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  1. Really, most combat is just a series of dice rolls; whether you are a tank crew or an infantry squad. Roleplaying comes from the storytelling. I like the idea of roleplaying a tank crew. It reminds me of the Haunted Tank stories in the old G.I.Combat comics. Of course, this requires a very specific kind of roleplaying group. Many players prefer to focus so intensely on their individual characters that they are not so much part of a team as they are a group of individuals who have agreed to cooperate for the time being. The players of a tank crew can't just do their own thing as everyone needs to be working together in order for the tank to function properly. For this reason, I suspect tank crews, or Valkyrie crews for that matter, are likely to be supplement material rather than included in the corebook. At least, I really hope that they intend to include them at some point.
  2. AluminiumWolf said: Downfall. ) LOL. Sums up my wargaming experience. I tried switching to the small unit tactics games like Morheim, but the cost... Wow! Did I just sympathize with Hitler?
  3. Any of the future war scenes in the Terminator series (Guard vs Necron) and Aliens (Guard vs Tyranid).
  4. Cadians are a definate must have. Depending on how influenced by the novels the writers of OW were we may see some Tanith First & Only. I would also like to see some vastly contrasted regiments like the Schola Progenium trained Terrax Guard and the drug-fueled Savlar Chem-Dogs; although I suspect neither of these regiments will actually make an appearance in the core rulebook. I also wouldn't mind seeing the Mordian Iron Guard in the core book because the idea of an army entering battle dressed like nutcrackers amuses me immensely.
  5. I would love to see vehicle rules in the core book. There are so many potential vehicles and variants for the Imperial Guard that I suspect it will get its own supplement; but the core book should at least cover the transport vehicles like the Chimera and the Valkyrie.
  6. From what FFG has described of the game so far, I expect the game will likely take on a form similar to Deathwatch. The Guardsman will have a base set of advancements, and then get special advancements based on their specialist role and their regiment (with famous regiments like the Cadian Shock Troops, the Mordian Iron Guards, and the Catachan Jungle Fighters fulfilling the role that the Space Marine chapters did in Deathwatch). As for the 4 remaining spiecializations, my guess is that one will be a generic Infantry class (similar to how the Tactical Marine represented the average Space Marine in Deathwatch). The others will probaly fill the three special weapons roles from the Imperial Guard Codex: Snipers, Demolitions Experts, and Combat Engineers (which in the 40K world clear bunkers with flamers rather than build things). I am guessing that the abhumans will appear in a supplement. So will any options to play a non-infantry based Imperial Guard campaign, such as a squad of Scout Sentinels or Rough Riders, a Vehicle Crew, or any of the Regimental Advisors. I am really looking forward to this game. It will be interesting to see how close my guesses are.
  7. Again, I would say that what you are describing there is a structure for a scenario, not a magic ritual. If the players can aquire components A, B, and C, and hold of the enemy for # rounds then the described effect will occur. Components A, B, and C could just as easily be mechanical, and the # rounds could be the time required to assemble them. Or, components A, B, and C could be captured documents, and the # rounds the time required to decipher them. The formula could have any number of permutations, but the end results are essentially the same. Unless you really want your players to begin EVERY mission by blanketing the area in darkness, components A, B, and C are going to be rare and collecting each component should be a scenario unto itself. This gives the players a sense of the magnitude of what they are undertaking. Successfully accomplishing a task that they have to invest several game sessions into is going to be a much more rewarding experience than telling them to make a difficult roll on the ritual casting skill (or equivalent).
  8. Lance845 said: "Current trouble area: Magic. I have some hitches I can see coming from magic in the game. Things like the 7th plague need to be possible in Tannhauser but it needs to be difficult." I assume that you are referring to the Ninth Plague of Egypt mentioned in the text for Hermann von Heizinger. Magic like this is really a question of scale. In the context of the background material, the plague of darkness was pivital in winning a battle against 11 regiments of amphibious battleships, and lasting just under 48 hours. By contrast, the Tanhauser boardgame usually involves opposing teams of 5 individuals and a span of time that would probably represent less than 60 minutes. For the scale of the board game, if Herman were to quickly summon the magics of the Ninth Plague, the effects would only extend to a single path. Anything greater than that would be a special condition of the scenario, not an in game use of a token. As most roleplaying games also focus on the individual characters over the larger organizations that they may be a part of, I would suggest limiting the focus of the magics to the personal scale, and leaving the grander effects for plot devices. If the scenario calls for the players to stop Hermann and his plague of darkness, they will either be racing to do so before the ritual is complete, or trying to get close enough to disrupt it after it is already complete. Either way, determining the actual mechanics of what Hermann has to do to perform this magic on a larger scale is unnecessary since its success or failure is going to be determined by the player's actions, not Hermann's. That should help minimize the amount of work that you need to put into the magic system.
