Exactly!
What is new in that? Dice pools and unique dice have already appeared in indie RPGs.
Exactly!
What is new in that? Dice pools and unique dice have already appeared in indie RPGs.
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I'll ignore the fact that the market for WFRP 3e is probably substantially different from the market for indy RPGs, and therefore it probably is new to most of the target market.
Aside from that:
- The combination of action cards, custom dice and dice pools constructed from dice of different types is something I haven't seen before in a RPG (indy or otherwise)
- Stances and the stance meter is something I haven't seen before in a mainstream RPG
- The introduction of the party card and a real mechanic for party interaction is something I haven't seen before in a mainstream RPG
- The main unique/different elements of previous versions of WFRP - careers and the career advancement system and critical hits - are both present.
So I certainly see a lot of new and revolutionary things, both in terms of the components of the game and the actual systems behind those components.
Now I'll admit I don't know every indy RPG ever released (let alone every RPG ever released), so some may have one or more of the above features. When you consider all of the above in combination though, I don't see how anyone can honestly claim that WFRP 3e isn't new and revolutionary (regardless of whether you like the direction it's going in or not)!
Sure, there was a thing called a "stance" in ToB (as there is in 4e D&D as well). They're nothing like the stance mechanic in WFRP 3e though, which is a general character condition which applies to all rolls the character makes (social, non-combat, combat, etc).Stances are nothing new, either -- didn't ToB include them for D&D, even?
Any new RPG these days takes mechanics/elements/components from other games (be they other RPGs, board games, CCGs, CMGs, CRPGs or other). I think the last truly innovative thing I've seen was Dread using the Jenga tower - and that was borrowed wholecloth from the Jenga boardgame!You're probably correct that no single system has tried *all* that... I wouldn't claim my new RPG system was "revolutionary" if I took 90% of the mechanics/elements/components from a handful of different RPGs.
Sure, there was a thing called a "stance" in ToB (as there is in 4e D&D as well). They're nothing like the stance mechanic in WFRP 3e though, which is a general character condition which applies to all rolls the character makes (social, non-combat, combat, etc).
Any new RPG these days takes mechanics/elements/components from other games (be they other RPGs, board games, CCGs, CMGs, CRPGs or other). I think the last truly innovative thing I've seen was Dread using the Jenga tower - and that was borrowed wholecloth from the Jenga boardgame!
The revolution comes from how the system takes the various mechanics/elements/components and blends them together in new ways. And that looks to be exactly what WFRP 3e is doing.