I've been thinking a bit recently about how the new WFRP is a great system for new players who aren't RPG vets because the game is so visual and you don't spend a lot of time calculating modifiers and stuff. Still, the system as it is is a bit on the heavy side with the amount of rules to keep track of, which I see as easily becoming a detriment to the RP aspect of the game, since players easily get so distracted by the rules that they don't pay enough attention to the roleplaying.
So what I was thinking of, was to make a sort of "WFRP Lite" set of rules that boiled it down to its bare essentials:
You have a character sheet that represents you strengths and weaknesses.
You tell the group what you want to attempt.
You roll some dice, which then instantly tells you how it went.
As the players become comfertable with reading the dice and doing the actual roleplaying, you can introduce the rest of the rules for a deeper connection between the RPing and the mechanics.
The first thing that comes to mind, is the stance meters. Just cut out the whole thing, including removing the red and green dice. For which side of action cards to use and similar mechanics, just consider careers with more recless slots to be in a recless stance and character with more conservative slots to be in a conservative stance.
Talent Cards might also be worth removing as they generally don't have a large effect on play and is just one more bit of info to keep track of.
Stress and Fatigue? It's tempting to remove them, but they're a good passive indicator of increasing tension and could be handy to have available as minor penalties.
Action Cards? Ok, stripping away the action cards might leave the system completely naked, but it could be better for you to keep all the standard actions and just give the characters their special action cards to make it easier to keep track of.
Or you could simply give them no action cards and apply standard actions that are suitable for what they want to do. For example, you describe that a character is being attacked and then ask that player how his character reacts. If he says he tries to roll out of the way, use the Dodge card, if he wants to hide behind his shield, use the Block card and so on.
Instead of having selected a few action cards for their special moves, you can just let players make up what they want to attempt freely and then create a dicepool that fits. You can easily come up with results that match just as well as the different success lines on the cards.
I dunno, what do you guys think? Any suggestions?