  9. I really like your ideas! I think that Mortimer's Undercover ability might be a little overpowered, however. Perhaps it is just a reflection of my own style of game play, but I think his ability to remain untouchable so long as he does not attack might make him a game breaker in a scenario with victory conditions that are based on objectives rather than combat. I would probaly implement the following changes for use in my own games: -Make the Undercover ability work on a timer. Allow him only a limited number of turns (2 or 3) before he is discovered and has to discard the Undercover ability. -When Armor Sabotage and Weapon Sabotage are used, transfer the tokens to a character on the same path as the Undercover Mortimer. The abilities will only affect the character with the token, but will do so for the rest of the game. -When Mortimer uses Eliminate Threat he can steal the uniform of the eliminated charcter, resetting his Undercover timer back to its initial value (even if it had previously been discarded). Please don't take the suggestions as criticism. Like I said, they are really just more a reflection of my own play style. Thanks for sharing this wonderful character idea; and keep them coming!
  10. My copy also looks as you describe yours. The phrase "Adventures in a world of twisted fairy tales" was the same wording as used in the d20 version of Grimm. Additionally, my version (and I am guessing yours as well) has the FFG logo on the front cover, which the picture on the website does not. I suspect (and this is really just a guess on my part) that the image on the website was created to advertise the product prior to its release; and the final product underwent a few changes prior to printing. While we are picking at the website, it states that the book is "224 pages, 16 pages of which are full-color." My copy (and again, I suspect yours as well) is actually 224 pages PLUS 16 in full-color, for a total of 240 pages. So, it looks like we got better than advertised.
  11. If you check the index under "Traits, expending" it will direct you to the detailed explaination on page 21. In brief, expending a trait involves voluntarily lowering it one or more grade levels.
  12. Coraline was released to theatres just a little while ago. It is another Neil Gaiman story, and worth seeing for inspiration. Other that are not out yet, but might be worth keeping an eye out for: 2009 release of a movie called "9", by Tim Burton. The plot synopsis describes a group of sapient rag-dolls living in a post-apocalyptic world. Sounds like Grimm material to me. 2010 release of "Alice in Wonderland", also by Tim Burton. If Tim burton is involved, you know this version is going to be Grimm material.
  13. I have very little experience with gaming at cons, but I can offer a little advice about running a game within a limited timeframe. For starters, you will not want to spend a lot of time on character prologues. It is best if you simply narrate the details of how the characters came together, came to be in the Grimm lands, and came to be in their current predicament. This will allow the players to get right into the game, and improve the odds of them reaching a satisfactory conclusion by the end of their 4 hour timespan. When writing a scenario, you will want to use something that the players are going to be instantly familiar with. The do not have the time for them to explore all the aspects of the Grimm world, so it is better to focus on just one; and the closer that aspect is to something they are already familiar with, the quicker they will adapt to their situation and be able to contribute meaningfully to the story. Pick something that you feel everyone should be able to recognize. Even if it is slightly different in the Grimm world, the players should be able to recognize that it is different from the story that they know. For example: The players all find themselves in Neverland. But with Peter Pan gone, and the Lost Boys reduced to squabbling and bickering, Neverland is in desperate need of some leadership. However, if the players think that is going to be them, they are going to have to prove it. To make matters worse, Captain Hook has chosen now to vent some more of his frustration on the Lost Boys. He's been turned away several times before, but the wiley Captain is becoming wise to the booby traps that the children have employed to defend Neverland so far; and this time he thinks he has a way to outsmart them. The Lost Boys probably put too much faith in their traps, after all they have always worked before. Will the players be able to thwart Captain Hook and his pirate crew? Finally, plan for the story to have a satisfying ending. As the game is likely to be a one-shot, don't leave the characters stranded in the Grimm lands with an uncertain future. Make sure the story includes uncovering a means to return home. Ideally, the session should conclude with the players being offered one final decision, return home, or stay in the Grimm lands (perhaps they decide that leading the Lost Boys is a much better deal than what they had back home). This should leave the players satisfied with the game, and feeling like they were in control of the story (although YOU know better ). Well, that is about it for my advice right now. You may already know most of this if you have run games at a con before, but hopefully someone can make use of it. If nothing else, I hope the scenario suggestion is something that you can use. Good luck, and good gaming.
  14. I would recommend having the size of the pony be proportional to the amount of imagination the player is willing to expend in activating the stuffed animal. That way the player can choose to have a companion that ranges in size from a miniature horse (about the size of a large dog. seriously! google it.) to a full sized horse. Then for each grade below 4th that the player wishes to manifest their pony at, decrease Health, Stature, Wounds, and Muscle by 1 each. Hope this helps. Enjoy your game.
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