Okay, I got my box set a couple of days ago and I have been reading all of the cards and looking at the game pieces and I am so heartbroken. I read the main rule book a few weeks ago and it seemed as though this game might not conflict with our style of play, but after closer examination, I am crushed that it is not what I was hoping (I think I was excited about the new rules than I just was not thinking).
I kept reading all of those cards thinking to myself, a good random chart could have taken care of these insanity, critical wounds, spell mishaps. There had to be a better way of dealing with the talents could have been simplified with the reckless and conservative stances to not need the cards (or at least make them optional).
I was looking at the character sheets wondering why they just did not make it a big character sheet with dots to indicated your fatigue and stress (among other things that would have made a lot of the cards unessasary)? Why are the careers on those cards instead of writing that stuff down on your character sheet (not like the info you need takes up a lot of room). And why is there a separate card for your character's special ability? I get the mechanics and how you are supposed to move the cards around during play to reflect statuses, conditions and even teamwork, but this could have all been done without the cards and cardboard (or with less cards and no cardboard). And the cardboard pieces are so small (the point was emphasized when I dropped a few pieces and had to look around on the floor under the table for a while to find them).
And why did you not include more Faiths and Orders? That was quite a shock to find out we don't get the at least what was in the 2nd edition. In fact, there was a lot of stuff missing out of these rules as opposed to the 2nd Ed and that has the players grumbling (we have all played the 2nd edition, so we feel like we are already going to limit ourselves).
I have to say, I love the dice. I love the party sheet idea. I love the stand ups. I love the emphasis on story over keeping track of the details, but in return we have to now keep track of little tinny pieces of cardboard and cards. I did not know that the rule books did not repeat what was on the cards, so if I loose a card, I'm kind of screwed.
And why location cards? That is totally unnecessary.
After laying everything out to see how much room this game is going to take up, I see this is never going be easy and will never fly with my players: who like sitting on comfy couches with a coffee table between us all (for dice, maps and maybe minis) and our character sheets on clip boards. To play this game, we have to all be VERY careful to not shake the table or else we might screw up the order of things.
Another problem is that if we did play this and the players wanted to buy their own Adventure's tool kits, those pieces can be easily mixed up with mine.
There are a lot of cool ideas in this game: but I can't help but feel my initial impression of this game (before I even read the rule book) was right and that this game could have had these cool and new ideas without all of the cards and jigsaw pieces (but keep the cool dice and those dice mechanics). I was so excited about this being the great game I was hearing about, but instead it looks like one big cluster ****.
And when I am feeling overwhelmed and my players expressing that the 2nd edition was not so bad, even with it's flaws, then we are already off to a bad start with this game.
The bad news is I bought this game. The two pieces of good news is that I only payed $60 instead of $100 and that the other GM in my group (the one that runs our DH game) has all of the books for the second edition Warhammer.
Anyway, I am not saying this is a terrible game. But I can guarantee that it will not work for me and my players now that I have had a better look at it.
MAN, this was disappointing, I should have known better
), I'll let you guys know what we think.