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Old 12-13-2006   #1 (permalink)
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Default Let's RP!

As an avid RPer person myself, I would love to be involved in a RP on this forum.

And though I do realize that we have many differant kinds of players (IG, CSM, SM, Nids, DE ect) and thus they have differant kinds of characters they wish to use, which would could be weird, I believe we can work this out!

So, go ahead, shoot your ideas out at me, and if I can't get them fast enough, mabye I should go over to my local Slaaneshi druggie and ask for some of his drugs, lol.
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Old 12-14-2006   #2 (permalink)
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A scene I have used, which works out well for everyone being able to do what they wish for chars., is a second siege of terra. Also, I had at first opened up the RP up to even having your own NPC type squads, but due to a 'zeentch player getting a bit over-powered, that may not be a good idea. I'd be more than happy to get together with you via PM and co-manage a session if you want.
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Old 12-14-2006   #3 (permalink)
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i dont like marines in RPs they dont fit it at all, especially if you have guardsmen in on the action too.

best thing is an inquisiors' retinue or (even better imho) a rouge trader crew (which just gives you the option for anything including aliens and abhumans and any strange thing inbetween)
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Old 12-14-2006   #4 (permalink)
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Generally I don't let them clash, as is obvious marines would win. To have a fun RP I don't limit choices. I do limit the number of (especially marines, usually one chaos and one imperial per RP, depending on size). Besides. I like to make Guard only missions, so the IG can shine. Marines are fine in RP, you've just got to have a skilled and fair DM with a competent and conscentious(sp?) player behind the power armor.
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Old 12-14-2006   #5 (permalink)
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ro be honest i dont like stuff from 40k being in roleplays. in most cases i fond it doesnt really make sense. theres so many potions for weird roguish characters in the 40k universe that things like guardsmen and marines are very boring and predicatble. as an example look at the models released by gw for inquisitor - the marine is just there for the sake of having a large scale marine, no more. all the others are not things originally from 40k. As any good gm knows, for a RP to fun you have to limit things: no one character can be better than another
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Old 12-20-2006   #6 (permalink)
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Okayk, I sent Erus a PM, and I'll go ahead and say it one more time... anyone else wanna play?

Okay, if not, we need to decide what we want to do. I would LOVE to do a IG VS Orks battle... the classic 40k story. We could all be members of a squad of IG or part of the same platoon... or something, I dunno.
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Old 12-26-2006   #7 (permalink)
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Quote:
Originally Posted by DeAd_cOmMaNdO View Post
no one character can be better than another
And in that single sentence you are completly wrong.

If you've ever played, or indeed, just read through the rules of Inquisitor, you would know that it does not matter whether one character is more talented or far stronger than another, as it is just as likely for the Gods of the Dice to go badly against either character - a good GM never restricts, he advises and guides character creation, if they think a character is overly strong in one aspect, then they will make sure that they still have a reasonable weakness elsewhere, afterall, just because an SM has superhuman strength and abilities, it doesn't mean that they can't get killed when they get into combat with an imperial guardsman.
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Old 12-26-2006   #8 (permalink)
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inquisitor is not a roleplaying game, its a narratve wargame. you can adapt its rules for a roleplaying game (ive tried it before, and it doesnt work - too complex, combats are nightmares) but that doesnt make it a roleplaying game.

ive seen many a party in real roleplaying games desintegrate because of frenzied barbarians, red wizards and shifter paragons (no prizes for guessing my RPG of choce ) things have to be as close to fair as possible (or you have to have nice players) or someonell end up getting hurt.

a good GM HAS to restrict, otherwise things will spiral wildly out of control, its in every GM guide there is, of which i have many. Of course this has to be within reason and with good explanations given. The most important thing in a roleplaying game is that people have fun and if one character is pissing all the other players off becasue of his uberpowerfulness (that would be a marine in =][=) then the game is not living up to its promise.

