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Anthony DuLac
United States
Minnesota
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I recently got a huge gift certificate for an online game store and was going to load up on WFRP stuff but I'm confused by all the similarly named titles (Thanks, FFG - great marketing).

What are the differences between GM Toolkit, GM Guide, GM Vault, Player's Guide, Player's Vault, Creature Guide, Creature Vault????? 
Specifically, I want to build up a collection so I have one of everything (not necessarily right now but eventually) and I wouldn't mind anything that helps me allow for more than the limiting 3 players from the Core Set.
Do I need all of the 3 GM products? Do they overlap? I'm keen on anything that gives me and my players more options, more cards and skills and such. 
Thank you for any timely answers - the first to respond (AND that provides what I consider to be a really helpful answer will get GG!!).
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DMSamuel
United States Ithaca New York
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Well, I can't help you with the vaults, because I have no idea what is in them. But I can tell you that the GMToolkit is on its way to you and should be there any time.

Aside from the vaults, of which I have no knowledge, the core set + adventurer's kit should be what you need to play with up to 6 players. That is what bought when I was going to play and it (along with the GM toolkit) was able to cover my whole gaming group.
The vaults came out after I had bought the core stuff.
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Lowell Francis
United States South Bend Indiana
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Let me point you to this post- Share a Game: Warhammer Fantasy Roleplay (3rd Edition)-you might want to check with that user. User
Jason
United States Arnold Missouri
is working on a geeklist to introduce new players and tell them what they should buy.
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Anthony DuLac
United States
Minnesota
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lorddillon wrote: Well, I can't help you with the vaults, because I have no idea what is in them. But I can tell you that the GMToolkit is on its way to you and should be there any time.  Aside from the vaults, of which I have no knowledge, the core set + adventurer's kit should be what you need to play with up to 6 players. That is what bought when I was going to play and it (along with the GM toolkit) was able to cover my whole gaming group. The vaults came out after I had bought the core stuff.
Crap, I almost forgot about that...  I gotta find a way to pay you for that. D'oh!
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Adrian George
United States San Antonio Texas
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None of that overlaps, but the GM vault, GM guide, players vault, and players guide overlap with the core set.
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Adrian George
United States San Antonio Texas
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The players vault can be added to a core set to add more players in larger chunks then the adventures toolkit, which is really just one more player, plus other stuff.
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DMSamuel
United States Ithaca New York
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wytefang wrote: Crap, I almost forgot about that...   I gotta find a way to pay you for that. D'oh!
Consider it paid for - when you get back to the states you owe me a beer.
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John Ibarzabal
Brazil Campinas Sao Paulo
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This document lists all components from each of the vaults:
http://www.fantasyflightgames.com/ffg_content/wfrp/support/F...
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Phil Davies
United Kingdom Westcliff-on-Sea Essex
Lv 30 Lawful/Evil Human Dungeon Master
Boo!
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The vaults are really useless, they double up on content that is in the core set and you don't even get it in equal numbers, the people I know who have bought just them have regretted it and bought the core set in the end. I would suggest this is the best purchase order for items:
Core Set Player's Guide (Updated rulebook with errata and clarifications - also has all the tables so you could play with any number of adventurers using the WFPR-Lite rules) Adventurer's Toolkit
Play with that lot and see how you feel, if you like playing with all the cards and components, rather than scribbling things out on paper WFRP-Lite style then I would recommend:
Winds of Magic/Signs of Faith Creature Guide/Creature Vault
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Maurice Tousignant
Canada Windsor Ontario
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The Vaults are basically to go with the hardcover rulebooks, for people who didn't buy the Core Set.
The Creature Vault is the only one with new bits in it and it goes with teh Creature Guide hardcover.
The Players vault is just all of the players stuff from the core box and the GM's vault is just all of the GM stuff from the core box. Both are well worth it if you are buying the HC books and not the core set. The only reason to buy the Players Vault if you have the core is to add enough basic cards for 3 more players as well as getting duplicates of all of the other cards which can be useful if two players want the same spell, ability or talent.
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Phil Davies
United Kingdom Westcliff-on-Sea Essex
Lv 30 Lawful/Evil Human Dungeon Master
Boo!
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GilvanBlight wrote: Both are well worth it if you are buying the HC books and not the core set.
I don't understand why you would want to do this though, going on RRP alone:
Core Set = $99.95
Players guide = $49.95 Players vault = $39.95 GMs Guide = $39.95 GMs vault = $29.95 Total = $159.8
That's a mark up of nearly $60, and you are left in the irritating position of having written rules for the spells and blessings from winds of magic/signs of faith but no components to match them.
From a value perspective, if you want components, core set is still the way to go. The players guide is worth it on top of that for being a more streamlined rules reference, the GM's guide is largely irrelevant if you have the core set. I can recommend the creature guide/vault as it has new stuff in but I would think you would want to get a few sessions out of play first before diving into that.
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Adam Brant
Canada Kanata Ontario
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Darke wrote: [q="GilvanBlight"]GM's guide is largely irrelevant if you have the core set.
