- Has anyone had experience of teaching 3e and/or 2e to complete beginners. How did it go and kind of preparation did you do?
Yes, I've taught WFRP 3ed to complete beginners and the first thing I recomend is that you know the rules well before starting to teach. Players, and especially complete beginners, can get bored quickly if the game seems to complex or hard, the GM looking up rules all the time does not help.
Run a characteristic fantasy adventure, since you have fantasy fans in the group. You know your group best, but a heroic, short adventure (a few sessions long maybe) might do the trick. You know, super villain abducts a fancy lady and takes her to the fortress to be sacrificed and the players must act.
My teaching adventure was a group of dwarves making a journey to some mountains, fighting orcs and goblins to recover an artifact. Straightforward, fun and a lot of oppurtunity to use the rules when the players were traveling between places and going into taverns in the villages.
Do not focus heavily on the rules, but have them make skill checks often, just to learn the mechanics of the dice. Basically, if the players know how to roll and interpret skill checks, they need to know little more to enjoy the game initially.
- Does anyone perhaps have any other gaming systems to recommend ?
There are simpler systems out there. Depending on what you like Trail of Cthulhu has a great system which is easy and quick to learn but still very good. Most tasks your character has trained succeed automatically, and you only ever roll a single D6 at a time. It fits well with the Cthulhu universe and focuses on the players and their investigation (which will probably end with them dead, insane or both, much like in the warhammer world).
- Do you think that the learning curve is that much lower for 3e over 2e ? Do those weird-looking dice and cards really make that difference ? From my experience with D&D 4e, the detailed grid made things more complicated than simple. I dislike playing with grid unless I am playing with very experiend power-gamers, in which vcase it can be fun
So I am wondering how those weird WFRP3e standing cards work…
The cards work well. Focus on learning the game and to use the action cards. Action cards are great, the players see exactly what (combat) actions they can do, and all the rules for it are right in front of them. You can remove talents, party sheet, stress, fatigue, insanities etc. alltoghether in your first gaming sessions to make it light on the rules. It's easy to add new elements, so you can start off basic. Initially we played with very basic rules, then I started having a short "this is the new rule of today" before the session began, and then I'd use that rule a lot during the session so the players familiarized themselves with the new elements. The players I've taught have felt the action cards and the dice were a great help when learing the system. They have all felt they could enjoy and have fun almost right off the bat.
The dice are quite intuitive and easy to learn. In combination with the action cards it's quite easy to read if you succeeded/failed and so on.
The cards and character stand ups might also speak to their board gaming experience, but WFRP is very far from beeing a board game. It is a role playing game all the way to the core, but with bits and cards that enhance and aid the experience.
Lastly, ask the players if they want to create characters or if they want pre generated ones. Liber fanatica has several pre generated characters, so the players could basically say "I want to be a dwarf soldier" and you could just pick one from LF. Or if they want to create characters, have them create them together but be prepared to offer a selection of choices from whatever career they might want to play. The number of action cards you can pick from might be intimidating when you have not played the game and do not know the rules. Pick out a smaller selection of actions for them to choose from, or simply have them play with only basic actions at first.