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Old 01-02-2007   #9 (permalink)
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I think the idea is great! I call dibs on a Grunt! PM me when you're starting it.
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Old 01-02-2007   #10 (permalink)
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i think this idea would be awesome, properly managed of course. i completely agree that part of the fun of role playing comes from working around a characters flaws and weaknesses, as it makes a good story telling tool.
count me in(whenever that may be)
en taro adun mn-keigh
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Old 01-02-2007   #11 (permalink)
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Ill be in it!!!

I dont get to RP enough and i do love it!
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Old 01-02-2007   #12 (permalink)
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Wow... An explosion of Interest... Check the new thread for details, since we've finally got some interest.
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Old 01-10-2008   #13 (permalink)
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im interested. I dont care what the scenario is.
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Old 01-10-2008   #14 (permalink)
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Whelp, the first chapter of 'HEresy' is about to draw to a close. SOme people seem to have lost interest, so we could use some more rank and file.
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Old 01-10-2008   #15 (permalink)
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And for the record, I intend to run a game of 40kRPG once the rulebook comes out this feb. It'll be similar to what Erus is running at the moment, only more rules and dice rolling in the background.

you yourself won't need the rulebook, but I would recommend it... a lot.
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Old 01-10-2008   #16 (permalink)
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By the time 'Heresy' is finished, the Dark Heresy rules should be out. I'll be using them, with house rule mods, extensively. I am also waiting for the expansion that BL has announced dealing with Death Watch marines.
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Old 01-10-2008   #17 (permalink)
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all sounds very very cool.

as for =][= the only thing i think that might have aviled peoples fears about SM's is instead of having a very EVIl DW marine. why not have a scout drawn from a chapter for whatever reason? i mean. after all, they are seriously toned down from a normal marine. that and there easyer to kill as well.
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Old 01-10-2008   #18 (permalink)
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Then you run into the issue of would the scout have this ability yet, or that ability, etc.. Scouts, as far as enhancements go, are too random of a quantity really.
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Old 01-10-2008   #19 (permalink)
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By the time 'Heresy' is finished, the Dark Heresy rules should be out. I'll be using them, with house rule mods, extensively. I am also waiting for the expansion that BL has announced dealing with Death Watch marines.
Good, good, not sure why you'd need house rule mods... are you going to convert it to D20 (*shudders*) if that's the case... I would seriously say you reconsider... it'll be a daunting task... I've seen quite a bit of the rules (the collectors ed. is out, and i've seen some transcripts of the rules on the web here and there) and all I'll say is I don't think the game needs such.

As for Death Watch... it's a LONG way off... like 3-4 years... or something like that.

Though I am VERY interested in Rogue Trader... which is perhaps only 1-2 years away.

And like Erus said, scouts are complicated, and, it also bears the question of what happens when my scout is ready to become a marine. Something that could happen at the end of a rather large Campaign (which would take about a year if you have weekly sessions of 2-6 hours...).

edit: A few more points... you say that scouts are seriously toned down, but that's not really true. In fact, the only difference between scouts and marines are their armor... and the fact that scouts use snipers and shotguns from time to time. Scouts have all the same upgrades, just not the targeting devices, info feeds, and all the protection etc. that marines in power armor have. In all actuallity, if you were going to make a space marine game, with scouts, you'd have to have scouts be a very quick progression, or change the name to neopythe and have advances be like getting more and more upgrades (forget what they're called) with a change of dieing on top of it!

No, no, its much easier to start as an initiate.
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Old 01-10-2008   #20 (permalink)
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How much (USD) does the collectors edition run?
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Old 01-10-2008   #21 (permalink)
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How much (USD) does the collectors edition run?
Correction. Did. It sold out in 6 minutes. A ebay copy went for $1000 dollars.

It was 70 pounds, plus shipping. That's like 140 dollars... plus shipping...

Yes, that is why I didn't buy it.

Mind you, the normal edition will be 50 pounds for those brits.
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