
There
are a number of Warhammer worlds. The ever-changing world of
WFB, the
'traditional' world of wfrp, a subject of some controversy among
many wfrp
enthusiasts, and a myriad different worlds in wfrp campaigns
across the
world. The Warhammer world of the fanzine Warpstone is one that
has
influenced many of these. Although the magazine is officially
unofficial,
being published by Hogshead gives it some authority.
Corrupting Influence is a compilation of the best
bits from issues 1 to 9 of
the magazine, spanning two and a half years or so from 1996
to 1998. In my
collection, I only have Warpstones from issue 10 onwards; therefore,
this
book is pitched perfectly for me. The steady growth in popularity
of the magazine has lead to these older issues being difficult
to find and
expensive to pick up second hand. This is presumably why someone
thought it
might be a good idea to produce this sourcebook.
The volume is 128 pages, perfect bound. It looks
just like any other wfrp product from Hogshead. But, it seems
that this is not a wfrp product. The famous logo appears nowhere,
and the words 'Games Workshop' only make an appearance where
it is explained, in the small print, that the wfrp trademark
is used without permission. This seems to me to be a tangled
web that requires some sort of explanation. You won't find one
here.
The cover features a troll slayer slaying a variety
of nasties, none of which are trolls. The picture has grown
on me. When I first saw it, I wasn't too impressed, but familiarity
had bred the opposite of contempt. Perhaps the composition is
slightly strange, but it is well drawn and depicts an exciting
scene that is iconic of a Warhammer world, if not my impression
of
the Warpstone Warhammer world.
The internal artwork is mixed. Some of it is excellent,
some good, and to my mind, a few of the pieces are just poor.
There are typos throughout the book, and the impression I got,
while not keeping count, was that they average about one per
page. I spotted none that were ludicrous or intrusive, and were
mostly a missed word here, or a misplaced one there. These things
annoy some people. The general quality of the writing is excellent,
throughout.
Warpstone magazine has a certain feel, it's dark
and it's dirty, and I am glad to say that that feel has been
carried over to this compilation. Whatever page you are reading,
you know you are reading Warpstone. This is appropriate because
you are certainly not reading a wfrp product licensed by Games
Workshop. I, for one, will be photocopying the Warhammer Fantasy
Roleplay logo and gluing it to the front of my copy.
Corrupting Influence is divided into several sections,
'The Game' offers advice on GMing and role-playing and adds
a bit of gossip. 'Background' deals with rules, general and
specific, and some other stuff. Fiction comprises of a single
short story. Scenarios covers traditional scenario formats and
also brief hooks and other stuff. It seems that some of the
background, 'Low-Life on the Highway' for example could have
been included in the Scenarios section, or some of the Scenarios,
'The Greys' for example, could have been included in the Background
section. This only serves to illustrate the diverse nature of
the articles in the book. Finally Miscellany includes player
handouts from the Scenarios and a very useful index of all the
articles of Warpstone 1-9. Many of which can be found on the
web. As you have found this article, I am presuming, you do
not need to be told where to find those. It seems that some
of the articles have been slightly revised to take into account
some of changes made to some of the Warhammer worlds since they
were written.
The Game
The first article is entitled 'Fighting Chaos:
Why Bother?' This sounds flippant but is a very good question,
fundamental to any wfrp campaign, and belongs at the start of
the book. I was naively expecting this to be answered here.
But instead the question is discovered to be rhetorical, and
the answer is therefore, 'don't bother'. Still, the article
brings up worthy
points that need to be considered.
'To Fight or not to Fight?' is another good question.
Nearly every player of nearly every role-playing game needs
to read something like this. The article spells out some other
options to the ubiquitous RPG massacre, though, for me, does
not go into quite enough depth.
'Volatile Magick' explains that "To put one's
faith in Magic is to put one's faith in Chaos". This is
clearly good advice and this short article begins to discuss
some good ways of making sure that wfrp players do not take
their magic weapons lightly. The 'golf bag' syndrome of other
role-playing games should never materialise in wfrp.
If the first three articles can be summed up simply
then 'Be careful, avoid conflict and don't trust magic' might
work. This, which is surely not coincidental, is the philosophy
that separates wfrp from some other fantasy role-playing games.
I like the way Corrupting Influence has set its stall out in
this regard, and is a feature of the Warpstone Warhammer world,
if not most Warhammer worlds.
