I've been playing Warhammer Fantasy Roleplay since the tender age of twelve. The thing I loved most about it was the grim, low-fantasy setting, devoid of wizards ****ting lightning and dragons or undead around every bloody corner. The game had this unique quality of entrenching the fantastical in a believable world, placing it in the genre called "magical realism" in literature. I was sad to see GW drop WFRP, and even sadder to witness the growing gap between WFRP and WFB. The latter was steadily moving towards a more high-fantasy setting which appealed to an ever younger audience. Just look at the differences between Shadow of the Horned Rat, Dark Omen and Mark of Chaos and the decline becomes apparent.
I was very skeptical when I first heard about Warhammer Online, back in 2003. However, after learning what Climax, the then-developer was trying to achieve my skepticism turned into enthusiasm. Not only did they draw most of their inspiration from WFRP, they also tried to dispose of the gamey idiosyncrasies which had become the hallmark of MMORPGs. No monster conning (if it's big, it's also dangerous), a careersystem a la WFRP instead of classes, more emphasis on skills rather than equipment, PvP based on profession, large scale battles... It sounded too good to be true and alas, it was. GW canned the project and later sold it to EA because they were chums with Mark Jacobs, the CEO.
If I sound like a jaded old man it's because I am. Just read this 2003 interview with Robin Dews and compare it to the current features and feel of WAR. http://rpgvault.ign.com/articles/401/401123p1.html