Wiatry Magii

A chronicle of our Warhammer journey - painting, battles, and hobby adventures.


The Old World Roleplaying Game Caught Our Attention

We recently stumbled onto a couple of writeups about Warhammer: The Old World Roleplaying Game, and it immediately landed on our radar.

Stas shared two links that sent us down the rabbit hole:

What stood out most to us was not just the setting appeal — because, let’s be honest, anything in the Old World already starts with a strong advantage — but some of the actual mechanical ideas.

Skill tests that sound genuinely fun

The first thing Stas called out was that he really likes the skill test system. That immediately made us curious, because for an RPG tied to Warhammer, the rules need to do a lot of heavy lifting: they should feel grounded, dangerous, and a little messy in the best possible way.

From these early impressions, this looks like one of those systems where the core resolution mechanics might actually be a big part of the fun, rather than just the thing you have to get through between story beats.

That is always a good sign.

Downtime and character growth between sessions

The other bit that really grabbed Stas was the idea of character development during downtime, between sessions.

And honestly, that sounds like a great fit for the kind of campaign play we enjoy reading about and imagining around the Warhammer world. Progression that does not only happen in the middle of dramatic encounters, but also in the quieter stretches between adventures, can add a lot of texture to a campaign.

It gives space for characters to change in ways that feel lived-in:

  • training and improving skills,
  • pursuing personal goals,
  • dealing with consequences from previous sessions,
  • and generally making the world feel like it keeps moving even when the dice are not rolling.

That kind of between-session development can be a huge part of what makes an RPG campaign memorable.

We are definitely intrigued

At this stage, we are not writing from hands-on experience yet — this is very much a case of “we saw some interesting material and now we want to know more.” But that is exactly the kind of first impression worth noting.

A Warhammer RPG lives or dies on whether it can make the world feel compelling at the table, and these two elements — a satisfying skill test system and meaningful downtime progression — sound like a very promising start.

If nothing else, it has successfully done the most important thing: it made us curious enough to keep digging.

If we end up reading deeper or trying it out, we will definitely come back to the topic.