In the shortcomings thread a lot of points were brought up, almost all of them valid, but there are a couple of deeper issues I would like to address.
1. In the modules so far, the focus is only on the story. For example, we've had two intro modules now set in or around the town of Ubersreik and the Red Moon Inn. We know broadly what the Red Moon Inn looks like...and that's it. The modules are practically useless for any details other than the immediate story. That's a gross overemphasis on Narrative elements and a total lack of Simulationist elements. WFRP1 and WFRP2 practically set the standard for fleshed out adventure areas, that you could return to again and again to continue with your own adventures. You didn't have to create a whole town on your own every time a character stepped outside of the Inn featured in "The Story". This is a very inartful use of Narrative elements IMO in that focuses solely on Narration to the exclusion of everything else. Granted these are only introductory modules, but, I'll be frank, my buying before reading reviews stops now. You guys toss out nothing but a linked series of narrative mapless scenes in the upcoming "Campaign", you've lost me.
Take the current game as is, and when making modules, look to WFRP1 and WFRP2 for guidance in regards to details and most especially maps, and you'll really have something here.
2. The abstract range system. Take the example from page 53. The waywatcher is one increment from the main melee, the priest is two. What are their ranges from each other? What are their ranges from the beastman you add in two range increments to the north of the main melee? Ugh. Did someone read 3:16, and thought range bands was a cool idea for WFRP? How the heck is this going to work in Skaven tunnels?
I almost feel like a higher-up at FFG said "Let's come out with something new like those 4e boys. They made D&D a wargame, lets make WFRP a storygame." Then the designers started reading storygames and tossing stuff in. Ok, that's just my frustration talking, but SHEESH.
Overall, I'd have to say the system is highly innovative and I like a lot of what it does, but Sigmar's Holy Hammer, could you stop with the narrative metagame preaching every two pages, we know the dice system is hella cool. Throw the old sandbox campaigners a setting we can sink our teeth into.
You design a game full of narrative and simulationist elements and you get both crowds mixing and matching what they want.
You design a game only with narrative elements in mind, you toss the simulationists out the window to another game.
I'm on board with ya, but work with me here guys, please.
