First off some background: I have a group of 5, including myself (the primary GM). We are all mature gamers with families and long-term professions. Between the 5 of us, we have a combined 116 years of RPG experience (wow... I never really totalled that up before). Most of us have been playing WFRP since first edition was released. We've ran multiple campaigns using the WFRP system lasting upwards of 4 years.
First Look: Our first impression was that they had turned our beloved RPG into a board game. All the little extras looked... unnecessary. There were concerns, especially in light of the discontinuation of the current 2nd edition line, that this could be the end of viable material for our sessions. The change in dice signaled an obvious change in the core rule system.
Second Glance: After reading most of the available material, the forums, and watching the video lecture we decided to adopt a 'wait and see' approach. The design theories looked like they might be fun (the way a good board game can be fun). Worst case, it would be a great system for quick games to introduce new people to the Warhammer cannon.
Concerns: Our biggest concern, since this is what we were getting from this point forward (in regards to WFRP) was that the system might be too simplified. The character sheets seemed abridged and the card system might be a bit sparce. With 300+ cards, that really limits the initial options (depending on what the cards contain). For example: Are there spell cards? Do the cards contain skills? This could use up the allotment of 300+ cards pretty quick. Till we get a count on what's in the decks, it's hard to say if they will contain enough detail to keep things interesting (expansions aside).
Questions: There are still a lot of questions about the system. Until they are answered (or seen) it's hard to make a solid decision. Here are some of the questions we have so far:
- How do you move the marker up and down the stance bar? Is it triggered by circumstance or does the player decide?
- What exactly is in the card decks? I know there are wounds (with crits), conditions (like blind), Insanity, and Attacks (like Accurate Shot). What about cards for social interaction skills (and others like climb, swim, or stealth) or spells?
- How much detail is there on character sheets and how customizable are they when they level? Are they still going to be interesting with forward goals after a year of campaigning?
- How are the 4 books bound? Perfect bound? Hardcover? More importantly, what is the page count of each book?
Final Thoughts: The opinion in our group is a 'wait and see'. RPG games are 80% roleplay and 20% mechanics. If the system is fun, doesn't get in the way of or restrict roleplay, and if the characters are robust, unique, and customizable over long campaigns, then this system is as good as any. If it's not, well, we have enough 2nd (and 1st) edition books to last us for the rest of our roleplaying lives (which won't be long now 'cause we're all old).
If anyone can answer the questions we have so far, please do. Otherwise - enjoy your game however you see fit. That's what it's all about. Thanks for reading. From our table to yours - GG.
Nez
Edit: In all honesty, if the past efforts of FF are any indication of future products, then I'd really like to see what they have up their sleeves. Every game I own from FF is top-shelf. They are fun, replayable, and have unique mechanics - well worth the money spent. The WFRP2 and DH publications are amazing and rank amongst my most treasured RPG books. I really hope WFRP v3.0 blows my doors off and judging from past experience I have no reason to believe it won't.
but my friends and I played on, the plots thickened, and soon the real roleplaying took more weight. Why deprive kids from discovering RPGs as we did? D&D Basic was a cartoonist, ridiculously simple RPG, easy to start a game in no more than 15-30 minutes; let's admit it, its rules were quite crappy, but it gave many of us hundreds of hours of fun and sleep deprivation... Let more youngsters come into the hobby...maybe when you become 20 years older you'll meet great 20 or 30 year players that will take their first "munchkin" steps with D&D 4th or any other simple game (if WFRP 3rd turns to be this way).