I'd imagine that the topic heading is rather self-explanatory, but I was hopng that someone could give me some direction as to how the new version plays compared to the old. I should point out that I'm not a roleplayer really, but I do have a copy of the original (1986?) edition which I got for a fiver several years ago.
Looking at that book, I thought that a) it seemed a little over-complicated, and that there was too much which depended upon rolling dice, rather than simply allowing the game to flow, alongside a somewhat slow combat system; that b) the system as a whole was a little unforgiving on new players (people with new characters as opposed to complete beginners, although a lack of fantasy knowledge could lead them to do something silly like charge a Minotaur with a Halfling), and the chances of sustaining damage could lead to the players getting a little bored with half-functioning characters (I know, I know, the spirit of RPG'ing is to deal with what you have, but I'd rather not see everyody severely hamstrung and RPG'ing a fantasy retirement home rather than charging around a dungeon); and that c) the timeframing and post-adventure stuff seems a bit overwrought.
Does anybody have experience with new WFRP, and would they recommend it based upon what I've said above. I realise that I have a bit of a wargamers' mentality, but amongst the people who I'll be gaming with in Uni when we're all back there's only on gamer (apart from myself), and we're the only ones who are really in sci-fi and fantasy to boot.
Sump-Dog Hennessey, Human Pit Slave: Level 9
"Razor-toothed Reptilid misses you!"And I miss Razor-toothed Reptilid!