Warhammer PBeM Campaign From: Kjetil Friden <cezton@nvg.ntnu.no> Date: Fri, 02 Jan 1998 00:00:00 +0000 Hola! I have been considering starting a campaign in Warhammer FRP. I have mastered PBM games before and I am thus sceptical over how well I will handle this, and thus I start by making it perfectly clear that I make no promises. The minute it's not fun anymore I quit or take a break. System: Warhammer Fantasy Roleplay. Players must be familiar to this. You do not have to be expert though, and information found in WFRP world/sourcebooks is more useless than full overview of all AD&D campaigns. Fancy of the warhammer way of things (careers, fate points, chaos etc) is recommended. World: Unless the players are very old, you know nothing about the world outside the dwarven city below the mountain. Kzakhem is a fairly large city which is more or less in the midst of a growing chaos environment, which came after a fatal event of which you probably know nothing. Dwarves have for many decades held out here, and you are actually very proud of the way you have handled things. One might actually say that Kzakhem is prospering. Deaths are not many, and they are under control. 98% of all unnatural deaths occour in outside raids, and then usually among those warriors who feel themselves capable of handling all and sundry. Kzakhem has 4 links to the outside world. One is the famous waterfall fortifications, which is designed to hold for centuries with less than a dozen defenders, and there has never been that few anyways. Second is the View, which is more like a tower constructed for the purpose of allowing vision for the dwarves but blocking all access. Visits by giants and winged beasts are events worth a chatter at some local tavern, but hardly more. The dwarves even humour themselves over chanting on when giants bang the third entrance, a gate designed to never be opened. Fourth is the entrance the dwarves tends to use themselves, the Great Iron Gate, which is so tall that a Giant could not bulge them alone, should they somehow be unlocked and unmanned. Here the dwarves do their few errands outside, most notably lumber. The road to the Iron Gate is a shining parade and goes to the smaller honour town of Ebenzenoor, where the most honourable dwarf apart from the king rules. Under the mountain dwarves find almost all they need. You will perhaps easily think about their famous mining skills, and indeed these mountains are rich. It is said that no mineral is less than abundant here, and in fact, all metals are so plentiful that some have considered building houses of precious metals. And when you equip for battle, forget about those quarterstaffs, they are thrice as expensive as those jewelled broadswords! However, amazing as it may seem to some WFRP players, there is no such thing as gunpowder here. For food, there is intensive mushoculture. In deep and moist tunnels, they grow delicious mushrooms, fungi and worms. So, if you didn't like mushrooms before, you start with a major phobia here. The dwarves have built a fairly well structured society here, and they have help from some humans, who are discriminated against in employment questions, though few think negative about this. It is almost unheard of for humans to be anything but the typical academics, so that they fill in where the dwarves have problems. In return, only humans have access to the tower of wizardry, Underhigh. This is a tower devoted to the study of magic, and many powerful mages dwells here. Of course, much of the work may be boring and uninteresting, like for example, to design a new fast growing worm with strawberry flavour (not succeeded yet I hear). In the midst of all this a few daring dwarves and/or humans try to move away from the little granting parts of life and tries to employ themselves in adventure from their base in the local tavern, the "Shaft" (which btw really has no name, only a symbol which all dwarves think is a shaft, humans have quite different opinions about it). Characters: Players are fairly restricted in choice of species and career. One may be dwarf, fairly unrestricted, but with a few exceptions like wizards. Or one may be human and academic (with a few exceptions). Practical things: Play will be turn-based, and without a fixed length of turn. It may be days, it may be seconds. In some cases, we may play some parts via irc (I have never done this). In between turns, I strongly recommend that players talk to eachother. If all goes in different directions, we have no party. It can be done of course, but never assume that your fellow miner is silent because he agrees to your grand suggestion. I want about 5 players. If you die, you're out. Do not calucate on getting new fate points. You need good access to internet, preferably check mail once a day on average or so. Characters will be made via talk or irc. You need a character sheet and we will communicate maps and sketches in the most practical way we find. I normally use a unix based mail program called elm. I may use Eudora, I am not sure. I will have web pages where I will put maps and handouts, possibly a small storyline without any information that is not considered common knowledge among the party. Cost: It will be free of charge. However, players should consider the fact that this takes time and if you enjoy it, I'd consider it good etiquette to give me a small present for next christmas... <g> If you are interested, get in touch. It would be convenient to know a little about yourself, and how you use internet. I welcome any ideas on practical things, and will get back to you soon. -- | Cezton@nvg.unit.no | | Kjetil Friden,N Flv 119,N-7079 Flatasen,Norway (72580871) | | Alias: Lady Iztaca (Be IMPerial), Mephisto, Xhosa... | | *I am to Humanity, what Cro Magnon was to Neanderthal... | Up