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#101 | |
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Join Date: Nov 2008
Location: Rome, Italy
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A point: while the WH40K setting warfare is very detailed, almost nothing else is well known: economy, society, travel, racial interaction... As a Master i would find very hard to bring on a campaign different than a continuos tactical fight. just my 2 cents
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“A strange game. The only winning move is not to play. How about a nice game of chess?” |
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#102 |
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Join Date: Oct 2009
Location: Sotra vest of Bergen in Norway.
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I would say that the best depiction of Space Marines comes from the new Horus heresy novels - written by some of the best authors of 40k and their rulewriters.
If anything I would say those books "realistically" depicts Space marines. When it comes to economy and society it gets answered in many novels and the Dark heresy and Rogue Trader rpg's. Economy is by trading more then the use of thrones (thats the name of the 40k cash). Society is different from world to world so theres no problem there to use the imagination. Travel is mostly done by the rich and influential, pilgrims and soldiers. Race has little impact among the Imperials, but, the racial bigotry starts with mutants and psykers - those that really are different. So 40k is actually a very easy setting to be a GM in. But this campaign thread is based on the Siege of Vraks and is a war campaign. |
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#103 | ||||||||||
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Join Date: Feb 2005
Location: Virginia, US
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#104 |
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Join Date: Feb 2006
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I am interested in running a game in this setting as well but on a smaller scale. I was wondering about Pskers...
I was thinking about having all but the most basic passive powers have a skill or att (will probably) roll attached with crit failures being real bad (extra limitation?) But it is my interpretation that powers are easier but more dangerous in areas near thin spots in reality, basically were it is easier for daemons to manifest. How to do that with advantages, and not spells? I could use the mana chart but... |
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| Tags |
| conversion, warhammer 40k |
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