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Artanyis

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Everything posted by Artanyis

  1. I like to restrict monetary gain in my games. Here is why, I have run games where players have had a nearly infinite amount of money, and games where i have given them barely enough to get by on, and honestly, the best equipment verses the bare essentials has not made that much of a difference in the game, it more just makes it more complicated. I finally decided that i like them having less gear becuase it forces them to work harder and to think out of the box more, which creates some fairly epic situations. So, I give them very little opportunity to scavenge things to sell / trade and when I do I make it so that they really have to work to sell it. (one of them got a hold of and eldar shuriken catapult, took a lot of work on the players part to sell it.) So, starting in rank 2 I would give them the starting amount, + 2 months rank 1 pay + 1 month rank 2 pay. but to off set this a little I would allow them to ignore rarity for purchases during character generation with the added income. (example for a guardsman starting 70+1d10 (7) + Rank 1x2 50x2 + Rank 2 55 = 232 thrones to buy what he wants) As for the passage of time, how long do they spend during a mission / campaign? + down time in between missions, down time is entirely up to you, I usually go for 20 - 40 days between missions, gives them a bit of extra money from the monthly pay, but they still have to save it up to buy anything useful. Remember that the Income a player receives includes his Inquisitions pay and any side jobs / trades / thefts he does in down time. Anything specifically earned during a session should not count toward that, becuase we know where it comes from.
  2. I have only one tech priest in my current game, and her characters opinion on life in general is flesh is weak, the machine is strong, and has gone to great lengths to make sure that as much of her visible body as she can afford has been replaced by mechanical augmentation, even when I made the recommendation that the implant could be smaller. In the case of the respirator / rebreather she decided that her entire mouth area was covered over with plates and vents and that large tubes came out of the base the top of her throat and had large filters and tanks in them that hung down and then tubes that went down to her chest and directly into her lungs. her breathing is now totally automated and air only goes up her throat to speak, and it never goes down it. Point is, this is a pretty radical augmentation, and is not removable, except for the filters and chemical tanks. But in previous games i've had tech-priests that have made it clear that the parts are removable, but in this case the parts will only fit that one specific player, since every human is different the mounting and connection of these devices will be different, so they are not likely to be interchangeable, especially if the other player did not have the augmentation. I also think that in the case of the augmentations they are considered "always on" and are only taken off when specifically specified by the player, and again in that case there would still be left over mountings, think of the original Darth Vader when Luke took off his helmet, or Gordi from Star Trek TNG, he had the little cerebral dots on the sides of his head, and Darth Vader had all sorts of clips and things for attaching the helmet and respirator. Its usually best to talk it over with the player and see if you can come to an understanding. Although on a fun note, if you have multiple tech-priests and one has a part fail, you can always try tech use to adapt one of the other tech priests parts to fit.
  3. I know what you mean, i would love a calculator like that. Most of the games I run are low level, starting at rank one, ending between 6 and 8 and im a stingy bastard with money so they are not likely to get a whole lot of really complex gear, which actually helps keep things interesting in my opinion. This way the players have to rely on their skills, thinking and a bit of dumb luck. But every once in a while this back fires and they end up doing something like rallying 30 Arbitus into fight off 50 gene-stealer mutants and a Gene-stealer queen. Admittedly they needed it... but beside the point. In my opinion the hoard rules, which do streamline things, are a little too limited, we had mixed weapons, grenades, different players barking out commands, it was going really slow at first. Then I subdivided and started using percentiles, killing off the low armour first and moving up from there, when 10 autoguns shot i rolled a d100, hey lot 32 hits! Now here I have a bit of a cheating, I use an electronic Die Roller, lets me drop a massive number of dice see all the results modify them and give me totals, it makes life so much easier when all you have to do is scan a line. That was how i quickly did damage, I told it to roll all the damage dice than I just looked for which ones were to low to cause damage (armour and toughness) than the ones that were high enough to be outright kills, than totaled hte rest and took out