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All the Fantasy Flight 40k games eventually have a slight flaw in party construction. Most of your party is made of damp tissue paper standing in a hail storm and will tear open with a couple hits.

 

Mechanicus folks on the other hand xan turn themselves into a block of adamantium that is incredibly difficult to kill.

 

You will have to balance the two when running campaigns. Whether it be Dark Heresy, Rogue Trader, Deathwatch, etc.

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1 minute ago, Lathe Biosas said:

All the Fantasy Flight 40k games eventually have a slight flaw in party construction. Most of your party is made of damp tissue paper standing in a hail storm and will tear open with a couple hits.

 

Mechanicus folks on the other hand xan turn themselves into a block of adamantium that is incredibly difficult to kill.

 

You will have to balance the two when running campaigns. Whether it be Dark Heresy, Rogue Trader, Deathwatch, etc.

Ah... well, right now I just want to see how character creation is. Since I'm the only GM I know I tend to take the rules as a suggestion anyway.

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=][= Good Frater, harken thee well to this missive from thy Acolytes common to Inquisitorial exceptional =][=

 

Go thee hence from this place, to the foreboding halls within another, deeper sanctum - although be warned! Abandon thy sanity, for all is madness in the deep realms of shadow in which the true battle for Humanity's soul doth lie. Begirdeth well thy tender loins, for all advice is wrought with corruption, and many are the perils of the warp and the indolent wastrel, ready to prey upon the unsuspecting and untested...

 

 

I've dropped a link to this thread in the Nook, our RPG hub within the BnC. Feel free to have a browse of some of our games, and maybe get a feel for what goes on. Several of our Players also GM Dark Heresy as a framework for their own projects, so perhaps they can provide some help.

 

You've got a good handle on FFG games already though - the rulebooks are essentially a GM Kit - everything else is dice and screaming. :tongue:

 

Edited by Mazer Rackham
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1 hour ago, Mazer Rackham said:

=][= Good Frater, harken thee well to this missive from thy Acolytes common to Inquisitorial exceptional =][=

 

Go thee hence from this place, to the foreboding halls within another, deeper sanctum - although be warned! Abandon thy sanity, for all is madness in the deep realms of shadow in which the true battle for Humanity's soul doth lie. Begirdeth well thy tender loins, for all advice is wrought with corruption, and many are the perils of the warp and the indolent wastrel, ready to prey upon the unsuspecting and untested...

 

 

I've dropped a link to this thread in the Nook, our RPG hub within the BnC. Feel free to have a browse of some of our games, and maybe get a feel for what goes on. Several of our Players also GM Dark Heresy as a framework for their own projects, so perhaps they can provide some help.

 

You've got a good handle on FFG games already though - the rulebooks are essentially a GM Kit - everything else is dice and screaming. :tongue:

 

Thank you kind sir... Holding to what sanity I have left and with your waypoint I shall carouse of these deep backwaters undaunted! 

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17 hours ago, Adeptekon said:

Ah... well, right now I just want to see how character creation is. Since I'm the only GM I know I tend to take the rules as a suggestion anyway.

 

Sensible, the FFG games in my experience are fairly robust, but exact wording (or lack thereof) can be an issue so a common sense approach just helps the process along.  

 

6 hours ago, Mazer Rackham said:

I've dropped a link to this thread in the Nook, our RPG hub within the BnC. Feel free to have a browse of some of our games, and maybe get a feel for what goes on. Several of our Players also GM Dark Heresy as a framework for their own projects, so perhaps they can provide some help.

 

 

To expand on what Mazer said, I have used a Dark Heresy as the framework for a treasure hunt game, a Eldar player character game and most recently started a game with the players as a Titan Crew on their way to go for a Walk.

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Just to speak to your Dark Heresy Chargen comments - the rules for FFG stuff can be quite....stodgy, but as Tro says, they're generally rock solid. Actually rolling stats up is very easy, and you can get that bit done very quickly. Bonuses are added to certain stats depending on world, career background, that kind of thing. Boiling it down, you have all your usual archetypes, Wizard (liable to explode), Techno Wizard (liable to make things explode), Fighter (liable to be near explosions), Cleric (liable to be explosive in temperament), Face/Number cruncher (liable to provoke explosions), and Rogue (liable to get other people involved in explosions).

 

I forget the others, been a while, but I can guarantee explosions.

 

Each of them carry a hell of a lot of rules, skills, talents and traits to enhance the things they're supposed to be good at - but there is some cross-pollination, so characters can spec into other things, but as per usual, never are as good as focus. All of these things are explained, and they're fairly intuitive once you get your head around how they interact.

 

For example: A Cleric will have Speak Language (Low Gothic), and Speak Language (High Gothic), so he can converse with the Ne'er Do' Wells, and Hoi Palloi alike. If someone doesn't have that language, he can't read, speak or understand it, so that can be a flavour thing, or even a GM lever opportunity. As Lathe Biosas above says, these guys are tissue paper, but balancing it isn't that hard if you've got some RPG miles under your belt - gonna be hard for that tanky metal mickey to move when he's been hit with an EMP grenade...did I mention explosions?

 

Chargen in FFG can take a while, but it's a very routine procedure, good amount of options, bolts together really well, crunch and fluff-wise. A good Session Zero with plenty of time put aside is recommended if you're GM'ing for a group not familiar.

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