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James Wallis, director of
Hogshead Publishing
and author of 'Carrion Up the Reik', replies:
Yes, I sank your fucking barge. You deserved it.
It was a piece of
crap, you hadn't paid the taxes on it in years, and the bilges stank.
The best place for it was the bottom of the Reik. For some
godforgotten reason your GM didn't put it there, he was stupid enough
to leave it afloat.
That wasn't what ruined your character's life.
You did that.
The Enemy Within campaign is, as noted, superb.
From your article you
don't appear to have played through any part of it, except for the
bit in 'Death on the Reik' where the PCs acquire a barge and the
incident in 'Carrion Up the Reik' where it gets torched. It gets
torched for a specific reason: to get the PCs away from the river and
off to Middenheim, where they can take part in the splendid adventure
that is 'Power Behind the Throne'. Because if you don't take their
barge away from them, they're going to keep pratting around on the
river, buying and selling ever-larger cargoes like some demented
bunch of early Renaissance Elite players, for their entire sodding
lives, boring the pants off their GM and not going through the kind
of violent, dreadful existence that is the proper fate of authentic
Warhammer FRP characters.
Did you go to Middenheim? Doesn't look like it.
Which, when playing a
short adventure that was specifically created as a bridge between the
end of 'Death on the Reik' and the start of 'Power Behind the
Throne', seems a bit dim. For those who don't know, DotR ends with
the PCs finding a letter that
implies that something fishy is going on in Middenheim, and PBtT
begins "So you arrive in Middenheim." Clearly something was needed to
fill the gap between the two. Something that would separate the PCs
from their fucking barge.
I did at one point think about having the barge
captured by big
smelly river-pirates, who would tie up and forcibly bugger anyone who
tried to take it back off them. This would probably have done the
separation job better than simply torching the thing, but I realised
it would be tricky to get the
Odorous Piratical Sodomy table past Games Workshop's RPG licensing
department. So arson it was.
Did you ever work out how the barge caught fire?
Or more
particularly, which trusted retainer of which major trading family
chucked the oil-lamp into the boat's forward hold, and why? Or did
you bother to read the paperwork you'd signed the evening before,
which guarantees that the person who had hired you to transport some
cargo must pay for repairs to any damage that comes to your barge
while it's at his dock? Evidently not. For fuck's sake.
You do, however, seem to have got part of the
point: you note that
Warhammer FRP isn't like D&D;, and the monsters don't automatically
carry gold and magic items. D&D; is about quests for glory and riches;
WFRP pretends to be the same, but in fact is about the PCs'
day-to-day fight for survival in a
universe that hates them. If you don't finish each adventure worse
off than when you started it, your GM is doing something wrong. If
you find yourself in a WFRP adventure and not knee-deep in shit then
duck, because another load is past due. And if you do something
really stupid like getting
addicted to drugs because they give you combat bonuses -- and I've
heard some really idiotic reasons for getting hooked, but that one
takes the tab -- then you deserve everything that's coming to you.
In other words, my hat is off to your GM. He's
running Warhammer FRP
the way I run it, and it sounds like he's doing a good job. From your
description, right about now your characters are somewhere towards
the end of the second adventure of the Doomstones campaign. Wait till
you reach the last one, that 's all I'm saying. You think you've
suffered? Wait till you reach 'Heart of Chaos'. Your characters will
hate it. You will love it. Because let's be honest, if nothing bad
had ever happened to Fat Gregor, he wouldn't be half as fun to play,
would he?
Go on. Buy another barge. I'll fucking sink that
one too.
Contents...
Text copyright � 2002 James Wallis
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