Hmm. As a huge fan of WFRP 3E thus far, I have to say I'm kind of underwhelmed by this release. With the game lacking so many things - magic, more baddies, more careers, horses(?!) - I really don't feel the need for a GM screen and some extra stands. Oh, and a book that the Tome of Adventure already kind of covers.
I still might get it, because I love the direction this game is going, and I've been impressed with everything thus far. I just feel like a more fruitful product could have been focused on, given where we stand currently.
Yep I kind of agree, but it's a classic release type for a newly released RPG ain't it.
This one does at least seem to have some more relevant rules and stuff than most GM screen packs.
The screen and tokens are almost perpherial this time, for me at least, compared to the nemesis rules. I just hope they live up to expectation, and aren't some poorly devised, barely useful concepts, added simply to try and pad out the screen pack (seen that in many many other GM screen packs).
I do like the current rule set FFG have devised for NPCs though, it offers up a lot of freedom and options, that with a bit of tweaking I am eager to use (I'm having the A/C/E pot per NPC not NPC type and still considering ignoring the "action on cooldown on cool down for everyone" rule too. Im certainly ignoring that for active defences...). If the nemesis rules add sufficiently to that, I'll be happy enough.
Bit concerned that the organisation sheets will be a bit pointless if you tweak the rules (changing how A/C/E is tracked for instance), but I'm willing to wait and see, for now.