Of interest to rules-lite RPG fans, this come directly from the Risus rules:
"The final shape and form of the game was inspired by Over the Edge, from Atlas Games."
The roots of Risus are very obvious in Over the Edge/WaRP. Characters have broad traits in much the same manner that characters in Risus have cliches and both games use a pool of six-sided dice. Unlike Risus, Over the Edge and WaRP make distinctions as to how "useful" a trait would be to an adventurer. OtE and WaRP also differentiate traits that can be operated at default levels vs. those that absolutely require special training or talents. Coming to Risus from Over the Edge, this was something that I struggled to unlearn and I spent months hacking Risus to get it to behave more like OtE.
Even though I have settled into the Risus way of looking at things, I do find the WaRP SRD to be packed with useful ideas:
- Experience Dice: I think it's kind of neat to award dice for experience and to be able to use them before they are cashed in for higher traits/cliches. The advancement system from WaRP could easily be ported directed to Risus.
- Signs: I like that each trait or flaw has to have an outward sign that could be visible to other characters. It's mostly for color but it definitely would help with characterization.
- The Unstoppable Six: A nice twist would be that even if a character fails a roll or loses a contest, any sixes rolled help to mitigate that failure in an unusual or surprising way.