Metus said:
I had a hard time thinking about why classes like a knight, a peasant, a fisherman, an assassin, etc, etc, would all group together in a party. It'd be possible, but it would break the verisimilitude for me. It felt - to me - like the extremes of D&D that I don't like, where you have a mind flayer paladin and a warforged samurai and whatever whatever.
That can be more of it's more difficult aspects, but then you often have to think of it another way. WHFRP doesn't have classes, it has careers, in that they are jobs the player has done, or is doing. As a result, it's often best to view them this way, and instead of these things being jobs that the characters leave behind to become these 'odd adventurers' it's their jobs that get them into adventures.
So, in the first instance, a Knight, a Peasant, a Fisherman and an Assassin wouldn't be adventuring together overly as I believe two of those are Advanced Careers - so it's more likely that the fisherman and the peasant would find themselves involved in some adventure with a poor Squire or an Outlaw (going from memory on Careers). Now it's not so bad....it's conceivable some mysterious happenings might pull them in. Again, it's like Call of Cthuhlhu, the job is something you're actually doing.
Now, sometime later, maybe two of the characters are an Assassin and a Knight, but you can bet by this point the Peasant is maybe an Outlaw Leader like Robin Hood and the Fisherman will have moved on as well. At this time, and due to past connections, one or a few of their careers might pull them into adventure again.
So, yeah WHRFP isn't perfect, but the career system often works to spur on interesting adventures, and it is the careers that pull people into adventure and take things in interesting directions - it is the Call of Cthuhlhu analogy againt though, just like in that game, your job is still part of the game and the adventures happen around it.
I say this because this aspect of it through me for a while.