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Post by Darko on Mar 24, 2014 14:19:22 GMT
Created this for discussing how a game like this would best work.
It's Rogue Trader-esque in the fact that you have a starship and form the upper echelons of the crew. However you are pirates, heretics or renegades or xenos etc - general enemies of the Imperium (and possibly each other).
Now, this can either be done as a Play by Forum (PbF) game using rules from all over the place out of different FFG40k rulebooks (I have a hidden thread written up detailing how this would work and the amount of XP required to balance each character out and so forth), which creates a very fun mix I think. I'm a big fan of using the rules, even though it takes a bit more time and effort.
The other option is to scrap the rules and just have people using whatever characters (as above) and play it old school. This does however mean everything is more difficult to gauge, especially the power between different characters (as I have no doubt there will be a huge variety, from Chaos Space Marines to ex guard to Kroot mercs).
In either case it'll all be about posting freely. It's just that in the first case there are structured rules and I roll dice in the background to determine the results of complex actions or combat and in the second case I don't make rolls, I'll just flat out decide the result.
Please discuss, I'm quite eager to run a game like this, doubly so a PbF as it'd be the first attempt at doing such a game here, and I'm highly interested to see how viable it is.
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Post by Scrazz' on Mar 24, 2014 21:02:07 GMT
Very interested. Though I'm leaning more to the old school RPing. With some of your new tricks mixed in.
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Post by Darko on Mar 24, 2014 21:04:53 GMT
Understandable, those who aren't familiar with the 40k roleplaying systems would have a measure of difficulty getting involved if we went with the first option. Although there's no way to really simplify them or make a 'hybrid' system really.
Thanks for the input!
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Post by Warork on Mar 25, 2014 5:56:57 GMT
I can't determine myself which method would make players feel more invested and hence more likely to stay with the game. If that specific advantage could be pointed out for either method then I'd gladly vote for that. Regardless of method, however, I do like the concept. Reminds me of the Iron Warriors short stories that McNeil wrote when Honsou was gathering lots of rag tag groups under his own banner. Really showed that you don't have to be chaos aligned to mount a crusade against the Imperium.
Ideas are forming, I shall have my kroot kindred eventually!
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coolyo294
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Slayer of Demons
Posts: 1,169
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Post by coolyo294 on Mar 25, 2014 6:15:18 GMT
No ruleset would allow much greater character diversity, so I go with that.
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Post by Darko on Mar 25, 2014 12:15:06 GMT
I can't determine myself which method would make players feel more invested and hence more likely to stay with the game. If that specific advantage could be pointed out for either method then I'd gladly vote for that. Regardless of method, however, I do like the concept. Reminds me of the Iron Warriors short stories that McNeil wrote when Honsou was gathering lots of rag tag groups under his own banner. Really showed that you don't have to be chaos aligned to mount a crusade against the Imperium. Ideas are forming, I shall have my kroot kindred eventually! Exactly. Pirates in 40k are pretty badass, Honsou and Huron Blackheart attest to that. As for the advantages of each one.. Well, the normal way is tried and true, it's fully narrative-driven and whatnot. The rules version lessens that to an extent, but it does also provide a physical (sheet) representation of your character and their abilities as well as makes the setting feel more alive, to an extent. I mean, in both, the GM controls the world as everyone knows but in the second there's always good old fashioned random chance. No ruleset would allow much greater character diversity, so I go with that. True, although the list of classes I thought most appropriate is as follows: So it is quite diverse, but I also understand a lot of people don't want to use the rules. Merely posting for comparison, get a general idea of what's there to be used.
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Post by Darko on Mar 26, 2014 0:03:34 GMT
So I've had a few thoughts with regard to using the rules.
To address a potential lack of character diversity, here are a few things that could be done: - any class/race not listed can be custom created by conferring with me - possibly remove equal XP levels if for some reason everyone thought it would be good to have different characters with totally different power levels. Of course this is more in favour of doing it the regular way without rulesbut it isn't an impossible option.
Just food for thought I suppose.
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Post by Darko on Mar 26, 2014 0:13:36 GMT
Very interested. Though I'm leaning more to the old school RPing. With some of your new tricks mixed in. Heinously triple postinf as editing is very tedious on my phone. Just had a think, a cut-down set of rules could work quite well, removing skills and talents and traits, keeping stats and letting people spend points to determine their characteristics, allowing custom-tailored characters and utilising the rules to an extent. I'd also use other rules like starship things and vehicles and whatnot. As for skills and stuff, whether a character wouod be able to do a certain kind of action properly is entirely up to their demeanor and the skills their creator believes they would possess, allowing for a fluid system entirely based on characteristic rolls with nodifiers depending on how good or bad or easy or difficult a test is, and nothing else. Just throwing out this as a third option as it is feasible.
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Post by Warork on Mar 26, 2014 7:15:39 GMT
While I get the appeal of the third option, it basically means 90% of the XP points given to characters would be void given that most times a player spends all of that XP on talents, traits, advances, and skills that will no longer be objective parts of the game, instead being subjective to the player's writing process like most text based RPs.
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Post by Darko on Mar 26, 2014 15:25:11 GMT
While I get the appeal of the third option, it basically means 90% of the XP points given to characters would be void given that most times a player spends all of that XP on talents, traits, advances, and skills that will no longer be objective parts of the game, instead being subjective to the player's writing process like most text based RPs. Which is the compromise. It's not my favourite option, one or the other ideally, but it is an option. Honestly, going to need more people to weigh in here to reach any sort of consensus I think.
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