First let me say that FFG has impressed me with their Warhammer Fantasy Role-playing 3.0 system. I absolutly love it and I imagine Its one of those games I will always want to run. But I like to shake things up, in particular when Im running a long campaign I find that maintaining it (as we game weekly) becomes increasingly difficult so I like to have some 1 shot adventures ready for weeks when Im just not prepared to run our main campaign.
Given my general love for WFRP 3.0, I thought about jumping onboard with some of the other FFG RPG's and Rogue Trader kind of caught my attention as my players tend to make independent characters who like to control their own destinies.
Couple of questions about the system here.
1. Is it more abstract or more simulationist?
2. Is it deadly or more forgiving?
3. Does the game pace well, another words, is it possible to run 1 shot adventures or is it really poised as a more campaign style game? I would be ok with episodic games, but I generally want to start and finish an adventure in the same evening when I run one shots because the time between adventures may be 1 week or it may be 2 months, so I don't want to have the players rejoin games in the middle of a story trying to remember what they where doing..
4. How hard is the system to learn and teach? One thing I noted about WFRP 3.0 is that it took me a good long time to get the rules down and educate my players.
Any answers are appriciated and I would be interested to hear opinions about aspects of the system you like or dislike in particular.