Thursday 8 August 2019

Retroreview E2 - Warhammer Fantasy Roleplay



A Marxist Allegory


What is Warhammer Fantasy Roleplay? To the untrained eye it may appear a roleplaying game in the Old World. Nothing could be closer to the truth but look deeper. Within that truth is a hidden allegory. Coded within the pages of our favourite disaster simulator is pure Marxist propaganda.

For those who seize the means of character generation and define their own destiny; WHFRP is a chance to explore with choice and freedom a world of deprivation and horror. Never play with those kinds of entitled bourgeois gamers. Let the dice decide your fate and witness the full horrors of class based society and dead end careers.

Unlike Dungeons and Dragons wherein the gentrification of the adventuring class is laid bare; WHFRP doesn't shy away from placing the noble Elf scholar alongside the diseased and mutated Gong farmer. Whilst Call of Cthulhu allows players to slowly unfold the creeping horror around them; WHFRP considers such mind warping terrors mere background noise. Just like Capitalism. 





Our heroes assemble...


If you are lucky your career roll may throw up something with prospects like Rat Catcher or Pit Fighter. Oh the lucky git who starts with ranged weaponry in the form of a decent sling and rats for sustenance. Should that Rat Catcher survive the perils of the world to advance then a strong constitution, weapon skills and a eye for deadly traps will reflect their journey. Given the chance, a promising future as a Grave Robber for you and your Small yet vicious dog can be yours.

Unfortunately you rolled Scholar. You'll die within five minutes after being assaulted by a gang of rats, some drunk at the tavern will nick your 5D6 gold crowns and if you somehow live long enough for your knowledge of plants to be useful... the only career prospects involved customer service or going into increasingly dangerous places.

Maybe Jim will roll bet... oh great. He rolled a fucking Hypnotist. Of course he did. We are so screwed.






A Game, An experience


So what wonderful things will we be doing? Maybe when we've found a wizard to apprentice one of our number we can hurl fireballs? I mean we'd have to find a way to carry sulphur without stinking first. At this stage we also have a general Labourer following us around because that's what Emma rolled. I only mention our Labourer friend because some guy at the Tavern nicked my Gold Crowns; now Bob the Labourer is lording it over us with his packed lunch, prick.

Anyway there are rumours of strange goings on at the mill. We are wholly unqualified to investigate. We are wholly unqualified to do anything so we try anyway. A evening of asking around and I've misplaced my quill, some guy in the tavern has nicked the Hypnotist's silver charm and the packed lunch has been eaten. We are also led to believe strange lights inhabit the mill at midnight. It can't be any more dangerous than being in town.

To get to the mill without being seen we send the Labourer up a wall with a rope. The Labourer is by far our most skilled companion with the legendary 'scale sheer surfaces'. The Labourer should also have 'Consume Alcohol' but Emma never revealed how badly she rolled in character generation. Our drunk Labourer falls into the Reik and is never seen again. The splash alerts the lone Footpad standing guard, who proceeds to slit the throat of Jim's hypnotist whilst I leg it. Adventure Success! 1/3 survival rate!


In Summary


Warhammer Fantasy Roleplay is one of the finest games ever written. Forget heroics, forget grand schemes and grander conspiracies. Grab some friends, grab some dice and spend an evening bouncing from one pathetic disaster to the next. Should you survive long enough to make a second session who knows what tragedy awaits? Fucking brilliant.


Rating


A resounding D4 Pots and Pans, D6 x 100 Pins, 3D6 small knives and D6 reels of coloured ribbon.