The strength of
Warhammer Fantasy Roleplay, in my humble opinion, never were rules, but rather its universe and its
scenarii: a caustic and mature low fantasy Role-playing game set in a Renaissance-like era Germanic coherent, credible and complex world, where most of inhabitants where unaware of the threat crouch beneath their feet and where the main threat on the Empire wasn't monsters, orcs, dragons, but men's weak morality and ethic:
Homo homini ergo illi eiuspse lupus... And strange urban investigation adventures rather than the, then quite common, heroic dungeons crawls. A Cthulhu in the Renaissance, with more violence, more irony and more social contestation. The idea to tied
Death on the Reik with fluvial trade show how designers wanted to make this universe look real, and how some down to earth aspects might be very good occasion for roleplay!
It seem that this recipe for a good fantasy role playing game wasn't exactly the recipe for a good selling fantasy battle miniature game, especially when the target of those miniature became teenagers. The two game universe diverged and I feel that
1. most of the Fantasy Battle stuff isn't much useful for the Fantasy Role playing game.
2. that most attempts to conciliate the divergent universes tended to weaken the strengths of
Warhammer Fantasy Roleplay 3. that while rules were certainly better in the 2nd edition than in the 1st, most of the publications of the 2nd edition were bland context supplements (something that is somewhat easy to do, especially when it is done with a lot of padding, like I feel it was for the 2nd ed.) rather than good
scenarii combined with useful related context (something that is more difficult to do).
We can read again the notice of intent of the original role playing game...
and wonder what has change since, for better or for worse...