whatever was left. Admittedly this is not a perfect example, but a large electronic dice roller is a GMs friend... and lover... So, not sure if that helped you too much, and I also run a Rogue Trader game where things get stupidly complex, but at that point, when your commanding ships and fighter squadrons and repairing systems I can have everyone act at once and just tell them what happens. Same thing with me, while they are running their own numbers im already making rolls for the next round, and I'll just modify the results by what actually happened. It helps keep things moving. And remember, guns kill things, if there is a lot of shooting and things aren't dying, than something needs to be reworked. I threw my players agains ONE Eldar in wraith armour (well... one at a time) and every time that thing fired it took down a player. They ended up taking out 2 of these things at the of 2 of the players having to burn fate points, and a third needing a bionic leg. (the other 2 also needed bionics, one an arm, the other eyes and ears) and these players are rank 6 and have some decent gear, nothing amazingly special, but good none the less. Okay, sum up of my overly winded writing, Use an electronic calculator, have people making rolls a while others are working, any time a player is going to do something that wont interfier with another player, they can roll and have the dice waiting for their turn - That includes the GM. here is a good free webpage dice roller that has plenty of options. www.wizards.com/dnd/dice/dice.htm This is actually the D&D dice roller offered by wizards, but hey, free for use is free for use :-D
  4. I have never had a problem with tech-priests in my games, but then again I’m so used to Math Hammerers that my solution to tech priests is simply play it 100% by the book. (unless completely not covered) Basically the main thing I’ve noticed is that it’s actually really hard to get a lot of cash in the game and tech-priests upgrades are ridiculously expensive. What this means is that yes, they can get the talents to use all sorts of upgrades but the actual components are pretty far between, and unless they are Artificers (not possible in ranks 1-8) than they will not be able to make the needed components. In the game I am currently running the Tech-Priest is rank 6 (along with everyone else) and he has only been able to afford a couple mechadendrites even with the other four players chipping in. And just to keep it clear I treat all of my players this way, only when a player is struggling to keep up with the other players will I give them any leeway with equipment, because honestly equipment should never make the character, and that goes with tech-priests too, yes its cool to have a grav-system or magneto-implants or any of the multitude of mechadendrites, but they are all expensive and most tech-priests don’t have the fellowship skills to get the prices down. In one of my last sessions my tech-priest got chewed up pretty good and lost an arm, he had to sell most of his weapons (and a couple of his team members weapons) on the black market just to afford a common quality cybernetic replacement at reduced cost from the local Temple of the Omnissiah. I know that dosnt really help with your current tech-priest(s) but the usual way is to gear an encounter so that the opponents have something to counter each of your players strengths and take advantage of their weaknesses. And if they have all that fun interesting gear make sure that he has to use it in non combat situations, make sure that they can not succeed without it so that when you start hitting him with things that can hurt him (like plasma and turbo-pen rounds) the other players and hopefully the tech-priest will think twice about throwing himself out there. And more quick thing, the players have no idea what you have planned, if they are winning an encounter to easily see what they are doing and throw in something else, one of my favorites is the krack missile team in the back, they never see that coming. And I haven’t seen anything (Tech-priests and marines) who can take more than 1 Krack missile and be normal. Not in regular Dark-Heresy game.
  5. I have to agree with everyone on the board. We have all had players like this, and if you haven't, you will. There is a time and a placer for players to split up, but in this case it sounds like he just wants to be a Big **** Hero, and that will get him killed and mess up the other players. It sounds like he needs to be reminded, probably forcibly that this is a GROUP game, as was previously stated its not fun for the other players to sit and watch someone else play. Gregorius is right. If this was in my game I would have him go off, I might switch back and forth between the 2 groups for only 1 session and try to throw so much at him that he has no choice but to abandon his plan or die, or if he really insists on continuing on this fools errand take over his character, have him write out a new one and play with that. If you decide later that his character lives, great, give it back to him later, otherwise it might make a good enemy for a latter game. But seriously he needs some jogging on the concept of GROUP gaming.
