RyanD
Adventurer
Spell said:alright. but there are various factors here.
I think the quotes I'm going to make responses to are a great example of someone who wanted to be offended reading things into my review which were not there, and then misremembering them to build a logic chain to reach a pre-determined conclusion. As such, I think it is a good example of how inaccurate much of this negative criticism has been.
Let me respond in detail.
like the statement that warhammer is just another fantasy world with an added chaos element
I never made such a statement.
I did say: "The Warhammer Fantasy world is a variant of Europe."
Do you really want to argue with that conclusion?
I also wrote: "Warhammer Fantasy is a large, well loved, and richly detailed world"
or that the majority of it was derivative from another game system.
1) No matter how you slice it, WFRP(new) is a nearly total derivative of something. The only material indicated as wholly new by the designer is the magic system. It's either a derivative of D&D(new), WFRP(old) (it in turn an acknowleged derivative of D&D(old)), or a derivative of a basket of games produced in the years since WFRP(old) was developed. But I will not accept the whitewash argument that it's "not derivative". Or that calling it "derivative" was intended as an insult to anyone. Nobody involved with WFRP(new) could or would attempt to pass the work off as wholly original. Getting upset about the term "derivative" being used in the review is and was a smokescreen.
2) You may have an opinion about the extent to which WFRP(new) is derivative of D&D 3E, as do I. Neither of us has the ability to factually prove the point one way or the other. You can disagree with my opinion in a logical way and I'll be happy to entertain your logical argument. I hope that you would extend the same courtesy to me. You cannot however, simply state that I am wrong based on the facts, because there are no facts on which we can draw other than the written words in the book and the history of the people involved. I feel comfortable that I can respond effectively with evidence and game theory to support my conclusion that "The Warhammer Fantasy Roleplay game shares many similar design goals to D&D 3rd Edition, and uses a "basket" of mechanics and mechanical design choices that are clearly influenced by the design of D&D 3rd Edition." And so I stand by that statement in the review.
I did not change my review to remove the word "derivative" because I feel that that word was used inaccurately. I changed it because the word engendered enough negative reaction leading to a mis-interpretation of my opinion of the work to make changing the review worthwhile to ensure my actual opinion was being transmitted effectively.
if someone implies, as ryan did, that D&D left more space for character development
I wrote: "In a nutshell, this system allows a player to customize the PC by taking bits and pieces of various "classes" and accumulating them at a slow, but steady rate, incrementally. This is a very flexible approach to character generation and will result in a wide variety of character abilities and ability levels."
and
"The range of templates is wide and varied, from the mundane to the mystical. Clearly a lot of history and a lot of thought has gone into the preparation of the templates, and the result will be a fantasy world populated by a diverse cast of characters who are much more descriptively detailed than the generic characters that populate most D20 System worlds."
I'll just consider your argument on this point refuted and move on.
accusing the monster book to lack a treasure table, for example, misses the point of warhammer completely.
In my review I indicated that my problem with the product was that it abused the purchaser by delivering poor value for the money. It is encumbant on me, as a reveiewer, to provide some insight on how more value could have been provided, and I did so. I believe that "treasure tables" would, and will be, useful to the person using the book to run WFRP(new), and I stand by my suggestion that they'd be useful.
My opinion about the problem with the book is this:
"In a 128 page book, 5 pages are consumed with zero usable content of any kind (full page "art" that isn't art), the credits, index and "intro" consume 3 pages, 6 pages are 3/4 filled with art, and 1 pages self-references the "flavor" portion in "flavor text" - i.e. 11% of the book has no value to the purchaser."
Had less space been wasted elsewhere, I'd have been less critical of stuff like the credits page, or the ad on the last page as they are somewhat industry standard. Given the state of the whole work however, the waste of space including those pages was relevant to my review as to the value of the work.
What's your opinion of the value of the book based on its use of its page count? How does this book compare to other 128 page books? How does it compare to other products at a similar price point? Are you seriously going to argue that given the state of the industry and the contents of this book that you got fair value for your purchase?
If you want to argue with my review, argue with my stated opinion about the work, not some harmless suggestion on how to improve it - it's a suggestion for utility, not a dissertation on how WFRP is supposed to be played. Do you have suggestions on how to improve the work? That might be a fruitful conversation. Or do you think paying $30 for that book was "just right" and you'd advise others to feel the same way? That would be a useful data point to know as well.
In conclusion, I'd like to say that at GenCon I had a chance to congradulate the team at Games Workshop on the product line, and express my personal pleasure at the WFRP(new) book to them directly, and compliment them on the ENies they received. I was glad to hear that sales continue to be strong, and that the line has widespread appeal. I look forward to seeing many interesting works in the line in the future.
Ryan