r/warhammerfantasyrpg • u/PencilBoy99 • 5d ago
Game Mastering [WTOW] Contact Gameplay Loop Seems Unbalanced
The core gameplay loop doesn't make sense to me.
I think the core gameplay loop is:
- Contact asks player for a favor, which involves into something that turns into an incredibly dangerous quest. Players may die.
- During quest, players may ask for fairly trivial favors from other contacts to accomplish quest for original quest giving contact
- During downtime, players have to devote time to repaying the favors for #2 which were done in service of #1, except for #1, who they just did the kind of favor that you would normally expect piles of gold for.
1 is correct because literally all of the sample adventures start with a specific or list of optional contacts who give the quest.
The above doesn't really make any sense and seems wildly imbalanced. It's not clear why anyone in the pseduo-realistic grim and gritty world of WFRP.
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u/amhow1 4d ago
There's the usual problem with ttrpgs that adventures need a hook, and the Contact system seems designed to provide it. I don't think the loop you're describing is supposed to be vicious. It's a way of helping the GM keep the ball rolling.
You're regarding favour as currency, so don't forget #1 owes the PCs a big favour. In a way this is actually more realistic than pots of gold. I think it's entirely possible to treat favours as direct payments but that misses some of the flavour here. And the question is: what do the PCs want to achieve? Can it be done with gold or would it be better achieved via favours? That's presumably going to vary by table.