  6. DEAR GODS you are so right, about a year ago I actually hear a couple of my players actually call it "**** the GM" as a kind of secondary game to the one I was running. This pissed me off more than a little because it ment that they were playing to crew around with the story and not actually play their characters. Since then I've stopped trying to tailor the game to what the players were doing at the time and started more just planning out when and where things would happen and where people would be and how they would react to different situations. This has led to less "**** the GM" mini-games among my players and has thrown in a more realistic aspect for my players becuase unless they actually pay attention and do what needs to be done cites may be destroyed and players may die. (both have happened BTW) I have had players fail campaigns before becuase of this, they are usually not to happy, but I think its more fun to leave the gloves off and let things actually play out. On a further not, the one player that was really inciting the "**** the GM" sentiment is no longer around for my games, mainly becuse he became and arse and had a falling out with pretty much everyone in the group, but still not there. Once in a while the players still try to mess with me but since I run the game a bit differently now the only thing they can do to actually mess up the campaigns is to just kill themselves, than what good would that do them? I actually had one who wanted to crash 2 continents together to try to wipe out two different factions of people. Sure this would change the story a bit, but hey if he can actually figure out how to do it in game, and not die in the process, feel free, might be fun to watch if nothing else :-)
  7. Let me know if this was helpful in anyway.
  8. First off I would like to say that this has been an amazing and awe inspiring thread. Morality, honestly, in the Imperium of Man should basically be "Will this help the Empire?" Than you just have to mix that with standard human morals, killing is bad, stealing is bad, adultery is... Anyway, you have to look at it in a way that literally everything that is not human is trying to destroy your life and livelihood, so the only way to truly decide morality is going to be through how the players perceive it as you (the GM) describe it. In my game I am trying to build a tight emotional bond between the characters and the NPCs so that they see them as people, I am also trying to get them to see that the NPCs trust and treat each other fairly (most of them). The point of this is to make it so that my players, two of which are new to the universe, understand that the Imperium of Man must stand as one, that every person is important to the continuing fight against Chaos and the Xenos threats. This, hopefully, will make it so that when they have to make a moral decision that will end an innocents life, it is difficult for them. I think its working so far because on a back world planet they managed to crash a lander, piss of the Arbitus TWICE shoot a xenos in a crowded room and blow up a building without a single innocent killed in the exchanges. One player even decided not to fire on the Xenos scum because he didn't want to hit a civilian. Admittedly he is the worst shot in the group, but still he is also one of the most zealous about purging corruption. To sum up here, in my opinion morality in 40k is this, trust your fellow man because they are all that is holding back the gates of chaos and the hoards of xenos scum bent on the extinction of man. A good way to help the players get into the 40k universe a bit better is to get them a copy of the Imperial Guards Uplifting Primer. Its a good read and it will help them understand how the Imperium thinks. Just make sure that they understand that most of it is propaganda :-) One more thing, they may not kill a deformed baby, it depends on whats wrong, if its born with a underdeveloped arm that is wrapped underneath his body and the skin has grown around it so that he looks grotesque does not me he is a mutant. Most likely the Medicae at the birth would know that this is just a deformity and that it can be fixed. If say the baby is born with glowing green eyes and an octopus tentacle for an arm, that would be a warp corrupted mutation in which case the baby and the mother and a probably the father would be executed immediately, as is your duty as an imperial citizen. If the Medicae has known the parents all his life he may not be able to kill them, he is still human, and no matter what your culture its hard to kill people you know, trust and possibly love, So if this happens in a game and the players learn that there was a corrupted baby born, would they kill the parents and the medicae for being a heretic or would they take pity on the family and the Medicae for being human and spare them? As the GM it is your job to let them know what is commonly morally acceptable in the culture, every planet, station, hive, ship and slum is going to be slightly different culturally but it will always be wrong to kill another human, even if they scream heretic or mutant they should not do it themselves but should instead inform the Arbitus, church or Inquisitorial site if one should be available. If its ok to kill someone because they are a "heretic" than it would be anarchy and the Empire would fall, that's why the Inquisition exists in the first place, to follow these accusations and leads and to learn who is and isn't a heretic or mutant, and to seek out corruption wherever it is and to destroy it. Best idea I could come up with is this, take the common moral understanding of where you live and mix it into the xenophobic world of the 40k universe, this will give the players a fun place to be and allow you to give them easy or hard choices, just remember that if they let the parents live, you might want to have the mother actually be a cultist or something, just to make sure that they understand that they can not rely on people being "good" by nature.
