Warhammer Fantasy Roleplay – New Edition Announced

  • Posted by
  • at

Return to a grim and perilous “Old World” of adventure, coming soon from Cubicle 7 and Games Workshop.

That’s right friends, Warhammer Fantasy Roleplay is getting a new edition later this year! There’s scarcely any information out about it at the moment–other than it’s coming out of a partnership with Games Workshop and Cubicle 7. If that name sounds familiar, that’s because they’re the ones responsible for the Dr. Who RPG, as well as Kuro (Japanese future horror), Rocket Age (Retro Sci-Fi and Planetary Romance), and World War Cthulhu (just to name a few). Much of their previous systems are d6 heavy–but I’m not sure that’s necessarily an indicator of what 4th Edition WHFRP will look like because 4th Edition, “takes its direction from the 1st and 2nd editions of the game.”

That sentence is pretty exciting, because if you’ve played WHFRP ever, then you know that the early systems are bananas–with their bizarre career-based improvement tree where your hero could come from any walk of life, and would most likely end up getting their throat slit by chaos cultists in the night, seemingly at random, but always out of spite. Seriously, 1st Edition WHFRP is fantastic.

Starting characters could be just about anything. Sure you had the standard classes you’d expect in a Roleplaying Game set in the Old World: thieves, mercenaries, wizard’s apprentices…even a few more “exotic” careers like Protagonist or Noble or Hunter. But then there was also the option of picking up a class like the Rat Catcher. Or the Student. Or the Pedlar. It’s that detailed–want to play as a civil servant? Roll up an Exciseman and start collecting taxes that comes with a 50% chance to pick up knowledge of the law (opening the way to become a Lawyer–one of the game’s Advanced Classes) or run the risk of the 20% chance of picking up Embezzling and becoming a thief. But not just ANY random thief. No, specifically a Clipper or an Embezzler.

And from there the world is basically your oyster. Become a Merchant! Become a Judicial Champion or a Raconteur. Employ all manner of random skills like Numismatics or Begging to take your character through harrowing adventures in the Old World. Having said this, I now want to see how that party of heroes that begin life as a Student, a Rat Catcher, an Exciseman, and a Grave Robber end up. I mean, yes, obviously their throats will be slit by Chaos Cultists in the night, but BEFORE that happens, what kind of heroes will they be?

And getting back on topic, what kind of heroes will Warhammer Fantasy Roleplay – 4th Edition let you be? 2nd Edition was a little more dialed in to classic fantasy tropes–and I imagine we’ll see more of that structure and less of the sprawl–but a big part of what I love about WHFRP in general is its ability to let you play as just “a person.” With a job. Who has to put up with adventures. It’s absolutely perfect, and I’m hoping that the spirit of “well here’s a random civilian who is having adventure thrust unwillingly upon them” that 1st Edition captures so well is maintained in the latest edition of the game.

I mean, sure, I guess we can have some of this too…but I want to count coins of differing denominations and nationality.

Failing that, I hope the crazy reagents for spells stick around–because players just don’t harvest things for parts often enough any more. And if your wizard doesn’t need to rip off the withered hand of a lich, or pull out a fresh heart from a nearby “volunteer” then it’s not really casting a spell, is it?

This is a legendary artifact in your system? I use ’em for spell components.

As we’ve said, details are scarce for now. You can see the entirety of Cubicle 7’s press release below. But! GenCon is around the corner, and hopefully between now and then we’ll have some more solid news about what the game will play like. In the meantime, stay tuned for more news as it develops.

via Cubicle 7

A new edition of Warhammer Fantasy Roleplay will be launched by Cubicle 7 Entertainment later this year. The new edition will return players to Warhammer’s grim world of perilous adventure, and takes its direction from the first and second editions of the game.

Cubicle 7 CEO Dominic McDowall said, “Like so many gamers I grew up on Warhammer Fantasy Roleplay. It’s an iconic setting and I’m thrilled to be working on this new edition of the game. Our team have a huge breadth of experience with Warhammer Fantasy Roleplay, and I’m excited to be able to bring the Cubicle 7 approach to the Old World. We’ll be revealing more of our plans in the coming months, so subscribe to our newsletter and keep an eye on our website!”

Time to go roll up a Tollkeeper. What’s your favorite class/experience from WHFRP?

  • euansmith

    I hope that there is going to be an overhaul of the basic system. Having two characters with WS:20 fighting like Mr Burns for half an hour could be aggravating. Far better to have something like the table from the Basic Roleplaying System where you had a 50% chance of hitting someone of equal skill.

