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What next for 40K RPG?


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#21 MajorWesJanson

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Posted 11 May 2013 - 06:54 PM

Shadow Walker said:

Yeah, Ork rpg would be lot of fun. This alongside second edition of Deathwatch could renew my interests in wh40k. I would like to also see Horus Heresy and Titanicus rpgs.

 

Titans in a Mechwarrior/Mech Commander style system would be a lot of fun, actually.



#22 Plushy

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Posted 12 May 2013 - 03:44 PM

Here's hoping for an Eldar or Tau game.

That said, I'd love to see some official work on transitioning Dark Heresy/Rogue Trader/Deathwatch characters to the newer rules.


My apologies to anyone I offend; FFG staff, playtesters, and forum users alike. 

 

Please check out my Dark Heresy to Only War conversion! You can find it on the main Only War forum. I'm always looking for more people to playtest it!


#23 H.B.M.C.

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Posted 12 May 2013 - 04:07 PM

Can't say I'd be interested in a Tau or Eldar RPG. I'd prefer aliens to stay as "alien" as possible. Of course, I wouldn't say no to a rocking Ork RPG. reir

BYE



#24 Plushy

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Posted 12 May 2013 - 09:34 PM

H.B.M.C. said:

Can't say I'd be interested in a Tau or Eldar RPG. I'd prefer aliens to stay as "alien" as possible. Of course, I wouldn't say no to a rocking Ork RPG. reir

BYE

We've got rules for a Nob of sorts, a Mekboy, a Kommando, and a Weirdboy. The armory is all you could want. It's pretty much all there.

I intend to run an all-Ork game sometime soon.


My apologies to anyone I offend; FFG staff, playtesters, and forum users alike. 

 

Please check out my Dark Heresy to Only War conversion! You can find it on the main Only War forum. I'm always looking for more people to playtest it!


#25 psibreaker

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Posted 13 May 2013 - 04:51 AM

Plushy said:

We've got rules for a Nob of sorts, a Mekboy, a Kommando, and a Weirdboy. The armory is all you could want. It's pretty much all there.

 

I intend to run an all-Ork game sometime soon.

 



Great stuff. I hope to in the not-too-distant future, but I'd love to hear how your game goes.

On that note it does seem an idea that a few people have been running with already:

http://www.giantitp....ad.php?t=267811

 



#26 Malachai

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Posted 13 May 2013 - 07:33 AM

Tom Cruise said:

I'd like a second edition of the system, myself. One centralised core book with up to date, standardised rules, with DH, OW, BC etc released as supplements for that system. The same approach the World of Darkness games use. It'd increase inter-compatability a ton, and mean any ruleset updates effect ALL of the systems.



This is exactly what i want for exactly the same reasons.



#27 Kerdied

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Posted 17 May 2013 - 05:30 AM

A Tau RPG would be soo cool!

The Tau is, in my opinion, the most "playable" alien races of Warhammer 40.000 with the Eldar being a second distant option.

One thing that makes the Tau the most playable is their empire is a myriad of races - even humans (Gue'Vasa), not just Tau, so this gives more options to players. And they are not "overpower" like the Eldar.

But an Ork RPG would be good too!

Specially if the setting is dark humorous - like the Orks!



#28 FreezeZ

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Posted 17 May 2013 - 05:46 AM

There are afew problems wth Tau…they are only in one part of the galaxy, we don,t have much lore about their normal life and about their society. Yeah we know that they have cast system but nothing more. Also their cast sytem would be a problem for GMs and players because of restrictions and limitations which are result of casts.

In my opinion the best alien race for RPG is Eldar. We know many things about their society, their common life and their habits. Also you can find Eldar i whole galaxy and they are free to change paths, to move from world to world. I think that Eldar gives you more options than any other alien race in WH40k.



#29 AtoMaki

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Posted 17 May 2013 - 05:57 AM

FreezeZ said:

There are afew problems wth Tau…they are only in one part of the galaxy, we don,t have much lore about their normal life and about their society. Yeah we know that they have cast system but nothing more. Also their cast sytem would be a problem for GMs and players because of restrictions and limitations which are result of casts.

The new Tau codex has lots of new fluffy stuff in it, including the living conditions of the average Tau.  Also, castes would be easy, because caste = careeer path and that's it. So the Fire Caste Tau is the combat class, the Earth Caste Tau is the engineer class, the Water Caste Tau is the social class, the Air Caste Tau is the pilot class and the Ethereal Caste Tau is the leader class. Have three specializations per caste (for example, a Fire Caste Tau can pick Fire Warrior/DPS, Pathfinder/Stealth and Firesight/sniper) and there you go, you have everything you need to define your Tau as far as career goes. 



