Category Archives: Adventures

Priorities, priorities

The list of things I need to get done before GenCon

  • Finish BigBang original fiction. I’m about half way done with the first draft. Due before GenCon.
  • Have 8 pregenerated characters for WFRP v2.
    • Actually, I may make 10 and give people a variety to pick through.
    • Make copies in case people want to take their new characters with them.
  • Have all three mods printed and ready to go.
    • Get some folders to hold them separated in.
  • Need to play the revised version of “A House in the Woods” once.
    • That’s going to be fun to manage at this point. I’ve got two of the five weekends coming up already spoken for.
  • And at some point try to find some time to get the next mod written.
    • Outline is done and I’ve roughed some of it in, but there’s a long way to go, still.
  • Then it’d be time to go to PAX.

So yeah, July through early September is going to be booked solid. Lots of things left to do and that’s hoping that work doesn’t go crazy on me.

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It's been too long

But I think it’s worth the wait. Presenting the completely rewritten WFRP 2 mod, A House in the Woods Certs and Handouts can be found under the fold. And trust me, you’ll want them.

Certs and Handouts:



Creative Commons License
A House in the Woods by Matthew Parmeter is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 United States License.
Based on a work at
Permissions beyond the scope of this license may be available at

As promised, The Faire

The Faire is an introduction to both the campaign and to WFRP v2. It is a very basic module but it should get players familiar with the setting and the system quickly. There is a separate file for the certs for the module that you’ll want to grab as well. Also included in this update is the character creation guide for the campaign. It too is aimed at beginners but I ask that anyone playing along at home observe them as well.

The Faire
Creative Commons License
The Faire by Matthew Parmeter is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 United States License.
Based on a work at


Campaign Character Guide

When writing an adventure module

The things I think about when writing an adventure module can be summed into three categories. Those are Story, Survivability, and Reward. Each one has different considerations to balance and address and each one can be a little overwhelming if taken too seriously. Inside I take each of these topics separately and the areas I address when working on the WFRP campaign.

Story: Does there have to be an overarching story? Yes, but more than that I think there should be up to three story lines going at any given moment. This way you can address the three elements most people seem to be interested in: Combat, Diplomacy, and Roleplaying. The overarching story ties the entire season or whatever you want to call it together and the other two side stories to keep people interested in playing. Ideally, I think that the overarching story has a mix of the three elements in each adventure as a way of making sure all players have a stake in what is happening. In your two off stories you can concentrate on one of the elements more to your liking. In attempting that mix you have to realize that Combat and Diplomacy are closely related. If you are not careful in using them much of what gets decided is decided by the dice and not your players. So this gets extra attention in how much it affects the story’s outcome. Also attempting to keep as many players involved in the game itself, you have allow for the different character archetypes to each get a chance to shine. While WRFP does not formalize them as much as, say, L5R has, carving out some time for the Burghers, Politicians, and Courtiers to practice their silver-tongued deviltry is something I try to keep in mind as the plotting moves along.

Survivability: The survival of the characters is a major concern that I come back to when writing WFRP modules. The reasons it comes up is twofold. WRFP is a system which can be very lethal to PCs. One good Ulric’s Fury and you’re staring at a dead table. This can be a serious detriment for players. Part of having a living campaign is to give your players a chance to step deeply into their character’s world. Having the character investment be shallow means you get the same shallow buy-in to your campaign. That is not something I want. Secondly, Fate Points are there to help counter this but they are an extremely limited player currency. I don’t want to force my PCs to use them unless it is completely necessary and I don’t want to hand them out continually. Unless the drama of that module calls for it, the use of FP is something I actively look to write around. This tension between the system’s lethality and the needs of a long term campaign can be a difficult balance to achieve. If this was a system that was still being actively published, a better understanding of creatures and how to craft combat encounters is something that I would take to the developers. As it stands, having to refine it takes a backseat to the many other tasks as the series keeps going forward.

Rewards: Rewarding players and character in an ongoing campaign effectively is the final tough point. In the campaign, I am terming the rewards as “Opportunities”. These include the ability to create new characters in races not set forth in the campaign guide, careers created for the campaign, experience, items, and of course Dwarven Magic, er, gold. In this WFRP campaign, one of the first decisions I made was to make all starting characters human by default and to take away a few of the careers. Not to get into all of the reasons for doing such, but the big was that this is the human Empire. I want this version of it to be populated and saved mostly by them. In doing this, it made setting up a dwarf or elf character as a reward. And in the first module, The Faire, (soon to be out, just give me another day or two) part of the rewards are careers which are specifically created for the campaign. Experience is something I’m working on standardizing. On the whole my thoughts are that a single session should have the potential for one advancement. In doing so, it should be become predictable in how far characters are able to advance at any given point in the campaign. The same goes for items and gold. It may seem cheep to want to control these things but this goes right back to player enjoyment and trying to have a certain sense of fairness.