I finally returned from GenCon after a very successful show, and am in the process of recovering from another incredibly exhausting, intense weekend.
First, I'd like to thank everyone that stopped by the booth to say hello or view the prototype, and all the folks who attended one of the seminars. I really enjoy getting to meet with fans, and WFRP fans are among the most dedicated, passionate gamers out there.
Next, I wanted to post just a few quick comments to clarify some information from GenCon and hopefully pre-answer other questions a few of you may have.
1) We did video tape the first seminar of the weekend, and I am working with the production crew to see the best way to make that information available to online fans who did not have an opportunity to attend.
2) There is no battle map, no game board, no hexes, and no grid.
3) Yes, during the seminars I did mention that this is a heroic roleplaying game. The twist that helps keep this Warhammer Fantasy is the fact that some of the characters know they are heroes (or like to believe they are) and rise to the occassion. Other characters have destiny forced down their throats and become de facto heroes simply by virtue of having the story focus on their actions. If you recall, the first edition of WFRP states on the back cover that "Players adopt the roles of valiant heroes in search of adventure..."
4) Yes, the game is still grim and gritty, and your characters can still die. With the way the new critical wounds work, players will have to keep a close eye on their characters' health. Sometimes, when your face is smashed, your knee shattered, and the blood is running into your eyes, discretion is the better part of valour.
5) I am writing a series of designer diaries to go into more detail on a variety of the features, mechanics, and innovations for the new edition. I will not be posting as frequently to the forums as some users may wish, because my energy and time are focused on product development and line management, but I will do my best to communicate important information and dispel inaccuracies -- via designer diaries, product updates, and so on.