Jump to content

Psion2

Members
  • Content Count

    418
  • Joined

  • Last visited

About Psion2

  • Rank
    Member

Contact Methods

  • AIM
    -
  • MSN
    -
  • Website URL
    http://-
  • ICQ
    -
  • Yahoo
    -
  • Skype
    -

Profile Information

  • Location
    , Pennsylvania, United States
  1. Oh boy... Okay, in my experience, there are three ways to handle crossovers that work reasonably well: - My House, My Rules: Whichever side is "just visiting" is suddenly and inexplicably stripped of any special powers that aren't compatible with the home universe. Psykics and Warp-dependent tech simply does not work in the Star Wars universe and the Force is inert in the Imperium. For both sides this can be a huge handicap. Jedi suddenly have to rely more on their light sabers (assuming those things still work) and their mundane skills to survive while for the Imperium, no warp means their starships are stripped of FTL drives, communications, and navigation systems... yeah good luck launching a glorious Crusade against the xeno-loving Rebel Alliance when your ships are forced to plod along at sublight and can't talk to one another over long distances. - Take a Bit of Home With You: Visiting parties can bring a bit of their universe with them. The Force can be used in the Imperium and the Warp can be accessed in the Star Wars universe. - Exchange: Whoever is visiting inexplicably exchange powers. Psykers become Force Users and suddenly your Warp Engine becomes a hyperdrive engine and your Tech Priest cannot figure out why even after disassembling the thing twice, nor can he figure out how he suddenly knows how a hyperdrive is supposed to work. Probably the best out of the three even though it makes the least amount of sense. Besides, the crunchy bits are actually the least interesting part of such an idea. Who can beat who is a ridiculously easy question anyway. In 1v1, whoever gets the drop on the other guy. In long term, whoever is "just visiting" the other guy's home universe is looking at a nasty challenge just to stay alive long term. Food is potentially an issue, ammunition and spare parts to keep vital gear working is DEFINITELY an issue. And on the grand strategic level? The Imperium would be just another Empire if it went to war with the Alliance, nothing changes as far as their hit and run tactics goes. A war between the Empire and Imperium would be just a meatgrinder. Much more interesting would be the RP side of things... A human of the Imperium, mundane or Space Marine, will likely to be extremely confused at first if they suddenly wind up in the Star Wars universe. Everything "good" in the Star Wars universe goes against a set of survival instincts honed by eons of having demons, Orks, Tyranids, and Dark Eldar for neighbors. Not only that, but it will eventually dawn on them that the xeno-loving heretics are actually the guys they WANT to side with as the Empire... I just don't see the two interacting well. The Empire would either try to steal the visitors' strange technology including their geneseeds if there are any Space Marines present (yes I know that would not end well, wouldn't stop them from trying) or otherwise start a conflict of ideology. Meaning there are only two real outcomes or at least two interesting ones from a story standpoint, either the displaced member of the Imperium ends up fighting everyone to try and find a way home or they end up joining the Alliance (to either find a way back home or resign themselves to the fact that this is home now.) Why would the Alliance waste time with a bunch of twats that clearly clash with everything they stand for? Well that depends on what kind of PCs get displaced. Deathwatch Kill-Team/Guardsman Unit: Lumped together because they both provide the same thing, big guns and battle experience. A Kill-Team in particular would be a nasty sight to see with the Rebels, four to six veteran heavy infantry with each squad mate experienced in a different battle doctrine, some of which neither the Empire or the Alliance are trained in. Guardsmen are pretty much the same to a lesser extent but would have less logistical problems to worry about (how do you keep what is essentially a eight-foot tall Mandorian with an automatic grenade launcher fully supplied with ammo and rations?) Rogue Trader: Arguably the nastiest thing from the Imperium that could wind up in the Star Wars verse, even more so then a squad of Deathwatch Marines, especially if one ends up there with their retinue and a fully crewed ship. Yes, yes, the Empire has built bigger warships then the Imperium but the Imperium builds EVERYTHING big. A Rogue Trader that starts off with a measly transport ship (in keeping with the spirit of Star Wars where the most iconic ship is literally a delivery van) still has a ship so big that it can use the Millennium Falcon as a cargo shuttle and is armed well enough that it can go toe to toe with anyone short of the Empire and be pretty confident in the odds. And if you play a Rogue Trader who is more Pirate or Trader then Battlefleet Admiral, several planets regardless of era of play practically scream FREE MONEY to a man/woman of ambition such as a crew of Explorers. For the Rebel Alliance, a voidship of the Imperium is an interesting asset for them to play with. Like Star Trek, Warhammer 40k subscribes to the "Tall Ships in Space" design philosophy, ships are built as large multi-role vessels that can do a variety of different jobs with a reasonable degree of competence. Star Wars builds their ships with a much greater level of specialization, warships don't carry cargo and freighters make lousy fighting ships without serious aftermarket modifications. An Imperium transport can make supply runs that stock up several bases in one go and do it while laughing off most of what the galaxy can throw at it.
  2. Well that's the big take home message from the zombie movies that try to be philosophical right? The undead are not the threat, people are.
  3. I would assume there is a section titled "but what if I don't want to play myself?" somewhere, similar to how Rogue Trader tried to address having multiple Rogue Traders or none at all. Otherwise... well to be honest this game doesn't really sound like it has much going for it. It sounds like each book is a generic treatment of a particular end of days scenario, which is surprisingly rare if a quick browse of DrivethruRPG's PA section is anything to go by so there might be a market for that. That being said, the main selling point is that we can play ourselves... which we can already do in other RPGs right?
