Rough Nights & Hard Days offers five interlinked scenarios for Warhammer Fantasy Roleplay written by series veteran, Graeme Davis. These can be played as stand-alone adventures, or combined into an epic five-part campaign, where the Characters become embroiled in a bitter dispute between two of the Empire's quarreling noble houses. Rough Nights & Hard Days also introduces an entirely new playable species, and presents a variety of pub games to amuse and confuse your customers. Rough Nights & Hard Days is the perfect addition to any game of Warhammer Fantasy Roleplay as it can be used to start a new campaign, to support the design of exciting locations, or to enhance an ongoing story with exciting new adventures and rules.
Graeme Davis was born at an early age and has lived ever since.
His enduring fascination with creatures from myth and folklore can probably be blamed equally on Ray Harryhausen and Christopher Lee. He studied archaeology at the University of Durham before joining Games Workshop in 1986, where he co-wrote the acclaimed Warhammer Fantasy Roleplay game among others.
He has worked on over 40 video games, countless tabletop roleplaying game products, and a few more sensible books in the realms of history, mythology, and folklore. Most recently, he has written multiple titles for Osprey Publishing's Dark Osprey and Myths and Legends lines.
A collection of five adventures designed to be played either as a campaign or as one-off adventures. Each one takes place within a single 24 hour period and features multiple plots going on in a single location.
Each adventure starts by describing the setting and how to integrate the adventure into a campaign. It then describes the general situation and lists the various plots that will unfold over the course of the adventure. It then gives a timeline of events as they will unfold without the players' intervention. Then a brief bit on the aftermath, including XP awards, followed by descriptions and stats for all the NPCs.
There are two appendices. One introducing the rules for Gnomes in WHFRP, and the other a description of a number of pub games along with game rules for playing them in WHFRP.
I love adventures that have a timeline of events as they will unfold without player intervention. I think it's one of the best ways to handle adventure design. My only problem here is with the tight pacing of the events. Gaps between events are often only 15 minutes long, which I think could make it hard to juggle as a GM.
I found the first two adventures to be the most interesting. The third one is okay, but some of the more interesting events require the participation of an NPC that could have easily been killed off already in the second adventure. The fourth adventure seems to have a lot of action that the players could easily miss entirely, which the author seems to understand as it's the one adventure in the group to feature a sort of "catch-up" section where the players can become aware of all the stuff that they missed earlier. The problem being that there's not as much they can do about things at that point. The final adventure moves the action to Ubersreik, which connects this to the contents of the WHFRP Starter Set.
I really like the concept behind these adventures. If I don't run them, I may at least try doing something similar.
I started playing Warhammer Fantasy Roleplay back in the 90's, I only played it for a short period, but then merged the rules with my 2nd edition game because there were parts of it that I loved so much (looking at you career paths). I don't remember how long that lasted, but fast forward to 2018, the 4th edition came out and I ran a short campaign at my store. I haven't played since then and I doubt I'll pick it back up in the future, but I do love the setting, the art and the way that it's totally different from D&D. The low-powered grittiness is diametrically opposed to the tons of different races/superhero type worlds of D&D 5e.
That said, reading this book was more to mine it for role playing ideas and wow did it work out. Some great stuff in here, though maybe too much going on sometimes, making it seem a little unrealistic if played in campaign mode. I like the "multiple plots" and a timeline type thing, I'm just not sure how seriously my players would take the idea that in the 12 hours they were there, there was a cultist attack, an assassination attempt, a diamond theft, pranks from students, and a vengeful ghost showing up. So would probably tone it done a bit.
I remember playing A Rough Night at the Three Feathers in my early WFRP-days having loads of fun with the crazy plots at the inn mixing with each other. So it was a very welcome discovery to find that this adventure had been extended into an entire campaign. I think the separate adventures are very funny and so far we've played two of them interveawed into our ongoing Enemy Within campaign. In fact Gustav Rechtshandler has become a central figure to link some of things together. I love that the adventures can be used separately and that the adventures contain multiple plots that you can use not only all at once but also separately. If I should name one thing I would have liked more was a little more detailed descriptions of the NPC's - but the book is great to spurn your own imagination and enabling you to make it part of your own campaign in whatever order you may wish to do.
Un très bon supplément pour Warhammer qui donne envie de le jouer ! A lire ce n'était pas passionnant, soyons sincères, mais je pense qu'à jouer, le beau bordel doit être très rigolo ! Je sens que les auteurs ont fait de leur mieux pour que ce soit clair et compréhensible pour le MJ, mais dans la traduction française, de nombreuses erreurs gâchent cette tentative, et des organigrammes, plans de positionnement, tableaux etc auraient beaucoup aidé et manquent cruellement et seront donc à faire avant tout engagement dans ces scénarios qui seront impossibles à faire jouer correctement sinon. La race des gnomes est un petit + sympa et les jeux de tavernes peuvent être utilisés dans n'importe quelle partie, voire même dans d'autres jeux de rôles !
Delightful chaos. Three Feathers is as good as it always was, and still probably the highlight of the whole book, but the other adventures are more than fine as well.