Flexor the Mighty!
18/100 Strength!
I have run three or four adventures thus far. I'm still not sure about the game.
Unlike many others, I like the career system. For folks who run very long campaigns, like I used to for WFRP 1e and 2e, there is less of a ceiling for PCs.
I usually do not agree with CapnZapp, but the game does feel unnecessarily fiddly. Nowhere near third edition, which we did not like, but still, there is a lot to keep track of.
I have not given up on the system yet. I want to know it inside out before I run another session of it. I just have not been smooth GMing it yet.
Part of not embracing it yet is that my group is really enjoying D&D 5e. There is no push to jump into a new system right now.
I haven't dug though 1e/2e in a a while, but I know I'm going to use the Old World as it was in 1e, would that impact using 2e rules? I know they added in stuff about Wizard colleges and witch hunters going after hedge wizards but that fluff can be ignoredm anything else you think would cause issues? I guess are there any setting assumptions built into the classes I should worry about?