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Fantasy Flight Games’ new edition of Warhammer Fantasy Roleplay is a formidable-looking thing. Between this look at the game’s contents and this description of the pre-release demo scenario, I’m getting a little wary:

Be among the first to experience this revolutionary new storytelling system with the introductory adventure, “A Day Late, A Shilling Short,” designed to walk new players through everything they will need to know to play.

From what I’ve seen of the game’s design, and what little I know about its design goals, I believe this new edition will be fun to play but… will it be fun to learn? A walk “through everything you will need to know” doesn’t sound like, you know, a great adventure experience. It sounds like an orientation. It makes me wonder, just how much will I need to know to play?

More and more, I think part of the brilliance within D&D 4 is that it is very nearly as much fun to learn as it is to play. (Provided, I think, you have someone on hand who already knows how.) With a few uses of a few powers, you’re into the game and eager to experiment. That new character classes and monsters are fun to try out — instead of being onerous — is an example of this. Players, in my experience, are motivated to say “Let’s see what happens when I use this power” instead of saying “How do I use this power?”

For Warhammer Fantasy Roleplay 3, I’m wondering how much fun it will be to arrange and prepare all those components for play. I’m wondering if putting the machine together at the table will be as much fun as tooling around in it. Components can be great fun, though, so my curiosity remains high. (If nothing else, the game should be difficult to pirate.) I’m pretty confident that it’ll be fun to play. I’m wondering if it’ll be fun to learn.