  4. A gross climate change like a new Ice Age would be interesting from a gameplay sense. Not sure how most of us would handle a Day After Tomorrow scenario though.
  5. It seems a recipe for hurt feelings and disaster. You can have the greatest group ever but I doubt your 300 lb asthmatic buddy wants to have it pointed out in math... I'm a decently fit, EOD tech but I never play anything close in RPGs. And I'll repeat that many people probably won't want to role play the undeath of a loved one. "Your daughter's a zombie now. What do you do?" "Go back to Star Wars. Have fun, guys!" Well yeah, it encourages us to do something that actually runs counter to everything we learned about how to play an RPG. Unless they somehow handled it really well, it's a recipe for disaster and we pretty much all came up with reasons why. Being forced to think about loved ones dying (which unfortunately comes with the territory of the genre,) discovering one of the group actually is a real life Marty-Stu or at least thinks he is (which is usually more often the case,) and being forced to be realistic about our abilities or lack thereof. I'm pretty sure if there ever was an actual apocalypse, most of us here would be spending our first "level up" reading up on things like welding and horticulture assuming we weren't all killed in our first level adventure... The problem I have is that I don't think this just an advertisement gimmick. This sounds like it's the game's main selling point, in which case... what's the point? I already own Darwin's World, After the Bomb, Eclipse Phase, and a couple of the White Wolf/Swords and Sorcery editions of Gamma World, I can already be myself in any of them and most of them allow for all of these disaster scenarios or are otherwise more interesting. Granted, if it does a good "paint by numbers" apocalypse or have a system that doesn't take several hours teaching the rest of my group I might still be interested but that being said... I need to see the proof in the pudding.
  6. The idea sounds cool, I always love me a good apocalypse. The bit about playing yourself though has me skeptical at best. That just screams power gaming no matter what you do.
  7. Honestly the ones already announced pretty much cover all of my favorite ways to end the world. I'm particularly partial to alien invasion and rise of the machines, particularly when you combine the two so that the mechanical legions are the robotic enforcers of the alien overlords.
  8. We'll see Daeglan... do we even know for sure if this is going to be a set A-B-C pattern yet? Or is this just how they're just handling the first round of publishing and once they get everything squared away it switches up? Mechanic is already pretty hard set on repair but I suppose it could fit, most people on the Outer Rim don't go to a shipyard, they go find a mechanic.
  9. Personally, I'm hoping for a career book in one of the still underdeveloped careers. Maybe the tech specialist but then I'm biased. Some additional specialties like Junker/Salvager, rules for digging up and improvising parts on the Rim, running a workshop, and stuff revolving around that. Then again, those that are talking about a pattern are probably right.
  10. Regarding the OP, I think the one and only thing we can all agree on is "Find out what you and your players are comfortable with and go with that." Virtually everything else we've discussed beyond that, even this post, is irrelevant. Arguments about lore aside (since frankly, as far as lore is concerned, even the reverse of what the OP is asking about can be justified with even a basic amount of critical thinking,) mixed groups are probably the best from a fairness standpoint (because as strange as it may sound, some of us really don't give two Credits about those bathrobe-wearing punks with their fancy-pants glowsticks) provided you don't get an upstanding individual like the fellow mentioned in Morningfire's post (that gentleman's existence, or at least in my personal experience has always been a gentleman, would make a solid argument for a "No Force Users" campaign.)
  11. It wasn't announced, but we got an unintended sneak-peak at an upcoming product for Age of Rebellion. Behold! (*Awesome pic snipped for space*) "Stay on Target," presumably the Ace sourcebook for Age of Rebellion. Plus, y'know, there's the whole Force and Destiny thing. Sneaky, good detective work there. At least it means there are plans even if FFG hasn't decided to announce them yet. And yes, the Force and Destiny beta... Honestly I'm really not that interested in playing Jedi. Edge of Empire looks like where I'll be at if I break down and try to get into it.
  12. On the subject of the future of the franchise, does anyone know when a book for the Smuggler, Bounty Hunter, or Techie will be announced next?
  13. After looking through this thread, here's my two thrones on the table: - Rogue Trader 2nd Edition: Maybe, maybe. It depends on what they do and what DH 2nd Edition successfully brought to the table (haven't seen that yet so I can't really say.) I have to be the second to vote a resounding "NO!" to a second run of Deathwatch though. - More rules on established Dynasties like others have said, how they operate, what kind of assets they can have, different kinds of dynasties, as well as rules for expanding both the established Dynasties and the new ones with the PCs exploits and political maneuverings. - Explorator Supplement: Like what Lathe Worlds was for DH, famous explorator fleets, more ships, ship components, alternate careers, and gear for Explorators, and finally wrap it up with rules for Explorator crews and adventures. - Expanded Tau rules: More castes, more Tau equipment and ships, more glimpses into how the Tau operate.
  14. Still curious to see what the Coin side of the equation is about. Will we have rules for dabbing our fingers into the church's coffers?
  15. Routa-maa said: The guy brandising his Ecclesiarchal staff in the end of publishing news. I'm sure I have seen him before or at least someone quite similar. OH now I remember he looks like the guy crapping fistfull off gold in the the Tome of Excess. So thats where the Coin in "Faith and Coin" comes. Clearly they're twins seperated at birth. =P
×
×
  • Create New...