A "BasementHammer" approach to rules fixes, core scenario options and expanding the game, both for Warhammer Fantasy and Mordheim.
The Objective: enrich the Core Rules with more narrative and story, and add more options for even richer games.

This is our game, and we should strive to make it as good as we can.
See the "About" page for more details.

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Sunday, November 9, 2014

Mordheim as a Roleplay Game: part 1

In this series of posts I will be discussing how to harness the Mordheim rules to run an RPG game. First I will discuss its benefits and flexibility (and how they can be applied), and in following posts I will discuss how to adapt rules and elements to flesh out the game for roleplay purposes.
Mordheim has a solid game engine: simple and intuitive stats, logical combat procedure, and easy-to-incorporate special rules. The game is very well-suited to be adapted for a pen-and-paper RPG format.

First, the stats (Characteristics): each is obvious and straightforward, and especially define a models key attributes: WS and BS describe combat ability, while M, S, T, I and Ld define physical and (one) mental attributes. W is the rough equivalent of HP. These define a character quite well for RPG game mechanics.

Initiative sees a lot of use, as it not only determines reaction speed in combat, but is used to evade attacks and hazards, as well as to climb and land safely from falling.
Strength and Toughness may see less varied use, but they are so crucial to survivability that they take a very key role in any adventure. Strength also comes in for purpose of pushing/pulling, and Toughness is used as a health/endurance  defense (against diseases).
Leadership is more complicated though, because it encompasses all of a model's mental attributes, and is slightly too limited for a proper RPG (but I'll come back to it later).
Attacks however is an attribute that specifically only contributes to Close Combat (which it does immensely), but has zero value for anyone who specializes at range. There may be space for development here (I'll get to it later).
Movement is movement, and running is at double speed limiting your ability to shoot (intuitive). The way charging mechanics works does put some strange quirks into combat movement, but these are not too severe. But the fact that jumping and climbing mechanics are fleshed out, together with good movement measurement practices (distance in space as opposed to a square/hex grid) makes fully 3d movement very easy. Because of this, you can play on any terrain surface (even or uneven) and props, with no problem.
Wounds and the Injury table put a nice spin on HP, doing away with larger numerical bookkeeping of damage and putting emphasis on saves that prevent wounds. The injury table also adds a LOT of uncertainty to combat, making it very dangerous and hyping drama. And finally, the game is deadly: it is not that difficult to get knocked out of combat, which increases realism and definitely makes it NOT a good game engine for" heroic fantasy". There is a mitigating factor on the deadliness, which is the Serious Injury table: you only have a certain probability of dying outright after being knocked out, but chances are you will end up with nasty battle wounds and handicaps. There are no resurrection spells, and many risky things (including exploration) can get you hurt. This makes the game engine very suited to gritty dark fantasy settings (which Warhammer is).

In terms of character progression, the Experience and skills system of Mordheim have it covered. By default your upgrades are somewhat random (except in choice of skills), but this could be adapted. But most importantly, it is VERY EASY to generate a new character, making it less of a burden to get back into the game if your character dies. But the randomness helps ensure that a player will not do the same character twice. Another hidden perk of the system is that this ALSO makes it easy for the Games Master to create new NPCs (anyone who has spent hours optimizing an NPC with class levels, in D&D/Pathfinder, know exactly how painful and time-wasting this is).
The skills list offer mostly a choice of combat-oriented abilities (as eexpected but not dissimilar to many other rpgs). Yet there are many skills devoted to movement, and also exploration and relating to purchase of goods. It really only lacks "social" skills, because the game runs otherwise with no role play interaction. But for the most part, existing skills cover everything you'd want.

Mordheim also offers a very good equipment inventory list, and includes already a rarity/availability roll, and skills that interact with it. It is low-magic oriented, so again, well suited to a gritty campaign. The weapons system has a good level of complexity, but their characteristics are well modeled and have a significant effect on a character's combat output and strategy. On top of this, the Hired Swords and henchmen rules provides all costs required for additional recruitment of NPCs into the warband.

The Exploration system of Mordheim is simplified and appropriate for a behind-the-scenes scavenging and resource gathering. However, the exploration mechanics play a large role in the game (especially as a source of income) and have a lot of skill support, so they will always weight significantly in character choices. But good news: the rules mechanics of Exploration dice can very well be adapted to on-the-spot exploration (I will tackle this later on).

Furthermore, the scalability is very good. The game rules power just as easily a regimental army-based game (WHFB) as well as an team skirmish-based game (Mordheim) so scaling up the number of models does not complicate the game too much. Again, this is a boon to Games Masters, as it becomes simple to just throw more enemies at the group without making the fight last forever. Also, the level of threat of multiple enemies increases more realistically, and the characters can be in considerable danger from this (anyone who has tried to stage a combat against many weak enemies, in other RPG games systems, knows how frustrating this situation normally is).
On top of this, because the characteristics system is so intuitive and it is relatively easy to design new special rules, it becomes very flexible for the Games Master to design new creatures and monsters.

So, in summary, the rules are well fleshed out and support most of the aspects required to run an RPG fantasy game. The rules are all there in the internet, for FREE as the product has been discontinued (so distribution between players will NEVER be an issue), and a lot of great material is available online. Check Liber Malefic: these guys produce amazing, professional-quality material, and are responsible (in part) for bringing the much acclaimed "Border Town Burning" supplement for Mordheim.

Watch out for the next part in this series of posts, where I will try to supplement and adapt the Mordheim rules for general everyday RPG use.

UPDATE: The releases about Mordheim RPG can be found in later posts, click HERE

Friday, November 7, 2014

Want "The General's Compendium"?

Check the Scenario Sources page for the link.

As the book has been out of print for several years now, and you can't actually buy it from GW, I see no problem in spreading this information. The book is amazing, and if GW still sold it, I am sure people would buy it (even if the rules relate to 6th Edition).

I do not host the book file itself. If anyone has a problem with me linking for the file, please let me know.

Enjoy