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Karl R

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Posts posted by Karl R


  1. Had a blast with this adventure, but it took us two, four-hour sessions to finish. I like that it was more of an adventure than a one-shot.

    Since all of us came from a tabletop background, I used our store's terrain, IG models for PDF and Cultists, and tyranids for the bad guys (yay! Store copy of Space Hulk and speed-painting!), and ran the battles more or less abstractly but used a 1/100 scale for movement (ie 1cm = 1m). It worked very well. Hordes were measured in 5 to 10 Units/model, so visually the kill team could keep track of their progress.

    One of our players painted some marines and customized them with weaponry and shoulder insignia to represent the kill-team.  I have to track these guys down for the pictures...

    The best battle of day 1 was the fight in the tower. Day 2 had two great instances. The genestealer ambush in the Fabrica tunnels cost the apothecary his arm (Perma-Fate Point usage) while the Broodlord fight saw this Space Marine charge at the broodlord after  it was blown backwards by bolter fire, and slay it in melee combat with Righteous Fury.

     

     


  2. KjetilKverndokken said:

    Hosted Final Sanction, first session 8 hours, and only about 15% forward in part 2 of the adventure. We used much of the time to roleplay happenings with the pdf at the chapel and with the assasin.
    And when they arrived at the pdf base, there was a long investigation on the incompetence of the major inside (the infected officer).

    So those that do not see the roleplaying oppertunities in the demo's are not looking beyond the headlines, or do not have, maybe, enough experience using a story in a personalized way. Storybooks only give you the backbone of the story, the GM and the players must fill inn the meat.

     

     

    I agree, we had lots of non-combat interaction opportunities.

    Dealing with Syndalla, the governor, the Astropath and her bodyguard. One player took it upon himself to give a rallying speech to the PDF troopers to rally them. We also had the investigation about the rogue officer.

     

     

     


  3. Darkwind1278 said:

    Visitor Q said:

     

    Deathwatch will almost certainly be combat orientated but that doesn't mean there aren't RP opportunities. 

    Just a couple of a examples of situations;

    -An Ordo Xenos Inquisitor has requisitioned a squad of Deathwatch.  During the mission the Squad realises he is a radical.  His plan will work to destory the xenos but is this a cost the marines are willing to pay?

    -The marines are given one briefing about the xenos threat but the situation 'on the ground' is completly different.  For whatever reason the isolated Deathwatch team need to come up with a plan that is more than merely fighting there way out of a corner to survive, (fighting a gurilla war for example....).

    -The Deathwatch Team encounter a strange and terrible xenos monostrociy, they are helped by an Inquisitor and his retinue.  However there direct superior orders them to kill all witnesses......

    -The original Chapter the PC belongs to has given him an agenda, perhaps recover a particular xenos artifact.

     

     

     

     

     

    This how good role playing can start. These are some ideas Gms will come up with more.

    Yes!


  4. The second session was run smoother on my part, but certain criticisms did come up. The players this time around seemed to more in the RPG camp than in the Boardgame/Miniatures camp.

    There were some comparisons to D&D4E with the card-system for Actions and Talents

    One player figured out on a table a way to convert the Proprietary Dice to Regular Game Dice.

    I noticed this time around that while the box was very nice, it was already starting to show wear (ie the sleeve) after less than a week.

    The buy in for the game..a retail of $99, could be a dealbreaker for players, and GMs would have to shore the bill.

    Is this the intention?

    A player's only book would help.

    The lack of a comprehensive index did stick out as new complications arose from different outcomes than in the previous demo.

    Some new good things:

    Social Interaction was a big hit.

    They still liked the dice mechanic.  It did seem though, when compared to WHFRP2, that the characters were more competent. I personally think that this is a good thing, but others might feel it takes away from the Grim&Gritty, sometimes Keystone Cop feel from previous editions (esp for PCs starting their careers.).

    That's all I can think of for now.

     


  5. I ran this last night at our store (Dragon's Lair Comics and Fantasy, San Antonio).

    First, the good....the players all loved the game. I ran the event after receiving the rules on Tuesday. I had to explain pretty much all of the rules the day of event and one of the players pretty much learned the Magic rules an hour before we started, but the event went perfectly. Two people had played Descent, which apparently has similar mechanics.  The players had so much fun that they are ready for more.

    The Good:

    --Dice: The dice pools were very cool. We did get a lot of results that did not have any effect..multiple banes or boons that did not seem to matter. However, we might house rule certain results to give extra dice or effects somewhere.
    --Cards: Actions, Talents:  We had four players so we shared some of the basic action cards, however, after a brief explanation, people got them pretty easily.
    --Cards: Effects: We loved the wounds, insanity and miscast cards! The table cheered when the Grey Mage miscast a spell!
    --Combat: We all liked the abstract feel of the combat, and the lack of a 'whiff' factor seen with WHFRP and Dark Heresy with new characters.  The dice pools really shined here.
    * Social:  The social mechanic was very cool. Though all seemed pretty competent in combat (the Trollslayer stole the show there, really), the others were able to shine in the social aspect.
    * Quality:Beautiful box and bits!
    * Bits: lots but they work well!

    The Bad:

    --I had a hard time finding rules judgments, etc, because there was a lack of an index in any of the books, or a rules summary section.

    --Monsters were hard to figure out.

    --Advancement looked complicated.

    In summary, the game seemed to maintain the Grim, Funny of WHFRP, but with a new and dynamic mechanic...

    Ok..have to go for now..next demo is starting....

     

     


  6. I saw that the next item (besides extra dice) available for WHFRP3 is the Adventurer's Kit...New Careers, Action Cards, etc.

    Any adventures going to be published soon?

    Are adventures from the 2nd (and 1st) edition compatible? Anyone looked between them and seen if a conversion is necessary?


  7. Charoke said:

    Im from the UK and my amazon order says ship today, I am not totaly convinced, still fingers are crossed.

    For you lucky American's Dogstar Games on E-bay says more than 10 copies instock for sale!

    but they also say they have more than 10 copies of Haarlock Legacy Two: Damned Cities, and the Radical's Handbook for DH.


  8. Suthainn said:

    Seems to be right, they have it at a 34% discount.

    List Price: $24.95
    Price: $16.47
    You Save: $8.48 (34%)
     

    Im ordering mine from Amazon, too. Has yours been sent yet?


  9. Adeptus Stormicus said:

    Are you looking for an extra player Karl? If so I can fill any role that the group needs.

    Yes..come check us out. I am running two former PC characters as GM-NPCs, a guardsman and a psyker. I'd be willing to part with the guardsman to let a player take him over.

    Also there's an assassin NPC that I rolled up to help with the Price of Knowledge scenario. Or you could insert your own.

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