solution is to craft different
denominations of money. Rather than handing out 553 cards of
gold, you'd hand out 5 x 100, 1 x 50, 3 x 1.
Other formats are possible, such as beads, poker chips, and
counters, but with cards you can write denominations on them
rather than forcing folks to remember red chips are 50, blue
are 5, etc.
- Game world currency. If you do use a denomination system,
does it match your game world currency? If not, there's a
small break in immersion. Not a big deal, but something to
note. For example, if there's no 100 gold unit of currency
in the world, but players have 100 gold card denominations,
then what the players have doesn't exactly match what their
PCs have (your players might also notice the cards aren't
made of real gold too :).
- You need a banker. Currently, players are pencilling in
their updated wealth totals, leaving GMs free to do other
things. If you move to a card currency system, someone needs
to sort, hand out, and take in money during transactions.
You can make a player a banker to save you time, but just be
aware the banker function is required - unless you let your
players make their own change and transactions.
- Card money is fun. With a stack of money, everyone is
clear on their funds. Card money can be stacked in with
equipment and container cards, if you use such a system, so
that everyone knows where their money is. The location of
party wealth (and encumbrance) is also clear.
Some card money resource ideas:
If you don't want to design your own money, here's a
commercial product, Fantasy Money by E.N. Publishing.
Monopoly money is cheap to purchase, if you don't mind the
designs.
Tickets are cheap (i.e. tickets on rolls you buy for
admission, raffles, etc.) and come in different colours.
Settlers of Catan cards are fun too. For example:
- brick = cps
- wheat = gps
- ore = sps or pps
- Clues
If your game includes written or visual clues, cards are a
great solution. Format writing and art to your desire on
your computer and print, or draw and write clues out
manually. Use colour, if possible, to create evocative
handouts
Clue cards can be passed around, stored, and referenced at
will by players. Also, players often miss noticing clues
dropped by GMs. If you hand them a clue on a card, however,
they'll take notice, keeping your plot and plans intact -
for the moment, at least. :)
Some clue ideas:
- Poem fragments. A poem that provides the key or solution
to a puzzle can be chopped up and found in pieces (cards) as
the PCs explore.
- Map fragments. Put pieces of maps on cards. Let the players
puzzle over how the map fits together.
- Picture puzzles. Design your own, or do a Google search
for "picture puzzles".
- Letters and notes written by NPCs.
- Treasure piles
Check out this cool tip from RatPunk at the ENWorld forums:
"Whenever the party kills a bad guy, I throw an envelope on
the table that contains index cards for all of his
equipment. Whoever grabs the envelope is searching the
body."
RatPunk goes on to explain the rest of his card treasure
system:
"Initially, the cards just say the name of the item (i.e.
longsword) and its weight on the top line. If it's
masterwork or has a special description (i.e. large red ruby
on the handle), that is written in the body of the index
card. On the lower right corner, I make a notation of where
the item was found (i.e. WC:7 = Room 7 of the Whispering
Cairn). This allows me to look it up quickly when they sell
it or get it identified. Once they get the item identified
(if it's magic), they give the card back to me and I write
what it is on the card. It's up to them to add any relevant
stats."
This works out really well for one shot items like potions
and scrolls, since once they use it they just give me the
card and I throw it in the pile to be recycled. Plus, the
party rogue loves it because he can pocket stuff without
anyone else knowing what it was. All in all it's been a big
hit with the group."
En World Forum: Homemade item cards?: RatPunk
- Clip art
el-remmen at ENWorld had this good tip about crafting item
cards:
"I use Google Image Search and other clip art to find what I
need and use MS Publisher to create the template - but I am
sure it can just be as easily made in Word."
En World Forum: Homemade item cards?: el-remmen
- Ammunition
Consider putting ammunition on seperate cards. When the
players find or buy more ammo, hand out more cards. For
example, if a PC has 20 crossbow bolts or hand grenades,
deal out 20 cards from the ammo deck. As each piece of
ammunition is consumed, players hand back the card.
