Thirty years ago or so role playing games and war games were not yet separate hobbies. It’s well understood that D&D evolved out of miniature war gaming rules like Chainmail (1979). But it’s also interesting to see how the first and second editions of Warhammer (1983 and 1984) straddled these two different categories, with one foot in the world of fantasy armies and the other foot rooted in role playing small encounters with lots of character development and dungeon-crawling.
Eventually, these different impulses split Warhammer into two different games: Warhammer 3rd Edition (1987) and Warhammer Fantasy Roleplay (1986). But one of the things that made Warhammer so much fun as a war game was that it retained the flavour of a role playing game long after it was just used for table-top battles. I think that’s a huge part of why Oldhammer is so popular now.
A neglected fossil that captures this moment in Warhammer’s early history is the scenario The Web of Eldaw by Rick Priestly (1985). It’s found in a Games Workshop magazine entitled “The Good Games Guide Vol. I”, which is itself a unique historical document. The Good Games Guide attempts to survey the entire field of the hobby as it existed in 1985, listing every AD&D module with helpful commentary, detailing games as diverse as Fighting Fantasy to Advance Squad Leader, and profiling the best games from GW’s competitors, such Steve Jackson or Avalon Hill. As even the ads in this magazine show, it comes from an age when Games Workshop sold games of all sorts and so promoted the hobby at large. Sadly, this ecumenical approach to gaming was banished from GW just a short time later when it (and White Dwarf) decided to focus exclusively on promoting GW’s own games. And so, we never got a Good Games Guide Volume II.
That the Web of Eldaw is a hybrid between a war game scenario and a role playing adventure is apparent from the fact that it’s written with stats for both Warhammer and Warhammer Fantasy Roleplay. In fact, the Web of Eldaw is the first Warhammer Fantasy Roleplay adventure ever published, predating WHFR itself (the rules for which don’t seem to have been finalized by the time of the Web’s publication, since stats in the Web are wonky). The adventure consists of a short dungeon crawl, with the players taking four pre-generated characters and facing off against a referee, who takes the role of the dungeon’s guardians.
That the Web of Eldaw is a hybrid between a war game scenario and a role playing adventure is apparent from the fact that it’s written with stats for both Warhammer and Warhammer Fantasy Roleplay. In fact, the Web of Eldaw is the first Warhammer Fantasy Roleplay adventure ever published, predating WHFR itself (the rules for which don’t seem to have been finalized by the time of the Web’s publication, since stats in the Web are wonky). The adventure consists of a short dungeon crawl, with the players taking four pre-generated characters and facing off against a referee, who takes the role of the dungeon’s guardians.
The Web of Eldaw itself is of middling quality. The text lacks any illustrations, the perils of the dungeon are boilerplate and the climax of the adventure (an army-sized battle royale between the heroes and villains) is skipped over in just a few sentences on the last page. But that being said, there are some priceless touches. My favourites include a guardian demon, who is described as “polite and apologetic but will slay anyone who tries to pass” and the discovery of a very special magic crown. Not only does the crown grant the wearer immortality, but it can only be removed with the wearer’s permission. Unfortunately, its current owner, King Lufric, was decapitated several centuries ago, and his still-living head was stuffed by his usurper into a box, where Lufric was forgotten. By the time the adventurers find this grisly trophy, the King’s head under the Crown “looks more like a brown leather bag, the features... so distorted and putrefied”. It is, however, still alive and drones in an gurgling whisper about better times.
Although the Web of Eldaw is a flawed gem, it shows how some of the most exciting parts of Oldhammer gaming come from role playing. Like the Terror of the Lichemaster, it uses very few models, making it into a quick and deadly skirmish where one bad roll can doom you to defeat. Like Blood Bath at Orc’s Drift, it throws several players together on one side, but gives them different motivations, goals and victory conditions. Like the Tragedy of McDeath, it derives its spooky mood by drawing on (and parodying) Shakespeare’s plays. And like all of the early Warhammer scenarios, it requires a referee to guide the characters into a rich adventure. Unlike these scenario packs, however, Citadel didn’t give the Web of Eldaw its own dedicated range of miniatures.
As a postscript, I'll say that I believe that war games and role playing games are once again converging, allowing each to benefit from the strengths of the other. Dead Man's Hand is a good example (although one far away from the fantasy genre). This is a skirmish game set in the Old West combining small scale competitive battles with character development and lots of story. Let's hope that games like this become more of a trend!
As a postscript, I'll say that I believe that war games and role playing games are once again converging, allowing each to benefit from the strengths of the other. Dead Man's Hand is a good example (although one far away from the fantasy genre). This is a skirmish game set in the Old West combining small scale competitive battles with character development and lots of story. Let's hope that games like this become more of a trend!
A pdf of the different pages of Web of Eldaw is below... Please let me know if you ever run it as a game.
The Web of Eldaw pdf full text