    The Career Paths in 1st Edition were excellent; who wouldn’t want to have “a small, but vicious dog” as part of their starting equipment, or a chance of fleas. Hopefully the new version will have something like that. If not, there is always the Zero Level Funnel from Dungeon Crawl Classic to fall back on.

    • NovaeVox

      Roleplay smarter, not harder.

      *finger steeple* “Release the hounds.”

      • euansmith

        “Release the small but vicious dogs!”

    • dave long island

      Right. Totes agree. I loved the 1st and 2nd edition for the careers innovation, the fate points innovation, some really great published adventures (the entire Enemy Within adventure path, Terror in Talabheim) and of course the Old World, but always thought the dirty little secret of WFRP was that, despite what it said on the cover, it was not perilous. I can remember many times where hitting the opponent was ridiculously difficult. Characters and their opponents would fan each other endlessly with their blades. Add to that fate points, and your characters were more likely to die of old age than anything else. I also loved BRP. The old Stormbringer game from Chaosium was one of my all time fav RPGs.

      • euansmith

        I remember being surprised when creating a Stormbringer character and ended up with a Sword Skill of 120% 😀

        • dave long island

          Whoa!! Whaaaaa? I assume you were a Melnibonean? Still, wow that’s an absurdly high %. I can see an older character with a demon of combat bound into a blade perhaps approaching the high 90s, but 120% LOL.. Yeah that’s not good. Was this the 1st edition of Stormbringer or one of the later ones? I played the very first edition. It came in a sweet box set with a wicked awesome cover.

          • euansmith

            I think ours was a later version.

          • dave long island

            Oh okay

          • euansmith

            Actually. looking a photos on line, I’m pretty sure it was Elric!; the one with the exclaimation mark, that came after 4th Edition Stormbringer and before 5th.

          • Shawn

            Wasn’t that one closer to a d20 version? I have a d20 version of Melnibone somewhere, I think. Loved that game, even though I never got a chance to run/play it.

          • euansmith

            Ah, maybe not that one then 😀 I’m pretty sure it had a picture of an albino with a sword on the cover though. 😉

          • Matthew Pomeroy

            I have that as well as hawkmoon and runequest 😀 love Chaosiums system 😀

          • dave long island

            Right on. I read the Hawkmoon books as well as the Elric of course and Corum as well (loved the Corum books), but only bought the Stormbringer RPG. Nor did I ever get Runequest for some reason. I did get and still play Call of Cthulhu though. So yeah I love Chaosium too.

  • Luca Lacchini

    Cubicle 7 has a solid history of publishing quality RPGs that I like (Kuro, The One Ring, Rocket Age), but unless 4th ed. continues along the tracks set forth by FFG’s excellent 3rd ed., I think I’ll pass.
    I have almost everything from 1st ed. split between originals and Hogshead Publishing reprints, so old school approach is very much settled for me.

    • dave long island

      Yeah, fair point. I have all the old 1st and 2nd edition stuff as well. With some personal modifications, they serve fine. We’ll see how it goes. Also if I’m not mistaken I think there is already a new edition of sorts thru kickstarter, just with all different names. But basically it’s old school WFRP.

      • benvoliothefirst

        Link? I missed the entirety of WFRP until recently. I was lucky enough to grab a couple 2nd Edition books on sale a few years back, and they’re so phenomenal I’d love to have more.

        • vlad78

          Search for Zweihänder. It basically wfrp but with generic names. Awesome ruleset.

    • vlad78

      That’s the problem, we need them to explore the old world further, not just to dish out another ruleset, we need stories, people, places, not just spells oherwise this would be purely useless. And please, go further out of the Empire or Bretonnia. I always wanted to explore Ulthuan, Cathay, Nippon, the southlands, and so on. Even the Tilea or Estalia would be fine.

      • ZeeLobby

        Yeah, sadly I had the same excitement for GW finally exploring Nippon as I’ve had for Assassin’s Creed finally going to feudal Asia. Now at least one of those looks like it’ll never happen :(.

        • euansmith

          Beware the wrath of the Vimto Monks!

  • Brian Brodeur

    This is great news and anything in the old world is welcome. Still feels like GW is shoving a salt packet straight on the wound that was almost healed.

    • dave long island

      LOL… Yeah, so true.

  • Karru

    So question is, how long it will take for AoS haters to come here and say “Well, well, well… clearly AoS is total garbage because the game takes place in the Old World”.

