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WFRPG 3E: How's It Working out for You?
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<blockquote data-quote="Iron Sky" data-source="post: 5438566" data-attributes="member: 60965"><p>My roommate bought 3e on a whim a month-or-so after it came out. He converted a bit of The Enemy Within over to it and we got going, playing one session and never playing it again. Here's our impressions of it:</p><p></p><p>+Dice system. I thought it was neat how it all fit together and thought it would be fun to interpret each roll as a DM. I'm a big fan of creating interesting description from random input (like my Story Hour <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />) so it is perfect for me.</p><p>-It was annoying that there were no duplicates of classes or most of the cards. What if two people want to advance into the same career? What if two players want to take Improved Dodge? Passing the card back-and-forth could be a possibility I suppose, but what if you have recharge chits on it or whatever?</p><p>+The classes themselves seemed pretty neat and fairly varied.</p><p>-Only three players out of the box. We only had three of us when we were played it, but what if there had been five? "Just go down to the gaming store and spent $ on a box to store your dude" doesn't cut it for our group. Also, what if I had liked it so much <em>I </em>had wanted to run a campaign at the same time - or even just a pickup game?</p><p>+Combat was quick and pretty deadly, though not nearly as much as 2e. We picked it up pretty quick and enjoyed it.</p><p>-Not enough puzzle-piece counters. After putting together a few stance bars and a DM tracking bar or two, we were pretty much out. I had tons of ideas floating around in my head with things I could use those to track as a DM and seeing our DM run out of them so quickly was disappointing.</p><p></p><p>Summary: </p><p>*4e fulfills our power-card-using, tactical combat desires, 3e WFRPG found itself a product without an available niche in our group. </p><p>*If this game had been less "bit and card" dependent, we probably would have liked it more.</p><p>*We loved how brutal 2e WF was, how fast the character generation was, and how little you needed to play it. We'd play 2e as our fast-and-furious, grim-as-hell, narrative combat alternative to 4e's deliberate, balanced, tactical crunchiness. 3e was a step away from what we liked so much about 2e.</p><p>*I dig the dice system and how the power cards interact with them. As an amateur game designer, game mechanics intrigue me and these were cool.</p><p></p><p>Maybe some day we'll dust off the box, try it again, and see if our impressions have changed for the better since we first played it.</p><p></p><p>Then again, maybe we won't.</p></blockquote><p></p>
[QUOTE="Iron Sky, post: 5438566, member: 60965"] My roommate bought 3e on a whim a month-or-so after it came out. He converted a bit of The Enemy Within over to it and we got going, playing one session and never playing it again. Here's our impressions of it: +Dice system. I thought it was neat how it all fit together and thought it would be fun to interpret each roll as a DM. I'm a big fan of creating interesting description from random input (like my Story Hour :p) so it is perfect for me. -It was annoying that there were no duplicates of classes or most of the cards. What if two people want to advance into the same career? What if two players want to take Improved Dodge? Passing the card back-and-forth could be a possibility I suppose, but what if you have recharge chits on it or whatever? +The classes themselves seemed pretty neat and fairly varied. -Only three players out of the box. We only had three of us when we were played it, but what if there had been five? "Just go down to the gaming store and spent $ on a box to store your dude" doesn't cut it for our group. Also, what if I had liked it so much [I]I [/I]had wanted to run a campaign at the same time - or even just a pickup game? +Combat was quick and pretty deadly, though not nearly as much as 2e. We picked it up pretty quick and enjoyed it. -Not enough puzzle-piece counters. After putting together a few stance bars and a DM tracking bar or two, we were pretty much out. I had tons of ideas floating around in my head with things I could use those to track as a DM and seeing our DM run out of them so quickly was disappointing. Summary: *4e fulfills our power-card-using, tactical combat desires, 3e WFRPG found itself a product without an available niche in our group. *If this game had been less "bit and card" dependent, we probably would have liked it more. *We loved how brutal 2e WF was, how fast the character generation was, and how little you needed to play it. We'd play 2e as our fast-and-furious, grim-as-hell, narrative combat alternative to 4e's deliberate, balanced, tactical crunchiness. 3e was a step away from what we liked so much about 2e. *I dig the dice system and how the power cards interact with them. As an amateur game designer, game mechanics intrigue me and these were cool. Maybe some day we'll dust off the box, try it again, and see if our impressions have changed for the better since we first played it. Then again, maybe we won't. [/QUOTE]
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