GM aids
Here be guides to help overloaded GMs ensure their games remain quick and fun but also realistic and interesting. They include many personal tweaks to the WFRPs often quirky rules. Please be aware that all these documents have been specifically designed to be printed on A4-sized paper and using the Caslon Antique font:
- Common smells medieval RPGs a 1-page guide to better describing smells in medieval RPGs: categorised, codified and contextualised. DOC / PDF
- The Evils of Drink a 2-page expanded rules for drinking in WFRP along with detailed lists of ales, wines & spirits (too accurate?). DOC / PDF
- Screen, players side this screen reminds players of definitions of test results and offers summaries of the main combat rules. DOC / PDF
- Screen, GMs side designed to be printed on the opposite side to the players' screen (GM eyes only), this screen concentrates the key rules, e.g. combat, standard tests, injuries, recovery, climbing, silent move, concealment, advances, etc. DOC / PDF
- Melee weapons an expanded and more realistic list of the main close-combat weapons, including rules on fighting multiple opponents, strike to stun skill, parrying weapons, etc. DOC / PDF
- Ranged weapons - an expanded and more realistic list of the main missile weapons, including rules on lassos, whips, bombs, etc. DOC / PDF
- Shoulders of giants: ensuring coherency of WFRP1x weapons by comparing stats between WFRP1, WFRP2 & WFRP1x: XLS
- Fumbles a more detailed version of the Fumble descriptions that were published in a White Dwarf article over 2 decades ago.
- Careers & religion an expanded list of careers and a comprehensive recap of the principal religions, both vital tools in quickly generating interesting, original yet convincing NPCs.
- NPC lists 2 tables that list dozens of traits and quirks as well as personalities. Combined they allow GMs to generate varied and amusing NPCs with just 2 rolls of a D100 dice.
- Male & female forenames an exhaustive list of male and female forenames, critical in adding colour and credibility to your NPCs..
- Motivations + Fear, Fear & Magick random NPC motivations plus expanded rules for Fear, Fire, Suffocation and the Colours of Magick. DOC / PDF
- Critical hits: Fire a list critical of hits caused by fire damage, described per body location and reformatted as 4-page handout (courtesy of Josef Tham's Critical Hit Effects at Winds of Chaos) DOC / PDF
- Critical hits: Unarmed a list critical of hits caused by unarmed combat per body location and reformatted as 4-page handout (courtesy of Josef Tham's Critical Hit Effects at Winds of Chaos) DOC / PDF
- Critical hits: Thaumaturgy a detailed description of the 16 possible criticals that can be suffered by those who dare dabble in the dark arts.
- - - I have ceased using these criticals because, although well-written, they couldn't compare in terms of authenticity and layout with those written by Chuck Morrison and later re-edited by Josef Tham over at Winds of Chaos - - -
- Hand-to-hand critical hits: Head a more colourful and gruesome version of the list that was published in the v1 rulebook.
- Hand-to-hand critical hits: Body same as above except for the body.
- Hand-to-hand critical hits: Arm same as above except for the arm.
- Hand-to-hand critical hits: Leg same as above except for the leg.
- Missile critical hits: Head a more colourful and gruesome version of the list that was published in a White Dwarf article 25+ years ago.
- Missile critical hits: Body same as above except for the body.
- Missile critical hits: Arm same as above except for the arm.
- Missile critical hits: Leg same as above except for the leg.