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Developed by Green Ronin Publishing and published in 2005 by the short lived Black Industries, Warhammer Fantasy Roleplay 2nd Edition revived a grimdark classic. As far as second editions go, it's hard to beat. More than a simple clean up, the designers incorporated 19 years worth of improvements while making a game that was still recognizably WFRP.
It's a familiar story, with humble adventurers, including the likes of rat catchers, woodsmen, and scribes, facing off against the horrors of a fantasy world threatened by the Dark Gods of Chaos. But even vicious adversaries like Orcs, Goblins, ratmen, daemons, and worse, often pale in comparison to plain old human cruelty and injustice.
Like its predecessor, WFRP 2E combines straightforward rules with a heavy atmosphere, defined by hard fought victories and often short lived characters.
Even with a successful 4th edition, WFRP 2E is still the go-to for those looking to explore the Old World. Personally, I don't think it's the automatic improvement over 1E many see it as. But I can't deny it's a strong game that kept the light burning for this grim world of perilous adventure.
All Too Familiar
It's easy to see 2E as mostly being a streamlined update of the original system. The core rulebook is only around 250 pages, compared to 1E's mighty tome, but both books offer a comparable amount of content. Most importantly, the career system is almost entirely intact and still takes up a big chunk of the page count.
A huge part of 1E's appeal was that the players were taking control of normal people in an unusual world. Even if Warhammer's fantasy tropes were very familiar, drawn from the pillars of the genre and real world history, WFRP stood out by exploring it with more relatable, mundane characters.
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Through hard work, quick thinking, and dumb luck, players can see their adventurers end up as the likes of knights, Slayers, and other influential figures.