    For me, this move isn’t really surprising move. Old World is much, much more richer in terms of lore and options for adventure. AoS is still very bland and isn’t really suited well for small adventurers due to the ridiculous high fantasy setting it has set for itself. It’s a hard sell for the hardcore RPG players, at least in my opinion.

    • Brian Brodeur

      AoS is its own ball of wax. While the game play is now good, the lore is all over the place.
      It placed itself in mythology (not fantasy) with nothing concrete to really ground it.
      Had it just chosen a single world to fight over with an explanation why those huge differences in terrain and area where in place, people would have gone with it.

      • Karru

        That’s my issue with it as well. They made it way too big and different. While the galaxy in the 40k universe is large, it is still very well written in a way that would allow anyone to set their own stories in it.

        AoS is too large. They made multiple “realms” that are insanely big by their own right with very little sense in between. It’s just very badly done world in my opinion. Had they just made one realm with basically all the current “realms” in there all about, the world would have made much more sense in my opinion and would have been much easier to explain as well as show.

        One of the core reasons why both 40k and Old World do so well in the story front in many cases is the fact that we have a way to check out things and how they matter geographically. AoS lacks a good map of itself thanks to the way they made the damn realms.

        • Brian Brodeur

          Completely agree. Having something like a map that matters makes a huge difference.
          And yes .. i have seen the maps of the realms for AoS, and they are a mess. I look at half the stuff and immediately ask “why the fudge would anyone even fight over this or waste time trying to find a way to this realm”
          It’s like someone at GW decided to copy Yggdrasil, but thought it would be a good idea to leave out the tree….

        • Drew

          I agree with this wholeheartedly- they’ve created some great stuff for AoS, but haven’t given them a cohesive world to inhabit. If they could get that down, there’s real potential there.

          • ZeeLobby

            I’m not sure that’ll ever come sadly. Just the way books are written it’s very world-vague. And if the last AoS campaign was any indicator, they don’t really have any plains to add more detail soon (that was like a barren wasteland of setting, whose outcome just seemed so, meh).

        • ZeeLobby

          Yup. I’m really hoping that these warp “bubbles” and “time-rifts” in 40-K don’t relegate 40K fluff to the same fate.

        • Txabi Etxebarrieta

          It’s kind of a catch-22 isn’t it? When you create a setting that doesn’t lend itself well to things like RPGs or story-oriented video games, but those are the things that help flesh your world out.

          I’ve not read any of the novels, so I don’t know if that’s where all the good lore content is or if they just cover for these deficiencies with a heavy emphasis on heroic narratives. But outside of that, I’ve seen very little in terms of content that helps solidify the lore.

        • euansmith

          There has been some stuff from people doing Dark Age of Sigmar; AoS in a grim dark style. It focuses on lower level character and weird monsters.

          • P P

            If you’ve taken time to read the City of Secrets, and the Shadows over Hammerhal books, AoS is starting to give a shape suitable for roleplaying.

            Personally I’m disappointed that this is an old school product, the mechanics of the system never worked well and much like Dark Heresy and the like, just weren’t fun games to play mechanically.

    • GnomesForge

      Not long, I just posted. So one hour. It is funny how everyone seems to be avoiding the “great potential” that is AoS. Bey hey… BIG MARINES ARE COOL!

    • vlad78

      AOS hater like me don’t need to tell the obvious. Making a rpg out of AOS which will be something else than an awful plagiarizing of spelljammer or planetscape will be really difficult. The basic tenets of the AOS universe just make no sense, there’s no real inner logic, too many deus ex machinas and not much to build upon.

      It’s a realm where magic exists in itself without much limitations, no space limitations, no time limitations, no reason why chaos can’t win nor lose, no small people, just heros existing only to sell plastic miniatures.

      Writing a rpg for AOS would force the writers to scratch their heads over the same issues wfrp 2n editions writers did when trying to rationalize wfb arthurian bretonnia (XIII century europe) existing near a renaissance empire with black powder and XVI century technologies. The result would be similar, something of variable quality quite inferior to the best first edition had to offer.

      AOS has been primarily designed to offer a blank page to GW writers and designers (mainly designers in fact) free of all previous iterations and limitations of their world, and they do use that freedom, they pour minis out of their studio without any thought to build a coherent world, they just want the crazyest and most original (IP free) minis (and sometimes ugliest too, well more than sometimes, lets say often (flying dwarves notwithstanding)). Good luck to make an rpg with that unless they suddenly hire the most talented guys in the industry.