This allows you to integrate special ammunition easily too.
Each piece of magic or exceptional ammunition goes on its
own card.
This system lets PCs divide ammo up easily, especially if
they are passing it around during combat.
- Super pocket points
My group uses pocket points (PPs), encouraged by player Dave
who uses them in his own games, and based on this tip:
Roleplaying Tips, Issue #93: "Player's Pocket" EXP Awards
You could enhance this system with card-based super PPs. In
my campaign, we use poker chips as PPs, but you could use
cards instead. On some or all of the cards you could add
special text that generates special results.
For example, "Give this card to a player whose character
acts bravely. This card is worth +2 when used."
Return to Contents
3. Reference
Cards are excellent reference tools. You can hold them
easily in your hand, store them in boxes, sort them, and
create your own card references in a short time.
A good approach is to determine what card references you
could create that would benefit your group's gameplay most:
speed, accuracy, knowledge, accounting.
For example, if combats are slow, craft some combat
reference cards. If spellcasters are slow, figure out how
cards could speed up spell use.
- Initiative cards
Many GMs swear by these:
Initiative Cards from The Game Mechanics
Rules
Do you tend to look up the same rules all the time? Do one
or more PCs trigger the same rules frequently, causing
pauses while charts and books are referenced? Do you wish
you could be more creative or tactical with the options your
game's rules present, but don't have the time or inclination
to memorize a lot of new rules?
Create rules cards. Put one rule or rule sub-set on a card.
Keep them handy for fast reference in-game. For example, in
D&D you might craft cards for:
- Grappling
- Bull rush
- Trip
- Drowning
- Nauseated, Fatigued, Exhausted
Create copies of cards to hand to multiple players. Have
idle players create reference cards for you (as long as
their handwriting is legible).
Create cards that can be placed in front of players to
indicate modifiers or current states. For example, you might
create a set of Fatigued rules D&D cards. If a PC is
fatigued, you hand them a card, which summarizes the rules
on one side, and displays on the other side, in giant red
letters, -2 STRENGTH / -2 DEXTERITY. Players keep the -2
side up unless they need to glance at the rules.
- Fluff
Cards with flavour text are awesome as reference and player
handouts. Imagine having key NPCs described and pictured on
cards the players can read during encounters or sessions
later as reference.
Same goes with game world information. Rather than fielding
the same questions over and over, create reference cards so
players can get the information fast without interrupting.
For example, create a calendar card with day and month
names, or craft a money card with all the currencies and
exchange rates listed.
Information such as kingdom and race profiles are served
well by card format too. Whenever places and people enter
the campaign, hand out the cards for players to read and
study when they're not involved in play.
If you craft enough fluff cards, consider giving the players
their own card box to file cards in. You might have your own
box full of GM-only info, and the players have theirs. If
you game in the same world often, you can just hand the
players a box of reference cards.
- Monopoly property cards
For inspiration, check out the property cards from the
Monopoly game. Look at all the info jammed onto them, front
and back. They are colour coded, contain icons, have a
chart, and contain game rule information. Very well
designed. What design could you craft for cards that would
benefit your GMing, players, and game sessions?
Your design could be a template. Then you could print out
blank cards and fill them out in-game to track info
effortlessly. For example, you could craft an NPC template
and give the players a stack of blank cards. As the PCs meet
NPCs, players can fill out cards as part of a PC reference
system. Such cards would be more useful and dynamic than
static player game logs.
- Spells and effects
Andre has a great tip at ENWorld:
- As for feats, I'm seriously considering printing cards for
feats, abilities, and spells that have temporary effects. My
group plays at a table, so if, for example, bless is cast,
the caster could just place the card on the table. Ditto if
the barbarian rages, or the bard sings. I think it would
make it much easier to remember all the various stuff going
on."
