I'm starting my WFRP3 adventures as a GM this weekend. The biggest concern I have is really the overwhelming number of action cards and traits available to my players when they are creating their new characters. The career choices aren't so bad because we are going to let fate decide, but after that? One player is actually completely new to RPG'ing and I don't want his head to explode as he flips through the binder of action cards and traits. I also don't want this to take hours as the four of them take turns pouring over every card.
Can other GM's recommend maybe a short list of "sure fire" general action cards that I can point them too? I've been trying to go through the binder myself, but as I'm a WFRP2.0 GM, the system is fairly new to me as well.
I thought about giving them also a first session of "gimmie" card selections. That is, after our first game, I'd let them swap cards out one time. What do folks think about that?
Thanks for any info and also for the remarkable amount of great GM'ing info I've been reading on this forum.
Game on, one way or another!
~Fry