#30 FreezeZ

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Posted 17 May 2013 - 06:31 AM

But are they able to change them? Are they able to learn things outside their caste? I haven't read new codex yet so maybe there is something about their society but this is codex…i dont believe that there is enough fluff about their life to play RPG. Also how would you combine PCs from many castes? Ok, some sort of diplomatic mission( few guys from fire for protection, one from air, few from water and maybe from earth), securing important resources but you will have problem to make a group from different castes which will be working together  from mission to mission.



#31 AtoMaki

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Posted 17 May 2013 - 06:39 AM

FreezeZ said:

But are they able to change them? Are they able to learn things outside their caste? I haven't read new codex yet so maybe there is something about their society but this is codex…i dont believe that there is enough fluff about their life to play RPG. Also how would you combine PCs from many castes? Ok, some sort of diplomatic mission( few guys from fire for protection, one from air, few from water and maybe from earth), securing important resources but you will have problem to make a group from different castes which will be working together  from mission to mission.

No they can't change them at all, but it is an overarching theme in the FFG 40k RPGs, so it is fine. Also, the new codex puts heavy emphasis on cooperation between castes. For example, conquering a new planet is a complex multi-phase operation that involves all the castes. Rememeber that the  biggest thing with the Tau is "working together for the Greater Good". And the party would do exactly this, so they are 500% fluffy. 

Also, there is a new book from Black Library, Shadowsun, that is 100% Tau centric and has a lot of fluff in it. 



#32 Dulahan

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Posted 18 May 2013 - 09:11 AM

Honestly, at this point I'm not really expecting another new game.  We're barely getting releases for the existing ones compared to a couple years ago.  And even those are coming out further and further apart.

 

Honestly, I'm almost more afraid that "What's next" for 40k RPGs is FFG losing the license back to GW.  Whether not being able to afford renewing it, or deciding they've done what hey can.

 

Heck, even Only War started out as a Sourcebook, that exploded into its own game.    So I think if there was a new game, it probably would have had some light shed by now.



#33 BaronIveagh

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Posted 18 May 2013 - 10:36 AM

I'm not really expecting anything new either.  FFG seem to be letting the 40k line slide.  Then again, with Games Workship seemingly desperate for revenue, I'm surprised they have not made a play for preminant RPG rights.



#34 Adeptus-B

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Posted 19 May 2013 - 10:00 AM

BaronIveagh said:

…Then again, with Games Workship seemingly desperate for revenue, I'm surprised they have not made a play for preminant RPG rights.

GW put out the first edition of Dark Heresy themselves, and decided that it wasn't profitable enough for them to keep it 'in-house' (despite huge pre-order sales), so I don't see them trying to 'get it back'. The liscence to FFG seems to be a no-lose situaton for GW in my opinion: it helps keep fans interested in the 40Kverse, and it drives at least some miniature and Black Library sales (I doubt I'm the only one who has bought minis that I wouldn't otherwise get to use in the rpgs), at no cost to GW. Why would they want to screw that up?



#35 Baradiel

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Posted 19 May 2013 - 02:44 PM

I love the Aptitude dynamic introduced in Only War.  I think that is a great way to handle Careers/Specialties/Archtypes in the future.  I also really dig the regiment creation system, and I wish they would have done something similar from the get go for Chapter creation for Deathwatch.



#36 Dulahan

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Posted 20 May 2013 - 02:32 PM

Really for  me, short of an Eldar game…  Well, or a Horus Heresy one,* I think my most wanted book next is one that 'updates' all the existing games to this sort of system.  Ideally just a single corebook of updates, VERY dense, no real fluff, just chapters on how to translate each existing core book to the current OW style rules.

 

That being unlikely, a Horus Heresy one that used Only War style rules and had ways for both Space Marines and others?  Yeah, that would be perfect!



#37 Lynata

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Posted 21 May 2013 - 01:00 AM

Dulahan said:

That being unlikely, a Horus Heresy one that used Only War style rules and had ways for both Space Marines and others?  Yeah, that would be perfect!

Given how both the HH novels as well as previous attempts to mix Astartes characters with other people in FFG's 40k RPGs worked out, do you really think that such a game would truly be fun to play for everyone? I mean, people who would opt to play a human would basically be pushed into the role of "supporting cast".

Most fans craving for a HH RPG (and I do agree that it'd likely be a lot) would probably like it to stick to the vision propagated by the popular novel series, meaning a Deathwatch-style epic experience focused on how great the Space Marines are, complete with that ton of special rules that throw bonuses at Marine PCs like there's no tomorrow. I'm not sure normal people have any place in such a game other than to serve as extras. Black Crusade was already pushing it, but there some classes at least had the option to stand out thanks to their psychic powers, special influence, or the ability to have mighty daemons and CSM's as NPC minions. A Heresy RPG, on the other hand, would take place at a time where Marines run the entire Great Crusade, and I don't think summoning daemons would be an option to counteract that immense gap that has been introduced with the previous games either. Sure, in theory they could close that gap again, but that would surely go against expectations of a great many fans as well as the narrative produced in the HH novels.

