I recently ran the demo for the new Warhammer Fantasy Roleplay 3rd edition box set that arrived at my local hobby store. I read the rules which seemed sparse and at a point convoluted at best and set to put together the cards and such for the pregenerated characters. Sadly I was only able to use 3 of the 4 supplied pregenerated characters as there was not enough "Tactic" cards available to play both the Envoy and the Apprentice Wizard.
I set about getting things ready with various passers by asking various rules questions about the game. I will say my memory of parts of the systems was shoddy at best, but what answers I could give was with either demostration or explanation of the game and it's components. Most stated that it looked like a boardgame, some fans of the 2nd edition were appalled at how fiddly the system had become, but suffice to say the general concensus was not positive. I was able to wrangle together 3 people to run things and test the game out. There were a few spots in the rules that we did incorrectly and had to be hand waived or redone but it all went as smooth as it could being a completely new game and all.
After the demo was over (people refused to play after the first encounter stating that it was just not fun at all) I asked the 3 people involved to give me some feedback, this is what I can recall from memory:
- The propietary dice were not needed, why could'nt they have just used regular dice found in most hobby stores.
- The cards did not simplify rules look up and why could'nt they just put the in a rulebook and be written down on a character sheet.
- The initiative tracking system using the Stance Meter just complicated matters and we resorted to using names written down on a dry erase board.
- The recharge mechanics for ability cards was not needed and why could'nt they just have a "tap" and "un-tap" type of mechanic.
- Accruing fatigue from any action outside of the free one every person got was not enough to preform even the most basic functions during combat and felt like it was penalizing player creativness.
- There was not enough dice of one or two types in certain situations to be able to roll all the dice at once and some dice needed to be rerolled.
- Had more people that wanted to try out the system but had to be turned away because A) The single combat that was run took way too long to the point the store had to close and B)With only the materials supplied the demo could only be run for a maximum of 3 people.
- In order for a Game Master to keep track of multiple monster and their wounds one would have to place the wound cards near said monster to keep track and make copies of the various monsters involved in the adventure to be able to place recharge tokens on the various ability "cards"the monsters had.
- 100$ retail? it costs way too much for anyone wanting to get in to a Warhammer rpg.
I'm sure I could go on but I think you get the idea. All in all the response to the demo was all around negative and was finally decided in a brief discussion after the demo that this was a crudely thought out version of a Warhammer rpg and would not do well in the store that it was demo'd at or in the immediate area.
On a personal note, I would like to say that I do not like it at all that FFG charged my local game store $40 to get the demo in as there was absolutely no mention of being charged to get the demo in anywhere in the sign up web page or information they gave on the website. In all of the years I have ever run demos for game companies has any company charged for demo material.
In conclusion the demo was a bust and the store is out $40. It was a negative experience to endure and I wish FFG all the luck in the future with their games and their company.
Good Day