      • It could be a blank page for you to do something amazing with as well. As you said, create an RPG setting that is free from all previous iterations and limitations. Sounds pretty cool to me, and liberating as opposed to AD&D in a different setting but with Chaos. (I know it is more than that, I actually loved playing it and the books mentioned by others). You do not need the most talented writers, you just need the setting, the basic rules, and your imagination.

  • frankelee

    It’s not going to take the mechanics of 1st and 2nd edition, they’re ancient.

    Hopefully it’ll return to the more mature take of 1st edition in tone and background, I just don’t think RPGs benefit from being dumbed down.

  • GnomesForge

    But wait? I thought AoS was a superior setting, oh sorry a superior “story”. Why aren’t they doing an AoS movie? Video Games? RPGs? Afterall this is the same superb writing talent that brought us the Adeptus Restartes and their totes legit lore background.

    This should be awkwardly funny in coming years as third party licensing opts to stick with just the classic 40k setting.

  • James Hall

    If rat-catcher isn’t a career option I’m not interested.

    I loved the 1st and 2nd edition WFRP games. Our group actually went back to playing 1st edition a while ago, and apart from a few iffy rules it still holds up really well. I find the totally random stats a lot of fun as well. Some of the most interesting characters in our group were the ones with the lowest stats, just because they had to be a bit more careful about how they went about the adventures.

    And the Enemy Within campaign still might be the best pre-written campaign ever, close behind L5R’s Ryoko Owari / City of Lies.

    • euansmith

      I ran a campaign where the player characters, entirely through their own choosing, ended up selling sausages made from warp tainted meat.

      • James Hall

        oh man. In one game of ours one of the characters slipped some warpstone into the meals a famous Brettonian chef was making, so that we could get him fired and hire him for our own boat-restaurant that sailed along the Reik….

        • euansmith

          It was a game designed to bring out the worst in people 😀 😀 😀

          • Matthew Pomeroy

            we always sink to the occasion 😀

  • Drew

    I loved the classic WFRP system; I will definitely be picking this up if it hews closer to that line than the FFG version. FFG has amazing quality of writing and products, but the “read the tea leaves” on the dice aspect of their recent RPG lines like WFRP and Star Wars is really annoying. Just use the regular polyhedrals like everybody else, guys- nobody’s giving you bonus points for mandating your players learn a new language in order to interpret their rolls. =)

    • bobrunnicles

      I agree – having to spend time to interpret what you just rolled doesn’t ‘add to the roleplaying experience’, it just slows everything down.

    • Xodis

      Completely disagree when it comes to the Star Wars system. While the Dice system takes a minute to get use to, it actually accomplishes something that rulebooks barely touch the surface on, Innovation. The ability to work WITH the DM and create a unique and fascinating story in the middle of the game and with every action is sadly unique in the RPG genre.

      • Drew

        In principle, I agree with you, and the ability to use the mechanics/system to make outcomes/stories unique is really cool.

        In practice, we played two sessions of the game before our GM just wore out trying to interpret the dice on every single event and action, which he felt really pressured by the system to do. We switched over to the d20 Saga system with the same characters and had a much better time- we just brought the storytelling in the RP rather than through the mechanical system.

        Sometimes in combat, for example, you just miss. Your blaster bolt flashes by the target’s shoulder with no additional effects, without having to interpret the dice to make every single shot something unique. In the hands of a GM who has played the system a lot and learned to balance the two needs, I’m sure it works great, but it’s not user-friendly for new players, requiring you to both learn the symbols and then how to know when to do an in-depth interpretation and when not to.

        TL;DR, what we found was that while the mechanical opportunity for every action to be unique is cool, the simple practice is that not all actions need to be unique in order to tell a good story, and it can quickly become cumbersome.

        • Xodis

          Its an aspect that has to be balanced I found. I had the same issues arise during my first couple games. Eventually you learn what you stated “sometimes a miss is just a miss” and the ability to give a bonus to the next person just meant your miss put them off balance. Thats why I enjoy the simple rules tacked on to the more complex ones the narrative dice bring forth, it really helps in keeping EVERY moment from being special because once everything is, nothing is.

  • Hagwert

    The great thing about the Old World setting was that you could be the little guy. I loved the idea of some ordinary bloke slopping through the sewers with nothing but a rusty short sword and a one eyed Jack Russell for back up who comes across something terrible ! The whole jet powered rocket pants and six packs all round approach of AOS just feels a bit meh.

    • ZeeLobby

      Probably why they didn’t want to create an RPG in that setting. GW has still yet to introduce any kind of human element to AoS. They really need that before any kind of RPG would gain weight.

