
I
have - finally - recieved issue Nr. 15 of Warpstone magazine,
probably the most famous magazine for WFRP, especially since White
Dwarf no longer covers role-playing games. As all Warpstone issues
it has superb layout and the images are far above average, although
not always my cup of tea. The only point of criticism is that
some of the articles have extremely small fonts, which does not
make them easier to read. However the standard of Warpstone is
much above that of other fanzines.
Besides the regular
columns, like news, this issue opens with a piece from Timothy
Eccles. His regular column "The Correspondent" is certainly
not anyone's taste. And a lot of people would disagree with him.
However he always raised some relevant points and even if you
do not agree, they are worth considering. In this issue Tim discusses
the role of the PCs within the Old World. Are they in any way
special, what makes the different between townspeople and adventurers.
A point really worth thinking about and, as all of Tim's contributions,
worth reading.
What follows is
the second part of Graeme Davis' and Phil Gallagher's article
on the secrets of the WFRP writers. The article is of little value
for the actual gaming. But it does lift the veil a little bit
and give you an insight of the process of the canon of WHFRP (the
rulebook, Enemy within, etc.). It is fun and interesting to read.
John Foody has
written a short article on the use of patrons in the game. Patrons
are, as he understands them, a good way to introduce PCs into
adventures and help them in certain situation. As John sees it,
and I agree with him here, patronage is a two-sided thing. They
may be helpful in certain situation, the players may begin to
rely to much on them. This problem, which is detailed, makes my
reaction somewhat ambiguous. John gives a number of problems with
the use of patrons, but he fails to solve them himself and leaves
that for the GM. Also the article is too short to detail the topic
in depth.
The centrepiece
of this issue is clearly N.Arne Dam's and Timothy Eccles' article
on the church of Sigmar. I had a lot of expectations on this article,
but felt a little bit disappointed after reading it. The description
is good and pretty detailed. The article suffers only from the
fact, that the authors have used the Catholic church and transferred
too much of its structure in the Middle Ages. I had looked for
more new materials. You do not need the article if you already
have knowledge of the structure of the Catholic church. If you
do not, then the article may be helpful. The best part of the
article is the one which details various schools of thought within
the church of Sigmar. The description is much too short, but it
shatters the image of a coherent cult. A new career, that of the
flagellant, is detailed in the article. This career is in my opinion
of only very limited use, since such a character would only occupy
a very small niche within the world.
Stephen Cumiskey
wrote an article on the religious history. Again, the informations
are too brief and too much centered around the church for Sigmar,
probably because it was done parallel with the article before.
The article has some nice ideas, but I did not find it too convincing.
An interesting approach was found by Garett Lepper in his article
on Geheimnisnacht and Hexennacht. I enjoyed the descriptions of
Garett. The article builds atmosphere and discusses something
that was virtually shunned by any other material. The only problem
with the article is that it gives detailed rule for game-play
during the two nights. This somehow works against the atmosphere
Garett has just created. I would have preferred if the actual
effects would have only been hinted at. But this is personal taste.
Over all a good article. The next article is Ouroboros "The
Lore of the Ranger". In my eyes the down-point of the whole
issue. The authors gives thirty new or modified skills for the
ranger careers. As the authors says the skills should be restricted
to ranger careers. When you consider that the rulebook has 131
skills (the spell skills not included) this shifts the balance
very much in favour of the ranger. Some of the skills are also
very dubious. I do not see a need for joinery, which allows the
character to make small pieces of furniture ("he was a great
warrior and hero, but his name will ever be remembered for his
fine spice racks"). Too many of the skills are not necessary.
They could be created ad hoc with the help of attributes and a
skill is not necessary here. If someone is really looking for
more skills, I advise him of using Rolemaster instead of WFRP.
As all Warpstone
issues, an adventure finishes this issue. Much to my enjoyment
it is an adventure of investigation and less and adventure of
battle. Set in the city of Nuln, the PCs have to find the secret
behind a city official, who is a necromance (what else?). The
adventure is nice, although I could not test it so far. The only
difficulty may be that the adventure is tied into a corset of
a sequence of time, which might make it difficult top play. But
as I said I have not played it.
Over all the issue
is good. There are a number of articles that are really worth
reading. However a number of articles are a disappoint (church
of Sigmar) or of only limited interest (the lore of the ranger).
You should have a look before buying this issue. I cannot give
you unlimited recommendation to buy it. (ls)