  9. I have to agree more with Kirov on this. I did a game with a combat psycher and he was pretty beast, but he also had to learn to use his power more sparingly as he almost killed a party member a couple times with psychic phenomena. One of the other players started put him unconcius in one instant and that is what really put it home that the psycher needed to be careful. The psychic phenomena needs to be rolled out every time, think about it, if he rolls 2 nines, that could be 2 really bad things that happen and possibly cause the players to be hurt, killed, or corrupted. As a warring to your psycher make sure the players understand that it is thier duty to the Imperium to kill the psycher if he gets out of hand, and as example, in the last mission of that campaign when things hit the fan and 2 of the players joined Nurgal one of the other players actually put a power-fist through the back of the psychers head when he "thought" the psycher was corrupted. in the end of that 2 out of 7 players were alive, it was an interesting ending. As for another way to limit his abilities, give psi points, unlimited minor powers per day and only major per will bonus, so say he has a will of 38, that means he may only attempt to cast 3 major powers per day. If he casts more than his Will Bonus have him start taking fatigue, it'll make it much more interesting how he uses his abilities that way. Another possability for balancing is to have him take a toughness test every time he casts a major or to take a fatigue. Unfortunatly I have plenty of experiance in dealing with over powered players, a couple of my players will math hammer you to death, but as the GM there are always ways to balance them out.
  10. Nope, Pacificus Sector, same arm as the Eye of terror. Big zone but between the eye and the veiled zone. It seemed a good out of the way place with little real fluff about it and still close enough to the eye to have some real demonic interaction. But with the lack of any real fluff it gives me plenty of leeway to create as i please and make things fun for my players. Any feedback on the handouts? good or bad? Also if anyone wants to use similar handouts for their game I can send you the PSD file. The only hard to get part is the background though.
  11. Ok, I have to confess i didnt read every word of this thread... sorry I'm lazy. I have done something similar to what your doing in a D&D game, different setting, same basic idea. I had the players eventually learn that they had the soul of a demigod in them. This gave them power and ability over the normal but also had downsides. That was the most important balancing side was to have restrictions and possible adverse effects or the players will math hammer the abilities to hell and back. The other really interesting thing i learned was that as i gave more and more information on the original personalities of the souls inhabiting them they started turning their characters in those directions. All but one anyway, but that was a special situation, he came into the campaign 2/3 through. Anyway, by the end one of my players had managed to completely flip his characters personality to almost mirror the attached soul, another had taken the long off a cliff to do the same, although his character and the soul attached somewhat similar anyway. The other character had also made subtle but multiple changes in her actions to bring her closer to the attached souls personality. And the players never had any real interaction directly with the personalities of the soul, I just gave them the occasional story and ideas/concepts about how they had acted. This game lasted 18 sessions. between 5 and 8 hrs a session, once every 2 weeks. There was a lot of game time for them to really embrace their characters. It was a lot of fun and really interesting to see it happen. What the point I'm trying to say here is that I think its a good Idea, but be careful how you do it, make sure the characters gain a slow understanding of it, give each change time to sink in and make sure there are requirements and possible side effects if they push too hard. one the most fun things is to allow players to find the edge of their abilities by discovering the consequences. It gives them a real feeling of accomplishment every time they use the abilities without messing it all up and also gives them pause about using them in the first place since they know they have a side effect.
  12. Hi, I'm running a short 2 or 3 session mission for my players to get them into the setting. Since 2 of my 5 players have almost no background in the 40k universe at all I decided that I would start them with a basic heretic purge on an agri-world. Land, seek and destroy. Gives them the opportunity to do it subtly or overtly as agents of the inquisition, should be fun. So to help give them a feel for the world I whipped up some handouts in photoshop and I would love some feedback on what other GMs think of them. Also if you see any really glaring big flaws let me know, minor ones I don’t care about, they can be glossed over or polished into obscurity. But still feedback would be good. I don't know if I can upload files through the forum, but either message me for the low res versions or pull them off this link here. http://www.mediafire.com/?a0a6vbbek7zc1ir The file is a multipage PDF that is about 1.5mb large. The full version i'm giving to my players is much clearer and higher res and being printed off from my offices $2000 colour lazer printer.
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