Just returned home from GenCon with the lowdown on WFRP 3rd Edition.
I attended the FFG WFRP Seminar presented by Jay Little. Jay explained a lot about the new edition and I wanted to set the record straight about some of the game's misconceptions.
I 'm sure FFG will post more info later, but I will try to describe as much as I can remember (it's been a long, long day).
1. WFRP 3 is NOT a boardgame in any shape or form. It's as much an rpg as 1st or 2nd edition if not more more so. It definetly has the potential to be more narrative than both of them.
2. The dice pool is a way to add in modifiers (both bad & good), your attributes, and skills to test whether you suceed or not. This will virtually do away with looking up charts in the rulebook.
3. The career system is Still in 3rd edition. Jay didn't elaborate too much, but mentioned it is very similar to what we are used to. Each player has a career card that sits next to your character sheet and is used during play. Again this cuts down on flipping through the rulebook for information.
4. Halflings WILL be introduced in a later supplement, as well as possibly other races.
5. New careers will be introduced in future supplements, beginning with The Adventurer's Toolkit Expansion which will be released around the same time as the main rules. This expansion will add 10 new careers, more character sheets, etc. This pack will also allow you to expand the number of players beyond the base four that the main rules allows.
6. There will be a campaign set coming out in the not too distant future. Not much info though. There will possibly be adventure expansions as well.
7. The critical hits tables will be in there as well. They have been revised for this new system. They will be lethal, but you will have the option to flee rather than die (if you so choose).
8. Magic will have extra dice used for the dice pool, and these dice will be bad news if the magic user roll chaos symbols on these dice when casting spells.
9. There will possibly be a Ruinous Powers expansion sometime down the line.
10. The new system uses a new concept of stances for when your character wants to do something. Basically you either are very cautious when attempting something or more aggressive, bold. Each have their benefits and drawbacks. Career special ability cards are two sided and have stats and abilities for cautious on one side and bold on the other.
If I were not so exhausted from the day I would try to go more in depth. I'll try to later if I can. From what Jay explained and seeing the core set on display at the FFG site, I believe this will be a great game. It may not be everyone's cup of tea, but I think if you keep an open mind you may be pleasently suprised.
I do believe that WFRP 3 will facilitate more narrative roleplaying, and less book flipping. I can't wait to try it when it is released.
BTW, I am a long time WFRP player and have been around since the very beginning. I love WFRP 1st & 2nd editions, but I was really impressed with the new game.
Cheers!
Brian
He did offer some examples of play and how the new dice pool works. I really wasn't sold on the dice pool until the seminar. After seeing it in action I was hooked. I believe it will greatly speed up play. All aspects of your action are handled with one roll from the dice pool. The main point they wanted to convey is that WFRP 3E is not a boardgame, even though it uses some boardgame design elements (I.E. cards, etc.). The new game design is both radically different(dice pools) from previous WFRPs and yet has many similar concepts (critical hits, fortune points (dice in 3E), etc.). Hopefully after GenCon FFG will release a more detailed description than I can piece together.