I ask because I contemplate...
...picking one up for "work". I dunno why I don't just get a cheapo, crappomatic Win one just for Word and Excel and the like, but I thought maybe some style injected in my life of T shirts, shorts, and jeans would be a welcome change for the better. I gotta start somewhere, and the computer might be the answer!
Suggestions? Guidance? Will WoW run on the new Mac lappy's?
As far as WFRP2 is concerned, I have purchased all the releases (why?) up to the end of the Paths of the Damned. Which means of the current releases, the stuff I DON'T have is the French bullshit (Knights of the Grail / Barony of the Damned). Though, being the tragic WFRP completist that I am, I will no doubt pick them up sometime. Maybe at the convention this weekend! Good 'ole Strategicon. It is getting a little bit better everytime, I think.
As far as WFRP suggestions go:
Realms of Sorcery - 256pp COLOR - Origins and history of magic, the nature of magic, where magic fits in with the Imperial Society, Colleges of Magic, and info about witches and witchhunters. Then new Lores and their spells with rituals, and an expanded Tzeentch's curse. Familiars, potions, magic items, Rune Magic, and A Brutal Finish adventure for second careers with a wizard. REALLY in depth study, explanation and rules for magic. Materials, arcane marks, researching new rituals, and more. TONS of campaign and adventure fodder. A really good and informative, maybe overly so, manual about Magisheesh/Majuska Whoosh! in the WFRP world. I would recommend this be your next purchase.
Sigmar's heirs - 128pp Color - Lot's of flavor and info about the Empire. Duh. Laws, traditions, Gov't, history as well as a breakdown by the individual provinces. The Province breakdowns cover the terrain, the the people, a Gazetteer, significant places, some people of note, and a few adventure hooks. Good stuff. there is also chapters about new cults, some new character classes, and a Mid-first career adventure (set 12 years after Shadows over Bogenhafen!). A good starting point to get an idea of what jit takes to run an immersive game in the Old World and the WFRP style.
Old World Armory - 128pp Color - Info about currency, taxation, and trade, owning and running businesses, animals and transportation, hiring characters, and then a crapload about standard equipment! Then chapters about Armor (use, materials, decorations, damaging rules), arms (unique weapons, weird stuff with new rules, and damaging rules), gunpowder goodies, warmachines, special equipment, treasures. Very cool stuff, but might be better left to inject into an established campaign to spice it up. However, if used in a non-campagin setting (a la how we use the WFRP rules these days) it is a good read.
Karak Azgal - 96pp B&W - A sourcebook covering the old Dwarven stronghold/city of Karak Azgal. The gist is that there is an ancient dwarf hold that has recently been rediscovered and folks have created a bit of a shanty/boom town based around dungeon delving for riches. The dwarves monitor or tax items removed. It is setup in a way that a whole campaign could be run, but there is no adventure storyline as such. Information covers laws, commerce, religion, and construction. The rest of the book fleshes out parts of Karak Azgal, and details the presence of undead, greenskins, skaven, and beasts of chaos that lurk below. If you like dwarves, get it, or if you want a somewhat unique excuse for dungeon crawling in the WFRP world. More of a traditional D&D approach to a very non-D&D game.