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Review of Warhammer Fantasy Roleplay
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<blockquote data-quote="RyanD" data-source="post: 2492406" data-attributes="member: 3312"><p>I think what we may have reached is a point where a number of roads all join together in one place. From my perspective, we got to this point by following a clear set of directions. From yours, we got to the same point from a completely different set of instructions.</p><p></p><p>I am not a person who believes that 3e was "innovative" in its mechanics. 3e represented an effort to look at the way RPGs have developed over the past 25 years predating its design, and cherry pick the stuff that appeared to work the best, while re-writing those things to make them consistent, to reflect D&D's heritage, and to fill in a lot of gaps that the system had been ignoring for years. I suspect that lots of system partisans can point at their favorite game and say "see - D&D took this from my game!" because that's often true (especially when the feature was used in common by many different kinds of games and seemed to work well in many applications.)</p><p></p><p>If I started at WFRP(old), walked forward to 3E, then walked forward to WFRP(new), I would likely see a different continuum of development than if I started from a different vantage point. That is, my perception of the "road" would be shaped differently from just those data points than it is from my actual perception, which consists of dozens or hundreds of data points.</p><p></p><p>What I believe is that there was very little "direct" development done to D&D based on WFRP(old), although 3e may have some things in common with it due to osmosis. That is, the 3e designers did not sit down, dissect WFRP(old), figure out what they liked and didn't like about it, and then actively incoporate that work into the design of 3e.</p><p></p><p>I also believe that a process akin to that <em>was</em> used for WFRP(new) - I believe Chris Pramas knows what he likes, doesn't like, thinks works, thinks doesn't work, can be revised for simplicity, or discarded without major impact when it comes to D&D, and he used that knowledge to build WFRP from a blank sheet of paper to the product I'm holding in my hand right now.</p><p></p><p>I could be totally wrong. Chris may have the mental discipline to ignore the entire 3e experience, and all its related feedback & commentary, and he may have held in his head for twenty years how he'd do "Warhammer Fantasy Roleplay" if ever given a chance, and it is just coincidence that his pure vision of the WFRP and D&D 3e are substantially systemically similar and demonstrate a parallel design philosophy. It's 1:30am for us West Coasters, and Chris is almost certainly asleep. I suspect that by morning, he'll have made some comment of his own, and I can stop guessing and get the straight skinny right from the source.</p></blockquote><p></p>
[QUOTE="RyanD, post: 2492406, member: 3312"] I think what we may have reached is a point where a number of roads all join together in one place. From my perspective, we got to this point by following a clear set of directions. From yours, we got to the same point from a completely different set of instructions. I am not a person who believes that 3e was "innovative" in its mechanics. 3e represented an effort to look at the way RPGs have developed over the past 25 years predating its design, and cherry pick the stuff that appeared to work the best, while re-writing those things to make them consistent, to reflect D&D's heritage, and to fill in a lot of gaps that the system had been ignoring for years. I suspect that lots of system partisans can point at their favorite game and say "see - D&D took this from my game!" because that's often true (especially when the feature was used in common by many different kinds of games and seemed to work well in many applications.) If I started at WFRP(old), walked forward to 3E, then walked forward to WFRP(new), I would likely see a different continuum of development than if I started from a different vantage point. That is, my perception of the "road" would be shaped differently from just those data points than it is from my actual perception, which consists of dozens or hundreds of data points. What I believe is that there was very little "direct" development done to D&D based on WFRP(old), although 3e may have some things in common with it due to osmosis. That is, the 3e designers did not sit down, dissect WFRP(old), figure out what they liked and didn't like about it, and then actively incoporate that work into the design of 3e. I also believe that a process akin to that [i]was[/i] used for WFRP(new) - I believe Chris Pramas knows what he likes, doesn't like, thinks works, thinks doesn't work, can be revised for simplicity, or discarded without major impact when it comes to D&D, and he used that knowledge to build WFRP from a blank sheet of paper to the product I'm holding in my hand right now. I could be totally wrong. Chris may have the mental discipline to ignore the entire 3e experience, and all its related feedback & commentary, and he may have held in his head for twenty years how he'd do "Warhammer Fantasy Roleplay" if ever given a chance, and it is just coincidence that his pure vision of the WFRP and D&D 3e are substantially systemically similar and demonstrate a parallel design philosophy. It's 1:30am for us West Coasters, and Chris is almost certainly asleep. I suspect that by morning, he'll have made some comment of his own, and I can stop guessing and get the straight skinny right from the source. [/QUOTE]
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