      • ragelion

        *looks at city of secrets and shadows over hammerhal* Hmm no human element sure.

        • ZeeLobby

          Yeah. Guess buying poorly sold minis smashed into a plot is great “human” element. Haha. I just want to see the every day Life. Unless that is the every day Life. In which case there just is no human element.

          • ragelion

            Smashed into the plot? Did not read like that to me. Most people who have actually read the contents of both have actually said it’s pretty good even some of the naysayers.

            Even hastings like’s both of them.

            If you think it’s smashed into the plot can you tell me exactly how so if you read the contents of both publications?

          • Matthew Pomeroy

            This is kind of the thing, neither shadespire nor hammerhal have been around long enough to really get the feel the way mordheim, nuln, etc… did. Both are also even in AoS somewhat of a niche place not yet “iconic” AoS needs time to develop, it hasnt been around long enough nor is it “complete”. they are still working out the new factions and phasing out the old.

            AoS also has a tone difference, the old world is more “forgotten realms” whereas AoS (I guess you just call it “the mortal realms”) is more eberron.

          • ragelion

            I can respect this response and understand it. 🙂

          • Matthew Pomeroy

            Think of it this way, this will be the generation that gets to see what becomes “iconic” for AoS the way we watched Waterdeep, Neverwinter, and Baldur’s Gate become so.

          • I don’t want to play a game about “every day life”. I want to play in a high fantasy setting filled with crazy creatures, chaos worshipers, and insane monsters/wizards/deamons. All of those things are in both WHFRP and AoS. Even when we did play WHFRP we played things we could never be in real life. My brother had a killer Troll Slayer character, my other friends had wizards, clerics to unheard of deities, etc. No wanted “every day life” What part of AD& D or any RPG you play is about that?

  • Xodis

    Would be interested in a Core system than added supplements like The Old World, AoS, This location, that location, etc… Like how SAGA Edition Star Wars did it.

  • Lord Elpus

    In first ed I g.m’d but also had a mage that had a terrible stutter so had a bird familiar that could mind read me and say my spells.

  • marxlives

    From a marketing perspective this is so confusing. I understand the video games being released in the Old World because games can have a 4 year dev cycle. But why oh why do an Old World RPG. It doesn’t showcase AoS, the fan base is already divided between 40k players who play AoS (until the new edition comes out) and those who have moved on to KoW.

    Basically the video games and rpgs are introducing potential new players to a dead IP and rubbing salt on old wounds. I mean, ya it is there in the form of 9th Age but you know…we all know about how that works.

    I love Planescape and Spelljammer, but I wont ever expect a growing scene from it without company support. I am just glad that they are compatible with Pathfinder for nostalgia sake.

    • Rob brown

      Planescape has been kept alive in the various Manual of the Planes incarnations. Plus Planescape Torment is widely seen as one of the best quality RPG storylines in history despite being released a year after TSR stopped publishing Plansescape products. It was the second most wanted title on GOG and has been rereleased this year – nearly 20 years after the original setting stopped being supported.

      Good quality settings and writing don’t date.

  • Boondox

    I’d jump on board if they’re going back to 1st and 2nd ed and including all the Flame and Hogshead productions and White Dwarf rules. I did not like the FFG version with cards and what not. Get it back to the true feel of WFRP and don’t mention AOS.

    • Rob brown

      While I never used the board game style rules of third edition, the adventures released were actually really good.

      The Witch’s song was one of the most enjoyable adventures I’ve played in a long time, with lots of character agency and great characters. Set outside Marienburg but could be placed in any remote village.

      Similarly the one set at the noble’s party was great fun and easily fittable into any of your own story line. The Enemy Within 3rd edition suffered from direct comparison to the original which was always going to do it a diservice.

      For me, while I prefered 2nd edition rules, the third edition adventures were definitely better (though I did love Thousand Thrones)

      I’m so glad I never sold my 1st edition WFRP books now. I sold almost all the 2nd editions books and they were snapped up really quickly. If the new rules are good, I may well try and tinker with the original doomstones series to try and de-rail them a bit.

  • dinodoc

    What was the point of Age of Sigmar if we keep going back to the Old World?

  • Rob brown

    The reason the Old World of WFRP was such a good setting and the AOS is ultimately unsuitable for RPG for me comes down to what have been called ‘Moments of Awesome’.

