Reading through the information on the new system for 3rd edition WFRP, I began to wonder if the system affects the “feel” of the game when you’re playing it.
For me the best systems are ones that are unobtrusive so you can get on with invoking whatever feel you want from a game without the mechanics getting in the way. I think the White Wolf games do this well, it is quite a simple system but you get a result and a idea of how successful you have been a move on without being bogged down with endless modifiers or referring to tables.
My kneejerk reaction to the 3rd edition was that the extra elements brought into the game, cards listing the actions, stance track, lots of different dice etc would intrude so far into the game that any feel of the setting would be lost. Having thought about and seen how the dice mechanic works I think the opposite may be true. You are going to know the dice you roll for most common actions, even more unusual ones you can quickly refer to yourself without having to look it up in the book or talk with another player out of character. You can change a couple of the dice out for your stance, the GM can throw you the difficulty dice and the misfortune dice for your action and you can get a result without checking out modifiers etc.
So basically I think that 3rd could well be less mechanically intrusive than 1st, (never played 2nd edition and the later supplements must have got a lot better from the following it has here, I gave up on it after the first two because they were so poor) what do others think?