'The Secrets of the Warhammer Artists' is a small
piece describing some of the in-jokes made by artists in the
pre Hogshead days of the wfrp. Gossip like this is always a
good thing, but sits oddly in a sourcebook, somehow.
Background
A series of Templar articles appeared in Warpstone
and these have been compiled into the 'Holy Knights, Pagan Days'
section. The Templars is a subject close to the hearts of many
mediaevalists and its omission from wfrp canon was begging to
be filled. Corrupting Influence does this beautifully and no
campaign should now not include at least some of the ideas set
out here. Included are rules and background for Sigmarite Fiery
Hearts, White
Wolves, Myrmidian and Manann Templars. The article starts off
with a brief history of Templars in the real world. As well
as meaty background, the temples mentioned above are given full
career profiles. Finally there is a section covering Temples
from minor cults and non-human Templars. I believe this was
the most popular series in the original Warpstone magazine,
and the 28 pages given over to the subject here, might (unless
you are a poor
student, perhaps) be worth the purchase price of the book alone.
'Low-Life on the Highway' discusses road travel
in The Empire, intending to give the foundations for making
every journey interesting in and of itself, sometimes a difficult
trick to pull off in RPGs. Inns, way temples, shrines, toll
booths, coaches, entertainers, caravans, vagrants, pedlars,
highwaymen. the list goes on, are discussed. The ideas can easily
be used for river travel, too. This is a very good article for
those requiring a bit of
inspiration to brighten up (darken?) those tedious days on the
road.
'Disease in warhammer' sets up Shallya and Nurgle
for their endless conflict waged across the human immune system.
It starts with a history of the study of disease, through Araby
and Remas, (and even further afield) to the empire. It also
includes a comparison chart for the four cardinal fluids, which
acts as a handy buzzword generator, and is a small good thing.
After
discussing treatments and cures it gives a huge five page listing
of diseases, ready to be inflicted on your players. Being slightly
squeamish, I felt better skipping some of this section. It's
nasty stuff.
'A gentleman's guide to Marienburg' is a player's
guide originally designed as an eight page, A5 pamphlet. This
could be recreated with careful use of the scanner/photocopier.
Though I generally don't like giving the spines of my books
that sort of treatment. Most of the information can be found
in the Marienburg sourcebook, which is what you would expect,
but the pamphlet, is given colour as it is written from the
point of view of an Imperial and
scrawled upon by an outraged Wastelander. Any GM bringing his
payers to Marienburg should give his players the opportunity
to discover a copy.
'Prosthetics' gives rules and descriptions for
all sorts of artificial limbs and other prosthetics, eyes, noses
and teeth. Included here is, hopefully, more than anyone will
ever need to know on the subject.
'Mankind's Last best chance?' deals with witch
hunters. It is argued that the stereotype given them in the
real world should not apply in a fantasy setting where witches
do, in fact, exist. This is a point often overlooked throughout
the Warhammer worlds. Ideas for playing rational and sympathetic
witch hunters and a discussion of various fraternities and organisations
are
given.
Fiction
Although Warpstone features some fiction in almost
every issue, only one short story is included here, 'The Final
Adventure of Ursula Urjingraad'. It is just four pages, and
sits uncomfortably, alone in the middle of the book. As fiction
is a matter of taste, I will not review it here, and I might
actually read it one day.
The Scenarios
The scenarios section comprises eight articles
that run to over 50 pages. Not all are straight adventures,
in the traditional mould.
'A Hundred Years of Trade' is not an adventure
but an introduction, with history and background, to a wealthy
and influential trading house. The company is run by a deliciously
evil NPC. Though only two cameos are given, the piece works
so well that you'll have a dozen more ideas of how to use it,
before you've even finished reading.
'The Greys' deals with an interesting band of
outsiders dedicated to protecting mutants and others suffering
the whims of the Chaos gods. Ideas are given for introducing
the PCs to the organisation, but the strength of this idea is
that the premise can easily drive an entire campaign and give
meaning to the life of the average wandering adventurer. A short
adventure hook is given but this article, for me, was all too
brief, given the excellent conceit.
'Cameos' is 5 short adventure hooks. It seems
they were designed to give the players moral dilemmas or at
least something to think about. 'Rough Justice' has the PCs
stumble across some over zealous witch hunters (a stereotype
that may have been discredited earlier in the book). 'You Make
Your Own Luck ' involves one of those pains in the backside
NPCs that tempt the PCs to leave them in the middle of nowhere
and be well rid of them. 'AWOL' involves
tracking down a missing soldier with a good excuse to be missing.