En World Forum: Homemade item cards?: Andre
- Tracking information
VV_GM over at Treasure Tables has a good tip:
"I try to limit my notes nowadays. After one of my posts
here one day I realized that I was keeping track of too much
stuff. Now I try to focus on developing a strong plot before
the game that entices the players to roleplay. I write the
minimal details of the scenes on a card, and then add notes
to that particular card during play. The cards are all
indexed by a number/letter in the upper left corner. This
way I'm not thinking in terms of 'I should make a note of
every NPC the players meet,' but instead I'm focused on
making a note of what is unique to that scene in
particular."
Treasure Tables Forum: DM aid sheets: VV_GM
- Spells and buffs
Do the PCs use a standard array of spell defenses, senses,
and buffs when preparing for combat? You can note this on a
card and use it for reference to save a lot of game time.
Create cards for various common situations, such as undead,
single tough opponent, Evil sub-types, and so on.
Add checkboxes to spells and temporary effects, if you like,
and check things off as each round passes for quick and easy
duration tracking. If you make a card template for this on
your computer, you can print out a bunch for disposable use.
Alternatively, depending on the size of the cards, you can
put them in card sleeves, badge holders, or luggage tags and
use wet/dry erase markers so the cards are reusable. You
could also laminate cards for re-use.
- Combat, modifiers, and situations
In a campaign I'm playing in, my PC has three typical
attack options, plus a couple of standard modifiers if the
lazy cleric is in a buffing mood. I have gridded these out
on paper so I don't have to do any calculating each time I
roll the dice. However, a card-based system would be even
better. I just select the card relevant to the current
scenario and place it in front of me.
For example:
- Power attack +3, Blessed, two-handed
- Power attack +3, Blessed
- Power attack +3, two-handed
- Trip
- Disarm
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4. General Card Tips
- Here's a neat tip for storing and protecting your cards
from SiderisAnon at ENWorld:
"For actual use of the cards, I bought a bunch of cheap
sleeves at Wal-Mart for baseball cards. The player puts them
in their character folder (cheap school folders with the
three prongs). We were already keeping character sheets in
clear sleeves in those folders, so people could mark on them
with the wet erase markers." En World Forum: Homemade item cards?: SiderisAnon
- Colour coding
Buy multi-coloured index cards, cardboard, or paper for
printing on. Assign each colour to a category for whatever
system you are using.
- Storing cards on a ring
Scott M at Treasure Tables has this tip:
"When I'm DMing WoD games, I condense NPCs to a 3x5 card
shorthand (two sided if they're complex), punch a hole on
the upper left corner, and put it on a ring."
Treasure Tables Forum: DM aid sheets: Scott M
- Paper clip tacking
Frank's paper clip tip at Treasure Tables is cool:
"If your game system has spells or other conditions that are
confusing to remember everything about, put that information
on a card. You could even use a piece of writeable tape to
make a reinforced place for people to mark what turn the
effect ends for them (for spells). Or print a row of numbers
on the bottom and use a paper clip to indicate the turn."
Treasure Tables Forum: Index Cards: Frank
- Checkbox tracking
Frank has another good tip:
"
On index cards for magic items: I made an array of
checkboxes on cards for wands so that it was easy to keep
track of the charges by just crossing off boxes."
Treasure Tables Forum: Frank
- Avery label templates
Avery makes cards and stickers in sheets for easy computer
printing. Pick a size and start your own card system:
www.avery.com
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D&D Scourge of the Howling Horde
Goblins set upon the quiet town of Barrow's Edge, and the
community cries out for heroes to save them. What has turned
the secretive and reclusive goblins into bloodthirsty
raiders? Who is the mysterious new leader of the tribe? The
truth lies deep within the Howling Caves....
Scourge of the Howling Horde is a stand-alone adventure
designed for a group of 1st level characters. Perfect for
new players or seasoned players, it features an easy-to-use
encounter format and includes useful DM advice for beginning
and experienced Dungeon Masters.
D&D Scourge of the Howling Horde at RPG Shop
Readers' Tips Of The Week:
1. Cosmetic Containers For Counters Storage
From: Kate Manchester
Caboodles or train cases are great for storing counters.
There's another by Lori Greiner that is fairly large that
might possibly work too (though they're a little pricey).
