superklaus said:
cronevald said:
Llanwyre said:
Well I would not say that a group has an "abnormal" style if it likes WH3, maybe its only a slight diverging approach to rpgs compared to other more traditional groups which allows your group the acceptance of WH3.
Personally, after reading through the game ruleset, I totally dislike its philosophy. Its the opposite of the way I like my rpgs.
-No mini support and tactical combat for a setting like warhammer? 2nd ed. mini rules are not great, but easy and allow for some tactical decisions and precise movement. The basic concept of areas and not even showing the accurate ranges of distance weapons is a big fail for my simulationist mind.
-I dont like dice pools.
-Components? Basically I like props. For Savage Worlds for example we use Props like chips, bennies and a set of poker cards. But I prefer clever and minimalistic use of props. Those of WH3 seems mostly unnecessary and designed for proprietary reasons, (copy protection for example) and maybe because EVERY FFG game has a lot of fiddly bits (also mostly unnecessary bits IMO) included.
-material for 3 players in the core set? This makes WH3 the first rpg in history which limits the amount of players for economical reasons - only disgusting.
-not really a new start for roleplaying in the warhammer setting. As it seems now they release only few support material per year. If they release the material in this speed the next several years then we get the sourcebook of Talabheim in 2015 and will never be able to see another areas for playing in than the old empire and its neverending stream of chaos cultists. Same chewing gum theme since 20 years - boring. Where are the modules and setting info for elves, dwarfs or arabian adventurers? Where are the fresh setting and adventure ideas? Where are my gyrocopter aircombats?
(gladly I have them in my home game because of the pure genius of the Savage Worlds ruleset which supports such themes very easily)
So all in all, I say to FFG, keep your fiddly game. I as WH vet have no need for it.
Did we really need a system to tell us again how to manage our minis? Did we need everything broken down to seconds and miliseconds as some artificial limitation on the combat round based on a bunch of half-baked notions again? Did we need another system that told us how to roll dice, add and subtract from the roll and get a result...again? So you don't want a chewing gum setting, but you want a chewing gum system? That doesn't make sense to me.
Your interpretation of 3e from your first "read" is not at all suprising and is the par the course, 3 major complaints that don't even make a whole lot of sense. The setting is instantly expanded in the core box/adventurer's Toolkit over what 2e ever offered. Sure, it's not vast yet, but we have rules for Elves, Dwarves, High Elves and the like. I know, no halflings, but GW shot those guys in the face so I imagine FFG doesn't have much choice or are saving them for a later suppliment. You're conjecturing also on their release schedule, which we do not know yet. I am sure by the end of next year, we will have seen at least one sub-race, if not more. Each sub-race box I'm sure will be very worth it, full of fantastic stuff for us to use and add. I know, patience is not a virtue amongst Impulse shoppers (which so many gamers are) but to conjecture it will take until 2015 is insane and is not based on anything. So they have released one core box...that covers a little of everything...one adventurer's toolkit that covers everything, then one specific winds of magic suppliment. Oh, and the demo game coming up is a party of dwaves dealing with dwarf problems in a dwarf mountain where they say we will get a preview of what is coming for the game. My guess is...wait, long before 2015 we're getting a Dwarf suppliment soon.
Savage Worlds use cards, chips and bennies, but you object to the aesthetic of the tokens here? Simply get new tokens. We use gem counters. We find them way better than what ffg supplied. Use whatever you like, whatever adds color in your mind. Drop a frinking broad sword on the table for fortune if it makes you feel better. You can criticize the token simply from an aesthetic point when it's so easy to change.
I started out running 5 players off one core box and it worked just fine. I then ran seven off that one box and it wasn't the system that was lurching, it was the fact I had too many players. It suggests 3 because it plays most comfortably with 3, but we had no issue. At first it was a trip for a few card photocopies...the same copies I'd have to make of a character sheet.
Now for some meat with those potatoes, the divergent approach is what makes it a solid game. By your defense of the "traditional" model you are basically saying, there is no reason to ever create a new rpg system because we already have x system in place that can do x in the way we have always done x. Yes that is absolutely true. I completely agree. I stopped buying RPG's all together 12 years ago except for a few titles. If I wanted vampire-horror, I grabbed white-wolf. Epic Fantasy about character internal conflict, I grabbed Pendragon. Horror of any kind, I grabbed Cthulhu. Hack and Slash, All Flesh Must Be Eaten. Then, I became so fed up with the limitations of those math-driven mechanics, finding myself spending so much time fine tuning, and wanting something new than all those traditional RPG'S offered with their flat I-hit-you-hit mechanics (which create a flat, I succeed, I succeed a little better, I fail) mechanics that I just designed my own. We wanted a new game, in a few nights I'd right a game, proxy in whatever special abilities from another system. Fact is, no system could ever touch Mage: The Ascension Magic. It was perfect for that type of casting. If I needed a list of spells it was already there. Savage Worlds is a build-your-own kit that is alright, but not the best of its kind in my opinion. So I didn't buy anything. I even ran a game store and still didn't buy anything, didn't bother to crack a book, because as the way I saw it, all the new systems (including Savage Worlds) were bringing absolutely nothing new to the table. RPG'S were stagnant, boring and from a design point, a copy of a copy (with d6 or bunches of dice or whatever). In my opinion, the "traditional" model and that mentality is exactly what's killing the market.
I know all some gamers want to do with RPG is fight and fight and fight and get very tactical maps out and everything for it. But there are much better engines for that in my opinion, miniature war-games being the first, but video games even better. Radio can't compete with Videos so Radio has to do its own thing or die. What RPG experience really holds for the market is the narrative aspect. This is why toning down what a Video game does a thousand times better and focusing RPG'S on the one thing video games can't do better which is Narrative is the call to go. The agenda it should push.
But I will say, 3e doesn't. 3e can be shifted to match whatever group plays it in the blink of an eye, seamlessly and unoticably. You want tactics and squares, it in. You took the time to convert Savage Worlds to Warhammer, I'm sure it wouldn't take too much time to crack open any other gaming book in the universe to find a mini-system that would fit perfectly. Even the acclaimed indie writers brought very few or innovative stuff to the table That's like saying we don't need electric cars because gas cars are fine. 3e, like any other game, is what you make it. It simply takes foresight and ingenuity. All the components, strange dice, and mechanics are spot on and are a refreshing change to an otherwise dead and repetative market.
If this makes me divergent, good. I will gladly continue.