Warhammer The Old World Roleplaying Game Review | Player’s Guide by Cubicle 7



Step into the grim and perilous world of Warhammer once more with our in-depth review of the Warhammer: The Old World Roleplaying Game Player’s Guide by Cubicle 7! Whether you’re a longtime fan of Warhammer Fantasy Roleplay (WFRP) or brand new to the Old World, this guide is packed with everything you need to build characters, explore the lore, and dive into heroic (and often tragic) adventures.

We’ll break down the core systems, character creation, career paths, Old World setting updates, and how it compares to both WFRP 4e and the tabletop miniature game. Is this the ultimate RPG companion to the new Age of the Three Emperors? Find out in this full review, filled with roleplaying insight and brutal honesty.

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00:00 Intro
03:47 Front Cover
04:56 Contents
09:50 Character creation
20:23 Abilities
24:13 Equipment
26:45 Rules
35:55 Between Adventures
38:26 Religion
39:35 Magic
41:12 The Old World
42:10 Final thoughts

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24 thought on “Warhammer The Old World Roleplaying Game Review | Player’s Guide by Cubicle 7”

  1. After having run shadow dark which uses something similar to zones for speed/distances. I will never run a game system without it. Zones speed up the game so much it is a welcome addition to newer RPG systems. Gone are the counting of squares and people rethinking turns etc. just get to the point and keep the game running! Zones balances speed/theatre of the mind/Tactical gameplay.

  2. Played a couple of sessions using the system.

    I like how simple it is. I would have preferred if combat had hitpoints and used yards rather than zones and staggered/give ground. I love the idea of endeavors, but I'd prefer them not to be linked to skill increases. I'd rather just spend XP on them

  3. I've run this game and there are some big problems. There is no in game way to stop people freely moving between zones outside the improvise action. Combats tend to be pretty 1 dimensional. My players really hate that they want their skills to increase, but they are hard capped at three endeavors per down time, so a max at three rolls for gaining a skill point. Also my players just realized that they are losing skill up opportunities because they have been 5 sessions without a down time, so they are basically losing 2 rolls at skill ups. We are dropping the system after this.

  4. I'm about 3/4 into the Players Guide pdf and this game is a real gem. Streamlined and elegant mechanics, but somehow still faithful to WFRP and its lore. Going to preorder everything in print

  5. I hate the changes they made to the lore. I will stay with 4e.
    A friend played a rat chatcher, he died in a sewer, stabbed in the heart by a skaven and drowned in sewege.

  6. tbh what i like about warhammer fantasy is not the grimness per se, but the groundedness. It makes you feel like an average highwayman or road warden or rat catcher against creatures of the dark and other men besides. like if more or less real people lived in a world alongside the dark and fantastic. Abd how they get along and either gloriously succeed or terrifically fail in the face of them.

    Though tbh, I was not a fan of the old world rpg artwork. it felt a good deal too “generic fantasy” for my liking.

  7. I'm very very excited for this game. Like others, a lot of my players aren't down for crunchier game systems (I need to find a consistent WFRP group!). I like a lot of things in the player's guide, and can see the inspiration from multiple game systems that are used to make this one as streamlined as possible.

    Speaking of the currency and bartering system, I've been playing Daggerheart and it's more fluid. These things take inspiration from Powered by the Apocalypse systems, and I've personally played several of these games. The currency system works better in narrative games, and my players have enjoyed the openness and ability to barter with rolls and roleplaying.

  8. The Zone system sucks. It kills tactical movement, makes Speed meaningless, and ruins dungeon crawling. No clear distances, just vague blobs. Feels like lazy design for a Warhammer game.

  9. I'm always so shocked people consider WFRP "crunchy". It feels seriously like some kind of bot spam narrative C7 pushes to get people interested in Old World. Seriously, WFRP is not crunchy. It's a percentile system. It's simpler than even D6 systems. I'm disappointed people keep perpetuating the weird narrative that WFRP is steep or crunchy or difficult. If percentiles is complex for people, then that speaks worse of the mathematics classes in our education system than of the game–it's simpler and quicker to compute than even FFG's narrative dice systems with big, simplistic symbols.

  10. Like that the lore and "realism" directs/constraints character creation, people that don't like it can ignore it. But I think that WH represents an imperfect world and that translates into the mechanics. I am also favoring simpler, straightforward mechanics. Played outgunned adventures with my son (8 yo), and it was great to focus on the story and roleplay and less on min-max and mechanics. Went from AD&D to 5.5 edition, and all the classes with pages and pages must be a headache for the GM, if players do not know the rules.

  11. I'm keenly awaiting the print release. I loved the first edition of WHFRP but the current rules set is too crunchy for me and my group. I like a lot of what I've seen in the PDF but the writing style is a bit sloppy, rushed perhaps. I went straight to the back of the book to look at the Wound Table; the first paragraph of just three sentences uses "you" and "they" to describe the same party. One of my main bugbears surfaced in the same paragraph: we're told that the player character will be making a roll on the wound table. No they're not, the roller is the flesh and blood human player. I know people will roll their eyes but it is so easy to write clearly you just need to give yourself and your proofreaders license to do it.

  12. Looking forward to this, extremely excited for something a bit more approachable. I have my WHFRP rulebook that I enjoy getting into the nitty gritty with, but this looks like it'll appeal to more of my friends which seems perfect. Can't wait!!

  13. Not sure why we would need a chart to tell us that a Rat Catcher wouldn't necessarily be speaking on the same level as a Lawyer. Also, I feel like they missed the mark on the artwork, and made a lot of "Wokehammer" choices. No real reason to use this over 1st or 2nd Edition.

  14. The Warhammer fantasy world is my favourite fantasy universe. But all my fav factions are the more morally grey, leaning to evil. What I’m trying to say is. I’d want to be a Vampire or Ogre

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