And given the previous games, I have also come to be rather sceptical regarding any RPG from this studio that brings Astartes and normal humans together. For a long time I used to hope otherwise (I'm a big fan of the "one rulebook for all" idea), but I've come to believe that under the circumstances it may truly be better to keep them segregated into different games. It simply comes down to people having to decide whether they want Marines to be that awesome that they put everyone and everything else into their shadow, or whether they'd like a game where they can actually fight side by side with non-Marine combat characters (as may happen in some novels or Codex fluff) and have the latter still enjoy things. It's one or the other, but not both.

Granted, designwise many of the perks that make it difficult to reconcile both types of characters come down to the underlying system (I'm looking at you, Unnatural Stats and combat rules), but the studio already had the chance to address these in the past and produce something more intercompatible like GW's Inquisitor game, but aside for slightly toning it down for BC they really didn't. I don't see why that would change now. It quite simply seems to be a matter of one's interpretation and personal preferences, but the abovementioned limitations apply.


current 40k RPG character: Captain Elias, Celestial Lions Tactical Marine   
previous characters: Comrade-Trooper Dasha Malenko (1207th Valhallan Ice Warriors), Sister Elana (Order of the Sacred Rose), Leftenant Darion Baylesworth (Rogue Trader frigate Artemisia)

#38 AtoMaki

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Posted 21 May 2013 - 01:08 AM

Lynata said:

Given how both the HH novels as well as previous attempts to mix Astartes characters with other people in FFG's 40k RPGs worked out, do you really think that such a game would truly be fun to play for everyone? I mean, people who would opt to play a human would basically be pushed into the role of "supporting cast".

Oh no! You could safely advance in areas other than combat with your average human! Specifically non-combat support classes would have a reason to exist! What an outrage!



#39 Kharol

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Posted 21 May 2013 - 03:52 AM

AtoMaki said:

Lynata said:

 

Given how both the HH novels as well as previous attempts to mix Astartes characters with other people in FFG's 40k RPGs worked out, do you really think that such a game would truly be fun to play for everyone? I mean, people who would opt to play a human would basically be pushed into the role of "supporting cast".

 

 

Oh no! You could safely advance in areas other than combat with your average human! Specifically non-combat support classes would have a reason to exist! What an outrage!

 

Well, it seems fair to say that anywhere from one to two thirds of every session in a 40K campaign is going to consist of combat.  Even if you just have one fight in the whole session, the granularity of the combat system means that it's necessarily going to be time consuming.  Knowing this, very few players are going to voluntarily abstain from one to two thirds of the session just to have the opportunity to participate meaningfully in the remainder of the session.  This is why it seems silly to me to reserve valuable or even crucial skills to non-combat-exclusive classes: either someone sits out most of every session just so they can make the necessary Tech-Use/Medicae/Lore roll to move the story forward, or the party consists of muscle-headed lunks inept at even basic non-physical tasks. And the non-combat skill rolls never have the same level of engagement that combat does: it's either a single binary roll, or a series of rolls where any one failure is a total failure.

 

I think Only War really did it right in this regard.  Since everyone has respectable combat ability, everyone can comfortably focus on non-combat development knowing that they will be able to participate meaningfully in both combat and non-combat encounters.  If FFG was going to develop a Horus Heresy game line, it seems reasonable to limit the scope to Space Marines given that they are the primary movers and shakers in the time period, and they have a very reasonable balance between combat and non-combat ability.

 



#40 Lynata

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Posted 21 May 2013 - 05:31 AM

Exactly my thoughts. Combat-focused Space Marines next to social-focused humans? In the midst of the Great Crusade?

I guess it might work if you specifically let each player roll up two characters, one for the battle and one for the social sessions. I know some groups have combined their Dark Heresy campaigns with the Deathwatch book in this fashion. But for a new release, what's the point? May as well limit it to those classes that actually get things done in that narrative.

If you intermix them, you will just end up with your game evening having "Marine phases" and "normal guy phases", kind of like in the older Shadowrun editions where the Matrix still was its own dimension and hacking basically meant the rest of the team could lean back, but probably even worse as it'd happen more often. And in Shadowrun at least the decker was still useful elsewhere.


current 40k RPG character: Captain Elias, Celestial Lions Tactical Marine   
previous characters: Comrade-Trooper Dasha Malenko (1207th Valhallan Ice Warriors), Sister Elana (Order of the Sacred Rose), Leftenant Darion Baylesworth (Rogue Trader frigate Artemisia)




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