    These are points in a story that make your jaw drop, or fist pump the air, or just be absorbed by the momentous events. However to make these powerful and emotionally invested you have to feel attached to the characters and setting that these moments relate to. As an example, the Red Wedding effects people because of the investment up to that point, not because the event itself is powerful. Its shocking but that isn’t enough by itself to make great, seat gripping, drama.

    Now based on what I have read so far. All the fiction in AOS and a lot of the End Times fiction, is chock full of Moments of Awesome, momentus events that should make us go wow. Some of the End Times stuff hit the mark I think. The conclusion to the Elf schism and Malekith’s corronation ended a massive character arc in a fairly satisfying way that built on the previous work and history to describe something quite powerful. Conversely the appearances of the Gods, the Incarnates, the endless battles between characters and the ultimate destruction of the universe came out of no-where, was rushed and ultimately unconvincing becasue what should have been awesome moments fell flat because of a lack of build up. With AOS’s complete slate clearing they suffer from this even more.

    Conversely in the original WFRP Old world, there were almost no setting wide moments of awesome. What did happen – Magnus the Pious, The Siege of Prague, etc were more like lengends that had happened a long while ago. The WFRP setting was the opposite of the end times and AOS. The setting and events are almost all build up and backstory. This means the moments of awesome can exist in the adventures of your characters, driven by their actions and resolved by them. Your characters are heroes, because everyone else either doesn’t care, doesn’t believe you or is involved with the plot. It is your heroes that close a chaos gate, destory a fortress, or save an Elector Count. To be clear I’m talking about the Warhammer World as described in WFRP not the army book style writing that GW release. Read Drachenfels, the Konrad series, The Darkblade books, Hammers of Ulric, The Witchhunter series, Most of the early Felix and Gotrek work, Beasts in Velvet and the three books in the Orfeo series to see what I’m talking about. Each was about personal stories that make a huge difference to the people affected by them without needing to remake the universe. For me these are the best representations of the Old World.

    There is a reason a queue of computer game manufacturers is desperate to pay for the Warhammer rights, becaus this stuff is gold dust… particularly in the hands of writers that can take it and run with it. Until AOS gets some depth and stops just writing side-bar style stories that rely on hollow moments of awesome and army loyalty to sell stories it will never be a suitable replacement for the Old world.

  • I absolutely loved WHFRP back in the day. However I have to disagree with everyone that says AoS would not be a great setting for an RPG. There is so much the GM can work with it is insane. Look at what Shadespire (although I hate the card mechanics) and Skirmish are already offering as possibilities.
    Civilizations are just on the rise with the Disciples of Tzeentch and the latest Stomrcast Battletomes. Other cities were mentioned albeit without detail in the original hardcover AoS book that involve all sorts of possibilities beyond the conventions of the WHFRP setting.
    You may be looking inside the box as well i.e. not all “parties” need to be “adventuring groups” or stick to the standard human/elf/dwarf combos. Look at Shadowrun for example and how much fun it is to play Trolls/Orks/various other races
    The dimensions add a lot of ground to cover that for now, relies on YOUR imagination to create but in time, there will be plenty fleshed out where you don’t have to work so hard.
    Each army or warband I create in AoS already has me creating the backstory for my characters and how they came to be, where they are, and why.
    This is not hard – actually it is the most fun part of the whole experience for me – and while I have read many of your reasonings, it does come off as excuses and stubborn adherence to the old ways after the third comment. the truth is they are releasing this because 1. they can 2. nostalgia product has been doing quite well for them on all fronts 3. another company is handling the heavy lifting rules-wise so doesn’t interfere w/ their design schedule and 4. time in not linear in a fantasy universe and there is no reason this is not all happening at the same time in another dimension.

  • Shawn

    Okay. 1. You didn’t mention that Lord of the Rings got the 5e D&D treatment. 2, You use a D&D pic: Hand and Eye of Vecna and 3. You forgot: “You get to spend thirty minutes to an hour making your character and then watch him die five minutes after starting to play”

    • That made me laugh – the part about the massive time of character creation vs the instant death was completely true. I mostly GM’d and I was constantly fudging die rolls and circumstances to avoid one or all of the players having to start over.

      • Shawn

        No doubt Travis. I played one game and that’s exactly what happened. While the game master was great with different accents etc. I was completely turned off by how quick the pc dies, so I just stuck to D&D after that.

  • Zachary Alvarado

    I love the Old World. Easily my favorite fantasy setting. But I wish GW would just let it die a proper death. No more video games, RPGs, etc. I get why they still push Old World in other mediums. But just let AoS take over. Let the Old World die w/ dignity.

    (plus, AoS video games and RPGs would be pretty cool…)