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Warhammer Fantasy Roleplay Core Set» Forums » General

Subject: Are you wondering which boxes/books you need? rss

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Chris Birch
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So having just picked up the Core set and the Adventurers tool kit and been reading up on all the different packs and boxes, comparing them and working out what you need and don't need I thought it would be useful to post my findings. There doesn't seem to be an official guide so hope this helps. Please let me know if I'm right or wrong!

If you buy the Core set you DONT NEED (unless you want additional reference)

The Players Guide (does include some errata and clarifications to the core book - though these are available as free downloads, the material is laid out more logically with clearer examples. It does allow players to examine different options on e.g traits or careers from various supplements to date. Opinion is divided on whether it's essential or not, though reccomended for groups that like players to have reference materials outside of the game session) )
The Games Masters Guide (it does collate a lot of rules from the supplements below which are not included in the core set)
The Players Vault (just the pieces you would get in the core box)
The Games Masters Vault (just the pieces you would get in the core box)
Dice Accessory Pack (well more dice if you want them)

If you have the Core set there ARE NEW SHINY THINGS in...

The Creature Guide (seems not as useful as the Creature Vault)
The Creature Vault (monsters on cards)
The Games Masters Tool Kit (includes GM screen plus new stuff)
The Adventurers Tool Kit (include new stuff plus what you need for a 4th player)

Supplements/Adventures

Black Fire Pass - Supplement/Adventure/Campaign
The Edge of Night - Adventure/Campaign
The Gathering Storm - Adventure/Campaign
The Witches Song - Adventure/Supplement
Omens of War - Supplement/Adventure
Signs of Faith - Supplement/Adventure
Winds of Magic - Supplement/Adventure

EDITED based on comments, thanks everyone!

I just found this very good guide too if you want more detail

http://diceofdoom.com/blog/2011/03/warhammer-fantasy-rolepla...

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  • Last edited Sun Nov 13, 2011 8:05 pm (Total Number of Edits: 4)
  • Posted Wed Nov 9, 2011 12:16 pm
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Phil Davies
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I mostly agree, however the Players Guide does have some errata and clarifications presented in the text that is superior to the original rulebook in the Core Set. If you have access to a digital reading device/tablet or don't mind printing I would qualify this as a good product to buy in PDF form even if you have the core set, as it is a slightly better rules reference.

You are correct that you don't NEED it though, all the rules are in the core set or the errata documents
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Jeroen van der Valk
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The Game Masters Guide gives you info on all the little "extra" rules that are in supplements and not in the Core Set, like Corruption and Disease. It doesn't have the components though, obviously.
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Adrian George
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I'd probably add a /adventure on the end of Omens of War, Signs of Faith, Winds of Magic, because they each come with an adventure. Also i'd put a supplement at the front of Black Fire Pass, it's adds a lot of stuff for dwarfs.

FFGs done a pretty good job of color coding the supplements, redish/orangish/brownish boxes primarily contain material for players, while the blueish/blackish/purplish looking ones primarily contain material for the GM.
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Chris Birch
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georgeofjungle3 wrote:
I'd probably add a /adventure on the end of Omens of War, Signs of Faith, Winds of Magic, because they each come with an adventure. Also i'd put a supplement at the front of Black Fire Pass, it's adds a lot of stuff for dwarfs.

FFGs done a pretty good job of color coding the supplements, redish/orangish/brownish boxes primarily contain material for players, while the blueish/blackish/purplish looking ones primarily contain material for the GM.


done thanks :-)
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Maurice Tousignant
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Personally I found the player's guide to be useful even with the core set. First off, as mentioned, the rules are clearer. Not only did they put in the eratta there are more examples and things are rearranged into a more logical fashion. Besides this I find if very useful to have 2 books at the table as someone always seems to want to look something up (even in a game where most of the rules are on cards). Lastly it contains the text of all of the cards from multiple sets, I find this most useful when picking Talents as it's easier to just read from a list rather then flip through all of the cards.

YMMV though.

Other then this I agree with the OP (at least as edited at this point).
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j h
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I strongly disagree that if you by the core you don't need the player's guide.

The players guide allows players to choose through all the careers and plan for their character outside of having to beg the GM for his stuff.

The biggest disadvantage of this game was that the GM had to buy everything and hope that the players didn't lose his stuff and the players had NOTHING outside of their game sessions to refer to.

Since we play "rules lite" the players guide is the MAIN book that we use.

We have a requirement in all of our different game campaigns that ALL players buy whatever "players guide" exists for that game. Heck the PDF for this thing is dirt cheap...

jh
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  • Last edited Thu Nov 10, 2011 4:37 pm (Total Number of Edits: 1)
  • Posted Thu Nov 10, 2011 4:35 pm
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SJ Benoist
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FWIW, we use the Core and have never needed the Player's Guide or the GM's Guide.



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Chris Birch
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GilvanBlight wrote:
Personally I found the player's guide to be useful even with the core set. First off, as mentioned, the rules are clearer. Not only did they put in the eratta there are more examples and things are rearranged into a more logical fashion. Besides this I find if very useful to have 2 books at the table as someone always seems to want to look something up (even in a game where most of the rules are on cards). Lastly it contains the text of all of the cards from multiple sets, I find this most useful when picking Talents as it's easier to just read from a list rather then flip through all of the cards.

YMMV though.

Other then this I agree with the OP (at least as edited at this point).


thanks have incuded some comments on this!
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Chris Birch
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tydirium wrote:
I strongly disagree that if you by the core you don't need the player's guide.

The players guide allows players to choose through all the careers and plan for their character outside of having to beg the GM for his stuff.

The biggest disadvantage of this game was that the GM had to buy everything and hope that the players didn't lose his stuff and the players had NOTHING outside of their game sessions to refer to.

Since we play "rules lite" the players guide is the MAIN book that we use.

We have a requirement in all of our different game campaigns that ALL players buy whatever "players guide" exists for that game. Heck the PDF for this thing is dirt cheap...

jh


included a reccomendation for this!
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