Also, the plastic boxes used for soap, or plastic lunch
boxes (if you have smaller containers) work.
Portable Cosmetic Make-up Organizer
Return to Contents
2. Don't Forget The Outside Of Your GM Screen
From: Joel Tolson
While GM screens can be useful for hiding die rolls and
notes, or storing notes for easy access, commercial (and
many make-shift) GM screens forget that the outside is
nearly as important as the inside. I have made my own screen
out of two thin, clear sheets of plastic sandwiched
together. This allows me to slide my notes inside, facing
me, and to also slide in some scenery facing out. If my
players are near a waterfall, I will slide in a picture of a
waterfall; if there are mountains in the distance, I'll
slide in a picture of some mountains. Pictures themselves
are easy to find all over the Internet. I tend to keep an
eye out for new pictures to use all the time and have a
rather extensive library to choose from whenever I need a
random backdrop.
Making my own GM screen also means it isn't as high as
commercial ones, so that I am not as separated from my
players as I might otherwise be.
Hope this is useful, and good gaming.
Return to Contents
3. Stamp Collecting Sheets For Counter Storage
From: Ben
Johnn,
Here's another idea for storing counters/tokens. I bought some stamp
collecting sheets that have clear plastic pockets on both sides and
organized all my counters in a 3-ring binder. There are sheets
available with many different pocket sizes for different size
counters. I picked up enough sheets for all my counters for about $20
at my local stamp collecting store. Here's what they look like:
Stamp collecting sheets
Don't turn your 3-ring binder upside down, though, or you
will have a mess! Mine is labeled "This Side Up" on the
cover.
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4. Creative Whack Pack
From: Chris
There is a creativity inspiring card deck called Roger von
Oech's Creative Whack Pack.
Creative Think Bookstore
A draw from the cards has a message to get you thinking
about things and to inspire creative thinking. I've found
it really useful when I get stuck with any number of
projects, including a few times when I was designing a
scenario.
Keep up the great work....your newsletter makes my Mondays
so much more tolerable if I save reading it til then.
Return to Contents
5. Deck O' Names
From: Avlor
In regard to the request for card-based RPG tools in issue
#330, I know of a few with a slightly different bent than
Mike mentioned in his request.
- There is a series of card decks for naming help (on the
fly while gaming or just inspiration when needed), called
Deck O' Names. I designed these decks (blush) and work
through Tabletop Adventures (TTA). The decks are sold at RPG
Now.
RPG Now: Deck O' Names
- There is another series of card decks that focus on
inspiration for plot and location from TTA's Bits products
(Bits of Darkness: Dungeons, Bits of the Boulevard, Bits of
the Wilderness: Into the Open, etc). I have all the decks
now and find inspiration just from paging through the cards.
(The products come in a paginated and in a card deck
format.)
- Use Once Upon a Time cards are great for plot generation.
Randomly select a few and see where your mind wanders when
putting several of them together.
Return to Contents
The WFRP Companion
What do Circus Freaks, Bog Octopi and Star Signs have in
common? They're all inside the WFRP Companion. Designed as a
toolbox to enhance your game and spawn countless new
adventures, the WFRP Companion is an excellent resource for
both players and GMs alike.
- A detailed look at life on the Empire's Waterways,
including statistics for the Keel and Reikaak, new careers
like the Riverwarden and Stevedore, and much more.
- A disturbing look into the seedy life of the Old World Carnivals.
- Extensive rules for trade and commerce in the Empire.
- An overview of Old World Astrology.
- An examination of Old World Medicine.
- Write-ups of exciting new adventure sites.
- Details on a new threat to the Empire: the Cult of Illumination.
- An expansion of the Old World Bestiary that contains over
a dozen new monsters like the Bog Octopus, Bloodsedge and
the dreaded Patchwork Man.
The WFRP Companion is a perfect complement to Warhammer
Fantasy Roleplay that makes the Old World that much more
grim and perilous.
The WFRP Companion at RPG Shop