Warhammer Fantasy Roleplay (2018)

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Warhammer Fantasy Roleplay or Warhammer Fantasy Role-Play (abbreviated to WFRP or WHFRP) is a role-playing game set in the Warhammer Fantasy setting. The fourth edition rooted in the first and second editions was released under licence by Cubicle 7 in 2018. The system it directly evolved from is
Warhammer Fantasy Roleplay 2nd Edition

Description

The primary setting of WFRP is the Empire, a faction located in a region of the "Old World", that is based loosely on the Holy Roman Empire, with a number of baronies, counties and dukedoms fashioned after the fiefs of elector counts and dukes. One of the most identifiable features of the Warhammer setting is Chaos. While the forces of Chaos in Warhammer Fantasy Battle are depicted primarily in the form of bloodthirsty marauders, towering dark knights and savage beastmen, Chaos in WFRP is an insidious force gnawing at the fabric of society.

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The Career System

Instead of fixed classes, characters enter specific Careers like Boatman, Grave Robber, or Wizard Apprentice. You spend experience points to advance within your career or transition to a related one. This represents your character's actual life and job in the world rather than just their combat role.

Brutal Critical Injuries

Hit points are low and do not increase much as you level. When a character is hit while they have no remaining Advantage or are critically struck, the player must roll on gruesome tables. These results range from minor scars to losing an eye, a limb, or your life.

Corruption and Sin

Magic is inherently dangerous and tied to the Winds of Chaos. Using magic or encountering dark artifacts can grant Corruption points. If your Corruption exceeds your willpower, you may develop physical mutations or mental instability, eventually turning into a servant of the Dark Gods.

Fate and Resilience

Characters have limited pools of Fate and Resilience points. Fate can be spent to avoid certain death, while Resilience allows you to ignore the effects of a mutation or a critical hit. These are rare and precious resources that represent the character's sheer stubbornness to stay alive in a doomed world.

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WFRP
Warhammer Fantasy
Online
Kampaania
WHFRP4e game
Mängijaid
4/6
GM
1/1
Warhammer Fantasy
en Inglise

WHFRP4e game

I run an online table top role-play group I have long running game of Warhammer fantasy role-play 4th edition (5yrs+) that runs every Saturday night from 20:30 GMT (uk) until 00:00 or 02:00 depending on peoples commitments the next day. We have two slots that have opened up and are looking for players to fill them. No experience in Warhammer or table top role-play required were happy to help people enjoy the game. We also use Foundry VT which does the majority of the rules for you its also free to players. We use discord for communication. this game is free If you’re new to WHFRP its D&D but with more parts that want to kill you. For example in D&D you cast a spell. In war hammer you have to charge up the magic and then cast the spell theirs always a risk of unexpected side effects or someone’s head exploding. It leads to a deeper experience but lacks the action of being the main characters you get in D&D.

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Lisa lemmikutesse
en Inglise fr Prantsuse
DND5E
Dungeons & Dragons 5E
...
Montréal
Online
Jonathan
Forever DM looking to play [Week Nights/Sundays] Hello, my name is Manilas. As the title suggest, I've mostly been a DM for friends and now I'd like to play a character for a change. Started playing with D&D 2nd edition, mostly played 3.5 and Parhfinder 1e, skipped the 4th and tried a little the 5th. Played many other systems as well (Vamp, PF2, Warhammer Fantasy 2nd, Shadowrun, Star Wars Saga). As a player, the games I could play were mostly humorous, kick in the door, min-maxing muchkin characters. I don't mind doing dungeons, explorations and kill X monster. But I would like a game where it can push me on exploring my roleplay side that is untapped. For the moment, I am not looking for a paid experience. Send me a nudge here or on Discord @Manilas
Lisa lemmikutesse
en Inglise
DND5E
Dungeons & Dragons 5E
PATH2E
Pathfinder 2E
...
Online
Kyle
I am disabled and have never touched a ttrpg but am every eager to learn and have social anxiety. i may be quiet and have no idea what what im doing but i'm eager to learn. I have 0 experience with any systems at all but I want to learn and not be a burden
Lisa lemmikutesse
en Inglise
BitD
Blades in the Dark
CoC
Call of Cthulhu
...
Online
Izzy
I'm Izzy. 28. They/it.  I have over 10 years of experience in the tabletop space. On/off over the years with playing as finding groups that stay together takes time.  I have played in 2 completed 5e dnd campaigns that lasted over 2 years separately. Rime of the Frostmaiden & a homebrew Strahd campaign.  I will happily play in 5e & 5.5e games, though I have had an increased interest in p2fe/p2fre!  Tabletop games i have liked and played, would play again: 5e, pf2e, Vampire the Masquerade, Monster of the Week, Monsterhearts, Wanderhome, Call of Cthulhu  Tabletops I have not played but would be interested in: Blades in the Dark, Scum and Villainy, other Powered by the Apocalypse games or Forged in the Dark games, pf1e, Werewolf the Apocalypse, other World of Darkness games, Cyberpunk Red, etc etc My main goal as a player is to be a group player, to be someone that is wholly on the team with the other players! I love the collaborative nature of tabletop most, and why I always hold myself to be flexible and prioritize everyone's enjoyment and keep the table flowing! My characrer ideas are always many, but playing a characrer to the T is not a priority in the sense; that if it disrupts the flow and story of the table or conflicts wirh the group? Then I scrap that idea or develop the character different to mesh better!
Lisa lemmikutesse
en Inglise sv Rootsi
DND5.5E
Dungeons & Dragons 5.5E (2024)
VtM
Vampire: The Masquerade
...
Online
ludvig
Just a regular guy that likes sci-fi and fantasy games. In my 40s. Hsve been playing RPGs and Wargames off and on since the mid 90s.
Lisa lemmikutesse
en Inglise sr Serbia
AD&D2E
Advanced Dungeons & Dragons (2E)
OSRIC
OSRIC
...
Online
Gabbs
Hello, I've been playing TTRPGs on and off for about 10 years now. Played with different systems and on different platforms over the years (mostly Pathfinder 2e recently). Don't have a favorite system but hoping to play and learn AD&D, willing to learn and try new games (have a preference for fantasy settings). Timezone is CET and should be free on almost everyday of the week in the evening. Thanks.
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Pathfinder 2nd Edition (2019)
Tabletop Roleplaying Games

