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WFRP - THIRD Edition Announced from FFG
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<blockquote data-quote="RodneyThompson" data-source="post: 4889154" data-attributes="member: 3594"><p>Preface: I have not played WFRP before, but I do know some stuff about the setting.</p><p></p><p>OK, so, I'll admit, I'm intrigued by this. I think there are several absolutely fascinating ideas here, and as someone who's never played WFRP they have me hooked.</p><p></p><ol> <li data-xf-list-type="ol">Radically Different Components: I imagine this is what has a lot of people wigging out, but I'm interested to see if they can manage to radically alter the way information is presented, and yet still have the game play like an RPG. When you think about it, cards and tokens can convey the exact same kind of information as you would find on a traditional character sheet, it just lets you organize things a bit differently. I am excited to see whether or not they can break out of the traditional mode of thinking for how you present RPG information, while still maintaining the way an RPG plays.</li> <li data-xf-list-type="ol">Party-based Mechanics: Some of the preview material makes it look like you build characters, but you also build your party. I've always been fascinated by the idea of attaching mechanics to a whole party of heroes (really reinforcing the teamwork aspect of the RPG), providing special abilities and tactics based on your party makeup.</li> <li data-xf-list-type="ol">One Product for the Whole Gaming Group: From reading the preview material, it seems pretty clear that they are trying to sell this product not to a single player, but to a gaming group. If the box contains everything you need to play, the $99 price point makes a ton of sense. Your gaming group pitches in and buys it, or the GM buys it alone and shares, and it gives you everything everyone needs to play. That's a very different model, but one I could see as being more attractive for bringing in new players; if the players don't have to buy anything, but can play just as well, that could be appealing.</li> </ol><p></p><p>I'm not saying the game <em>will</em> be good, but I think it's going to be very, very interesting to see how the game looks. Then again, if it plays like a roleplaying game, I'm perfectly amiable to the idea of radically different components and sales models. I think diversity breeds more interesting design, across the entire industry.</p></blockquote><p></p>
[QUOTE="RodneyThompson, post: 4889154, member: 3594"] Preface: I have not played WFRP before, but I do know some stuff about the setting. OK, so, I'll admit, I'm intrigued by this. I think there are several absolutely fascinating ideas here, and as someone who's never played WFRP they have me hooked. [LIST=1] [*]Radically Different Components: I imagine this is what has a lot of people wigging out, but I'm interested to see if they can manage to radically alter the way information is presented, and yet still have the game play like an RPG. When you think about it, cards and tokens can convey the exact same kind of information as you would find on a traditional character sheet, it just lets you organize things a bit differently. I am excited to see whether or not they can break out of the traditional mode of thinking for how you present RPG information, while still maintaining the way an RPG plays. [*]Party-based Mechanics: Some of the preview material makes it look like you build characters, but you also build your party. I've always been fascinated by the idea of attaching mechanics to a whole party of heroes (really reinforcing the teamwork aspect of the RPG), providing special abilities and tactics based on your party makeup. [*]One Product for the Whole Gaming Group: From reading the preview material, it seems pretty clear that they are trying to sell this product not to a single player, but to a gaming group. If the box contains everything you need to play, the $99 price point makes a ton of sense. Your gaming group pitches in and buys it, or the GM buys it alone and shares, and it gives you everything everyone needs to play. That's a very different model, but one I could see as being more attractive for bringing in new players; if the players don't have to buy anything, but can play just as well, that could be appealing. [/LIST] I'm not saying the game [i]will[/i] be good, but I think it's going to be very, very interesting to see how the game looks. Then again, if it plays like a roleplaying game, I'm perfectly amiable to the idea of radically different components and sales models. I think diversity breeds more interesting design, across the entire industry. [/QUOTE]
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