
Warhammer Fantasy Roleplay is the anti Dungeons & Dragons. You do not start as a hero: you are a rat catcher, a pedlar, a boatman or a wizard's apprentice, in a filthy Old World where mud, corruption and black humour stand in for epic deeds.
The game has a reputation for being harsh and dense. It is mostly honest: it tells you at character creation that your character may die stupidly, and it hands you the tools to make that a good story anyway. Here is how to start, what to gather and how to run your first session.
Created in 1986 and now in its fourth edition published by Cubicle 7, Warhammer Fantasy Roleplay is a dark fantasy role-playing game. It is set in the Old World, most often in the Empire, a patchwork of provinces modelled on the Holy Roman Empire and eaten away by Chaos, secret cults and fussy bureaucracy. A game master describes that world, the other players survive in it.
The system runs on the d100: every skill has a percentage value, and you succeed by rolling under it. The gap between your roll and your score gives success levels, which measure how well or how badly the action went. Combat is fast and brutal, serious wounds leave marks, and a single dagger blow can end a career.

The core book has everything, but the starter set is plenty to begin with. It comes with ready made characters, dice and an adventure set in Ubersreik.
Three to five players, as usual, but here everyone has a trade rather than a class. A mismatched group works better than a squad of soldiers.
They describe a filthy, corrupt and often funny world, and play everyone who wants your money. Their prep fits in one town and three NPCs.
The d100 decides your species then your trade: boatman, rat catcher, pedlar. Taking the career you rolled pays fifty experience points, choosing freely pays none.
Characteristics are rolled, the career supplies skills and talents. Allow an hour the first time, and keep the pencil handy for wounds.
The Ubersreik adventures are written for beginners and run in one or two sessions. Their main lesson is that running away is a tactic.
The core book covers careers, magic and corruption. The starter set costs less and covers three sessions.
Two ten sided dice make the percentage, one for tens and one for units. Damage then uses the units digit of that same roll.
The official sheet runs to two pages and follows the career tier by tier. A pencil stays essential, everything moves at every advance.
A short adventure supplies the town, the NPCs and the business to settle. It saves the game master from creating the whole Empire.
Three hours is enough for a neighbourhood case, four for a full adventure. Fights are short, negotiations far less so.
Wounds, corruption and money change constantly and are hard to track in your head. One shared sheet for the party's debts saves time.

Creation starts with a species, human, halfling, dwarf or elf, then a career. And here the game invites you to let the dice decide: you roll your career on a table, and find out you will be a gravedigger or a pedlar rather than a knight. Taking the rolled result earns you fate points, turning it down costs you.
That randomness is the game's best creation advice. The most memorable Warhammer characters come from an absurd career no player would have picked, and the party ends up mismatched and uneven, exactly like a band of ordinary people thrown onto the roads. Count thirty minutes per sheet, less if you start from the characters bundled with the adventure.
Warhammer does not run on levels or classes. It runs on careers, and each one is walked through in four tiers: you come in as an apprentice, you climb, you earn the title, the skills and the social standing that come with it. A rat catcher becomes a bounty hunter, a boatman ends up a captain.
You can also switch careers entirely along the way, at the cost of time and experience. Progression is horizontal rather than vertical: instead of becoming a more powerful warrior, you become someone else. That is what gives Warhammer campaigns the shape of a social trajectory rather than a heroic ascent.
Take a short, already written adventure. The starter set provides several, set in the town of Ubersreik, with ready-made characters and a trimmed rules set. A neighbourhood investigation, an unpaid debt, a disappearance are plenty: the flavour of the game lies in the world and its people, not in the scale of the plot.
Warn your players about one thing before the first scene: combat is dangerous, including against three thugs with clubs. Negotiation, flight and trickery are not fallback options, they are the normal ones. A group that grasps this in session one has a far better evening.
Characters start poor, badly armed and with no reputation. A boatman who provokes a noble ends up in a cell, not in a legend.
Rolling produces unlikely groups, and that is exactly what makes the game funny. A rat catcher and a ruined noble beat two soldiers.
A critical wound can cost you a hand in the first exchange. Talking, running and a bribed guard all come cheaper.
Success is only half the information: the gap between the tens digits says how well. Four levels opens a door, one makes it creak.
A Fate point lets you survive certain death, a Fortune point lets you reroll. Hoarding them on principle means dying with a card still in hand.
Characters built separately turn up with no shared debt and no reason to help each other. One shared creation evening already hands you three plots.
Warhammer lives on atmosphere: a muddy alley, a smoke-filled tavern, a wanted notice nailed to a door. Your players need to see the Old World before they care about surviving in it.
Tomeus gives you that shared scene with no setup: you import your backdrops and handouts, pick a track, send the link, and your players join with their sheets, the chat and the dice in the same window.
The d100 and difficulty, the ten characteristics, success levels, the combat round, wounds and fate points: the basic rules of WFRP explained simply.
The Old World, the Empire and its provinces, the peoples, the four Chaos gods and the threats prowling around: WFRP lore explained, and how to use it at your table.
The eight career classes, the four tiers, social status, the random roll and changing careers: how WFRP careers work and how to pick your first one.
WFRP creatures explained: reading a creature profile, the main monster families, the trait system and how to build an encounter that stays lethal.
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No. The core book sets the scene in a few pages, and the Old World fits in one sentence: a filthy, superstitious sixteenth century Europe where magic corrupts and monsters are real. Players coming from the miniatures or video games will recognise names, the others lose nothing.
In tone and trajectory. D&D grows heroes in power, Warhammer follows ordinary people who change trade and standing. The rules differ too: d100 under the value instead of the d20, careers instead of classes, and markedly more dangerous combat, where running away stays a respectable call.
The starter set is enough and remains the best entry point: it holds trimmed rules, ready-made characters, dice and several adventures. The core book becomes useful afterwards, when your group wants to build its own characters and explore the full list of careers.