'Save the Village' involves protecting pacifist
Half-Orcs, of all things, and was not my cup of tea. But, I
might use the same idea with mutants, perhaps, or say a leper
colony. This Cameo could also work well as an introduction to
'The Greys' mentioned earlier. 'Flea Circus' brings the PCs
into contact with a travelling circus that seems to be the cause
of an outbreak of disease. Unlike the other cameos, I cannot
envisage how this one might not end in carnage, even with PCs
with the best of intentions, unless they are members of 'The
Greys', perhaps.
The Eternal Guard
'The Eternal Guard' is an adventure wherein two
ancient Arabyan mummified lovers get brought to Marienburg by
some explorer archaeologists and separated. The pain of separation
causes one of the mummies to go on a killing spree in the great
port. The PCs are placed in the middle of this as bodyguard
to one of the explorers' lovely, young Arabyan wife. And the
adventure admits that its inspiration might come from beyond
the 'Warhammer'
House of Horror.
The intro and many other aspects of this adventure
are quite linear (although linear can be a good way to present
the elements of an adventure and need not necessarily make the
adventure so). Strange happenings occur and the clues are not
easy to put together. The key to the adventure is probably in
the imaginations of the players. Whatever happens a scrap with
the mummy is almost inevitable.
I had a real problem with a mummy shambling around
a bustling city like Marienburg, without getting noticed. And,
as the mummy in the adventure is slightly different to the standard,
if I were to run the adventure, I would likely have the physical
presence of the spirit of the dead manifest in some other, equally
spooky, but perhaps more subtle way.
One hour (to) Morr
This is an adventure set in Nuln, which involves
a mad dash across town. The conceit is that a demon has been
charged with hunting down the bearer of a paper, that has just
fallen into one of the PCs hands. Because the summoning goes
wrong, the demon disappears but not before revealing to the
party that they have one hour before he returns, how he knows
that and why he should tell the players is beyond me, but necessary
to the adventure.
The mad dash would probably take some preparation
to run smoothly, as it is up to the GM, at least partially,
to keep the pace brisk. Some leading of the PCs might be required,
but I find the overall conceit of this adventure to be a bit
much? Anyway, the actual chaos cult involved can be used whenever
one might be needed.
The adventure also includes the NPC cultist Herr
Hintz, who, you may be relieved to know, has no information
to give the party.
The Cannon Ball Run
This adventure involves the kidnapping of the
wife of an employee of a coach company and the subsequent blackmailing.
Although, with the initial clues, the party is given a helpful
hand, the scenario is structured in a way that allows them scope
and the opportunity to thwart the kidnappers in a number of
ways. This is a very nice adventure.
The Missing Children of Regensdorf
In this adventure, a chaotic artefact has found
its way to a secluded village with connection to the cult of
Taal. Many mysterious and gruesome happenings have begun to
occur and it is up to the PCs to piece together the common threads
of the weirdness. They should lead nicely, and quite cleverly
back to this artefact. The problem presented is immediate, but
its solution
vague (the clues lots and little), which gives this adventure
an interesting pace.
A Buried Past
A Buried Past is a ghost story adventure. One
of the PCs (therefore the party) while on a visit to the opera
is chosen by the ghost of a young lady to put her soul to rest.
A bit of detective work and interviewing will be required to
lead to those responsible for her death. Even then, it might
not be clear, exactly how to rid the PC of his ghostly nightmares.
Miscellany
The final short section contains the various player
handouts and an Index of all articles that appeared in WS 1-9.
The Index indicates which issue they appear in and whether they
appear in this book, on the Warpstone website or are lost to
the mists of time.
Conclusion
This sourcebook, it could be said, is a bit unfocussed.
This is not a criticism, but probably unavoidable, given the
nature of the compilation. And in many ways, I find Corrupting
Influence to be more orderly and consistently themed and styled
than Hogshead's two Apocrypha supplements. Given a choice between
the three, and despite its unofficial status, I would
buy this book first. This tome is a worthy addition to anyone's
bookshelf. It supplies food for thought, a myriad of ideas to
bring to your own campaigns and lots of meaty adventures and
hooks, in the best traditions of certain Warhammer worlds.
Clive