Pathfinder 2nd Edition (2019)

TTRPG
High-Fantasy
English
Pathfinder 2nd Edition is a tactical, crunchy and highly customizable heroic fantasy roleplaying game system published by Paizo. Originally released in 2019 as the evolution of the Pathfinder system (which grew out of the D&D 3.5 system, as a reaction to the release of the simplified and more video game-like D&D 4E). The system recently received a comprehensive "Remaster" overhaul, which decoupled the game from the legacy Open Game License (OGL), moving it to the system-agnostic ORC License. The Remaster version has updated various terminology and streamlined different conflicting mechanics, the core engine of PF2E remains exactly the same as before. Description Like other d20-based fantasy games, players are an adventuring party that go on adventures, defeat enemies and uncover various mysteries while the Game Master (GM) is in charge of running the world around the characters and is in control of managing any enemies and non-player characters they might encounter. However, where D&D 5E leans heavily on "rulings over rules" and simplicity, Pathfinder 2E has shifted its focus on customization and making sure that with every system balance is maintained. Pathfinder 2E is ideal for players who are more into tactical combat, clear rules for exploration, and the ability to build unique character concepts with a reasonable amount of customization without accidentally breaking the game or worry too much about maintaining balance. The system comes with great tools for the GMs as the system provides clear guidelines and mechanics for most situations, meaning the GM rarely has to invent or interpret rules on the fly to keep the game moving. System Overview & Key Features The 3-Action Economy Pathfinder 2E is famous for their action system. Instead of pre-defined action types, the player can perform creatively distribute their actions how they see fit. Instead of always having a "move action" that the character can utilize or leave unused, the system allows a character to instead use that action as an extra attack. Or instead of attacking, the adventurer can move twice (or thrice, if using all actions). Degrees of Success Instead of approaching "1" or "20" on the d20 die as a critical result, The system considers "oversucceeding" as a critical success. Succeeding a roll by 10 or more points it is automatically a Critical Success. If you miss the DC by 10 or more, it is a Critical Failure. Because of this, every single +1 or -1 improvement feels more impactful and important. Feat-Based Character Customization There are no "useless level-ups" Every single level-up players make meaningful choices by selecting from an extensive assortment of Ancestry Feats, Class Feats, Skill Feats, and General Feats. This creates a situation, where even two characters of the same class can be played completely differently. Reliable Encounter Building The game's underlying math is rigorous and highly functional. An encounter mathematically classified as "Severe" will actually push the party to their limits. GMs can trust the system's encounter building rules completely. Keyword and Trait System Spells, weapons, and abilities have specific traits (like "Incapacitation" or "Fire"). If a rule has a trait, it consistently interacts with the rest of the game's mechanics in the exact same way, removing ambiguity. Edicts and Anathema PF2e has abandoned the traditional moral alignment system. Deities and classes are governed by Edicts (things your character must strive to do) and Anathema (things you must avoid), creating a more nuanced approach to roleplaying. Additional links paizo.com/pathfinder - Official Pathfinder website 2e.aonprd.com - Archives of Nethys (Official free rules database for PF2e)

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Mage: The Ascension
Tabletop Roleplaying Games

Mage: The Ascension

TTRPG
English
Complex
Mage: The Ascension is a modern-day supernatural roleplaying game created by Stewart Wieck and a team of designers at White Wolf Publishing, first released in 1993 as the third of White Wolf's original World of Darkness game lines, following Vampire: The Masquerade and Werewolf: The Apocalypse. It went through a second edition in 1995 and a Revised Edition in 2000, largely overseen by Phil Brucato, before Onyx Path Publishing released the 20th Anniversary Edition in 2015, the version most tables run today. Where Vampire is about hunger and Werewolf is about rage, Mage is about belief: player characters are ordinary people who have Awakened to the understanding that reality itself is negotiable, and the game is built entirely around the consequences of acting on that understanding.

