Sebashaw said:
I think 3°ed is more narrative, the system doesn't bore me with the physic of the world, it tells me only if an action fails or not.
I can let describe to my players even the damage to the characters. I don't find anything of a board-game in WHFR.
To me a good game is a game that work without "the rule 0" or "the golden rule": as master, I want play, not constantly fixing the game.
Exactly thats basically what happens when you create a very defined rule system, no matter what you do there will always be occurance and constant fixes required. I mean when I played 4th edition D&D I had over 60 pages written of house rules, with 3rd edition WFRPG I don't bother bringing the rule book to the sessions cause I honestly never need it. Thats the sign of a good system, one that has so much self correction and fluidity you don't need a reference manual to run it. It flows naturally and its energy (what pushes it) is the story, not the rules and mechanics that govern the mechanical effects of being a blue eyed 200 year old Elf… ohh.. thats -1 dex ? Silly stuff and is so arbitary it might as well be random. I hate that kind of stuff, its a waste of space in a good RPG book.