One of the few RPGs I am dearly in love with is WFRP. It's an unmitigated disaster, quite naturally, a transitory product between old school D&D and modern games. The Old World setting, a d100, and some glue bind the system's pieces into a tangle of mechanics. It's a beautiful system nonetheless, capturing the grit of low-level D&D into a skill-based system, and so it pleases me.Cubicle 7 has picked up the license from FFG
, whose third edition disappointed the masses. Eagerly awaiting more news from Cubicle 7's publishing department, I have reflected on the original WFRP. What was the purpose? A grimmer fantasy wargame? A zero-to-mildly-heroic medieval adventuring simulator? The system straddles the loose, free-wheeling structure of the OSR with new school trappings, including metacurrency (Fate points), a skill system, and story-based XP.
This leaves me scratching my head: what is the game about? It has a strong identity underpinning the system (corruption, insanity, dark gods), but the mechanics are scattershot and ill-considered. In stark contrast, games set within the Warhammer 40,000 have a premise clearly set forth: investigation and extermination of potential threats to humanity.