Details, man. We'll need DETAILS.
It was really interesting. Just like D&D 4e, WHFRP 3e has made the
party the smallest unit of battle. However, while D&D kept most of the implications of this implicit, WHFRP 3e makes them explicit. It's a similar mechanical effect overall, in that it's your party's composition which determines (in part) your personal options & effectiveness, but it's a very different feel.
You choose a card for your party, which tells you what kind of group you are. This is awesome, because it eliminates a ton of potential interplayer conflicts: it turns out we were all leg-breaking ruffians, for example, so the range of our mutually acceptable activities was pretty well defined. Should we steal from our client? In D&D, that's a question every party member must consider individually, and the Paladin might not agree with the Thief. But we were all leg-breaking ruffians: petty theft was
not beneath us -- it was right at our level, just within our arm's reach, if you take my meaning, guv'na.
The problem with a mini-game like this is that unless it is made to conform to "a changing dynamic is a good dynamic" philosphy, it'll actually stifle roleplaying.
If an unstressed rock-solid group is the most advantageous, then player groups will have incentive to become a rock-solid group with no inter-personal drama or conflict.
I dunno about this. What happened in our group is that we were all much more prone to say "yes" to each other as players, unless we had a very compelling reason to disagree, and the few times that such a thing came up, it was resolved very quickly.
The party stress meter sped up everything, and it felt like we had about as much RP'ing as usual. This is surprising: usually when it's our first session playing an unfamiliar game, we spend
less time RP'ing. I suspect the party stress meter would be of great benefit to us if we used it more regularly -- both in terms of speeding up play, and of allowing each other to RP more. "Yes" is a good place to be.
PHB 2 for 3E has a whole chapter on group "mechanics", including teamwork feats.
IMHO teamwork feats are metagame signaling. They're the party's way of saying to the DM: "HEY LOOK, WE ARE ALL VERY GOOD AT STEALTH!", which means they'd rather like some chances to be stealthy.
WFRPG 3E's group sheet works like an evolved version of the PHB2 advice & teamwork feats. Characters can "donate" cards to the group sheet from their character sheet, allowing everyone in the group access to the donated power. The group sheet also tracks fate tokens, which gets turned into rerolls/XP for the group when it reaches a certain critical mass. I believe characters can even donate rerolls to the group for others to use.
From what I've read, the stress-o-meter is intended to unify the group and keep it on-task. Characters suffer fatigue and stress if they let inter-party conflict get out of control (there's no mechanics, the game master decides when something occurs that "stresses" the group, so it looks like a tool for the game master to enforce player-player cooperation).
Just the idea that it could be used as such was sufficient threat for my group. We got along swimmingly.
My experience with it is limited, so my ability to answer questions is limited, but feel free to ask anything specific.
Cheers, -- N