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Session 0 checklist: How to build a DnD group that lasts
Guides & How-to

Session 0 checklist: How to build a DnD group that lasts

Communication
Guides
What is a “session zero” (and why should you have one) You have decided to start playing D&D, keep in mind that Dungeons & Dragons is a social game. Sure, we have dice, miniatures, maps, terrain, rules and books. But they are all connected by social interactions and connections. And managing those social situations before they become problematic will save you a lot of headache. After all, you are looking to find a dungeons and dragons group not be defeated by the recruitment process. A session zero (named so, because the first session will most likely be the one where you all sit down and finally get the game going) is a validation checkpoint. A change for all the players to discuss what they expect from the game and the group. Voicing any concerns or topics that should be addressed beforehand, not when they have already become issues. During the session zero, players (including the DM, they are a player as well) will be given a general pitch of the game, the theme, the style and the direction the DM is expecting you to go. This most likely will not be a two-hour lore-dump session, where you make notes and try to remember all the important bits. It should resemble an elevator pitch. Short, straight to the point, without too much flavouring and getting bogged down in details. This is a chance for the players to understand and align their expectations regarding the game. Going into the first session with Boblin the Goblin, aiming to be the funniest character known to man and then realizing that the DM has prepared a serious, down to earth, adventure focusing on social intrigue and moral choices… Well Boblin might’ve not been the best character for that. /images/general-media/1774882359_X6rlHtg9.jpgRead the room. Create a character that fits the atmosphere of the game. And if you were hoping for constant laughs, you will find that the game and your expectations were severely mis-aligned. Session zero will try to manage expectations and set themes. Aligning players, aligning characters Understanding the world, the themes and topics is useful for the players to understand whether the game they are about to commit to is really for them. Whether it will be something they will look forward to prior to every session, or will it eventually become something that “you are not feeling”. Perhaps the tone can be adjusted - from gothic horror with no room for laughs to something that is still eerie, but the players can find humor in appropriate places. This is the time to discuss these questions. The time to adjust the game is now, as it will be rather difficult to do a complete shift when you are ten sessions deep. This is also the point where players can discuss their characters. Whether they have anything complete prepared by then or just a fragment of a concept. Your characters shall be adventuring together - try and figure out how that plays into the world you were presented with. Can you find some common background pieces with another player to somehow connect your characters? Or perhaps come up with a reasonable theme that would bring all your characters together. If your plan was to play an edgy loner, who doesn’t like people and works alone. Discuss this with others, as this might become an issue later, when the other characters can’t figure out a way to establish any reasonable connection with your edgelord. Be flexible, adjust concepts, ideas, goals and character details. A social contract Nobody likes contracts. Unless you are a warlock, then you live for contracts. But a social contract is more for managing expectations. How often will you play? Figure out whether your group can agree on a fixed schedule that everyone can book in advance. Every second Thursday evening? Booked now. Ofcourse this is subject to change as life happens.   Is it a 100% attendance game? If someone can’t attend, will the session be cancelled or will they be somehow “dragged along” without any narrative focus on them for the session. Is there a narrative way to exclude characters from certain moments, if the player is unable to participate? Agreeing on these will help you avoid situations, where some players might feel left out and might decide to start ghosting the sessions, until they are eventually removed from the roster. /images/general-media/1774882564_47pDcYw0.webpIf you have trouble setting some systems up, ask others to help you What systems and platforms will you be using if this is an online game? What video or voice platform will you be using, is everyone okay with the choice or does someone need help setting something up? Whether combat happens on a VTT or some other platform, can everyone manage that? Check in with others and figure out that the technical aspects won’t become too much of a burden to manage. Boundaries. A vital part of session zero. Even if you think these are not necessary - It is still strongly recommended. Using various safety tools can make sure that various themes or topics that the game might tackle are accepted by everyone. Especially if you haven’t played with all of the members of the group before. You can find various different tools to help set the right boundaries and make sure everyone feels comfortable with the game. Take a look at “Lines and Veils”, “X-Card” or “Monte Cook Games RPG Consent Checklist”. Vibes. How are the vibes Keep track of the vibes during session zero. Do you notice anything that might be considered a “red flag”? Is the humor off, does everyone feel like they get enough respect and attention from the others? All of these are important to keep in mind. While some things can be discussed and corrected, if needed. People are different and while they might be great people to be friends with, it doesn’t mean that they would be great people to play D&D with. If there are issues that you feel should be discussed, turn towards your DM and talk things out. Perhaps you were not the only one who noticed it. Or maybe it was a case of miscommunication. Clearing the air before the game actually begins is important. Otherwise the problems will start festering and your enjoyment of the game will decrease over time. “No D&D is better than bad D&D?” - No. Not at all. With Groupfinder you can  find a dnd group that fits your preferences. Maybe it will take a few tries and session zeroes, but once you find your group, you will know these are your people. And you will enjoy the games a lot more. Why bother with all of this? It might feel like all of this is too much trouble just to get the game going. But statistics have shown, that groups who go through a "session zero" before their actual game are  significantly less likely to ghost or fall apart after a few sessions. Spending a few hours talking about expectations might save you hours of frustration later on.

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