I’ve always had a bit of an issue with WFRP’s handling of the Read/Write skill, at least in its first and second editions. One of the strengths of the game has always been how it’s rooted its fantastical (and sometimes fantastically silly) elements in a world that felt real. Much of the heavy lifting with the latter was done by the careers system, but it was also observable in the rarity of the Read/Write skill. (Of the six pregens in The Enemy Within, only two were literate, and the Elf wasn’t one of them.) Meanwhile WFRP3 and Zweihänder both fold literacy into a more general education skill, in both cases treated as ‘advanced’. This was a world, the system tells us, dominated by illiteracy; those who could read or write were a privileged few.
But the wisdom of this approach is contradicted by the last 40 years of game design. Generally speaking, GMs now know that it is a bad idea not to give out any information because a lack of leads stalls the game. An entire rules system, Gumshoe, has been designed to address this issue. If the characters can’t read, then that immediately eliminates a major source of clues and leads to keep the action going. The problem cropped up as early as 1e’s intro adventure, The Oldenhaller Contract, itself: the scenario relies on the PCs being able to read the advertisement nailed to the Deutz Elm in Episode 12. So in this post I’m going to look at a few ways a WFRP GM can help keep the game going while still being true to the (pseudo-)historical verisimilitude of the setting.
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