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One of the things that sets WFRP apart from other
run-of-the-mill
fantasy games is the emphasis it places on fear, and the mental
instability that an overdose of stress and fear can cause. In this
area, it is probably most reminiscent of Call of Cthulu.
Since the action generally revolves around
fighting the forces of
chaos and darkness, fear checks (called "cool checks" in the game)
are often required. The usual penalty for failure is either an
inability to attack, "fear", or an irresistible desire to run away,
"terror".
As an aside, it was quite funny in a recent
session when John's
warrior bricked it four encounters in a row. On the fifth encounter,
which involved us being stalked by some kind of mud-dwelling tentacle
thing, I was able to say: "Well at least we've got one advantage we
don't usually have."
"What's that?"
"You haven't bricked it!"
But sometimes a scenario might specify that
failing a cool check
might incur an "insanity point". Insanity points can also be
accumulated through taking critical hits (WFRP has particular
gruesome critical hits) or spending a fate point to avoid death
(which is kindof a near-death experience).
Eventually, you will get to six insanity points,
at which point make
another cool check. If you fail...
...you lose all your insanity points. Yeah!
...but you also gain an insanity. Bahhhhh!
Which was how I became an alcoholic.
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Copyright � 2002 Critical Miss Gaming Society
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