As is the Player's Guide, yet I'm really glad to have the GM's Guide for much of the same reasons people are recommending the Player's Guide. The charts for conditions and such are a handy reference. It also contains the corruption rules which you don't get unless you buy Winds of Magic or Signs of Faith (can't remember which ones). It's also nice to have all the GM rules in one book rather than spread out across 3 like they are in the Core set.
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Phil Davies
United Kingdom Westcliff-on-Sea Essex
Lv 30 Lawful/Evil Human Dungeon Master
Boo!
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GamerAtom wrote: Darke wrote: [q="GilvanBlight"]GM's guide is largely irrelevant if you have the core set. As is the Player's Guide, yet I'm really glad to have the GM's Guide for much of the same reasons people are recommending the Player's Guide. The charts for conditions and such are a handy reference. It also contains the corruption rules which you don't get unless you buy Winds of Magic or Signs of Faith (can't remember which ones). It's also nice to have all the GM rules in one book rather than spread out across 3 like they are in the Core set.
Then you end up in this annoying situation where you have the book with all the rules for signs/winds without having any of the components, I agree the streamlinedness is nice, it's not QUITE as nice as the players guide (which clarifies some fairly poorly laid out rules from the original core rules). If you are the sort of person who likes playing off PDF's using a laptop or tablet, owning the PDF versions of the player's guide and GM's guide is probably the best way to go after getting the core set otherwise you start to spend quite a bit of money on redundant stuff. I only have the PDF versions of the guides but I've bought the full physical boxed sets of everything else.
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Jason
United States Arnold Missouri
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edige23 wrote:
'tis a work in progress, which has had limited forward momentum due to a bit of an injury to my typing hand. 
I will probably release it in it's infantile form, with some minor notes and then add to it.
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Maurice Tousignant
Canada Windsor Ontario
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I actually meant GM Vault, not GM guide. The Guide is as useful as the Player's one. Clarified, better examples and all the rules in one place instead of spread over cards. I have the Core and still bought the Guide.
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Being a real "completeness nut", I've got ALL WFRP items up to date.
In terms of usefulness, what to buy depends on how you wish to play the game. FFG talks about "vanilla", being the game WITHOUT all cards and components, in their guides. Since you want "one of everything", I'd imagine you're after the "full experience". In that case I'd suggest following this order of purchase:
1) Core box 2) Adventurers TOOLKIT 3) GMs TOOLKIT 4) Creature Vault + Creature Guide (the vault is pretty much useless without the guide)
This will give you a pretty good set of powers/talents/items and a GM screen. You'll have enough for a 3 player party in basic powers (basic attacks, dodge, etc...)
Next you need to decide where your priorities lie:
If you want more "basic stuff" to allow more players to share the table: buy Adventurers VAULT (and maybe an extra set of dice...)
If you want a clear, sturdy collection of ALL the rules from the core set and a good part of the rules from the expansions: buy Adventurers GUIDE and GMs GUIDE
If you want more/different options, powers and careers: 1) Winds of Magic (magic spells for ALL colleges, corruption and mutation cards and careers) 2) Signs of Faith (divine spells for ALL faiths and disease cards, and careers) Consider switching 1 and 2 if you're more after divine/disease than after arcane/mutation 3) Omens of War (high-grade crits, melee powers and careers) 4) Lure of Power (social powers and careers) 5) Black Fire Pass (dwarven powers/items/careers)
If you want to hit adventures: buy Gathering Storm - Edge of Night - Witch's Song. All contain NPCs, locations, and even careers (witch's song)
If you're planning to be the GM, then you could consider buying the GM VAULT. In retrospect, I'd probably wouldn't have needed this last one, but now I've got everything.
If you want to play the game WITHOUT the components: Adventurer's guide, GM Guide, Creature Guide and a set of dice. Yes. If you're on a budget you might consider going this way ;-)
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Adrian George
United States San Antonio Texas
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Jehackmaster wrote: Being a real "completeness nut", I've got ALL WFRP items up to date.
In terms of usefulness, what to buy depends on how you wish to play the game. FFG talks about "vanilla", being the game WITHOUT all cards and components, in their guides. Since you want "one of everything", I'd imagine you're after the "full experience". In that case I'd suggest following this order of purchase:
1) Core box 2) Adventurers TOOLKIT 3) GMs TOOLKIT 4) Creature Vault + Creature Guide (the vault is pretty much useless without the guide)
This will give you a pretty good set of powers/talents/items and a GM screen. You'll have enough for a 3 player party in basic powers (basic attacks, dodge, etc...)
A minor correction to this. This will actually give you the basics for four PCs. The adventures toolkit includes the basic actions for another player.
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Anthony DuLac
United States
Minnesota
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I ended up picking up the following with my Gift Certificate:
Core Set Creature Vault Adventurer's Toolkit Player's Guide Player's Vault GM's Guide GM's Vault
Thanks to Sam (LordDillion) I also now have the GM's Kit. It arrived safely the other day.
I still want:
Creature Guide Winds of Magic Signs of Faith Omen of War Gathering Storm
And pretty much everything else in the series. LOL
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Adrian George
United States San Antonio Texas
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That's a pretty large set of redundant material with the player's vault and gm's vault. on the other hand you have the components for 7 PCs there, so big parties are on the way. I probably would have added a couple of dice sets to that, but i don't recall the exact mix that comes in the vaults.
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