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Made in us
Lone Wolf Sentinel Pilot





We really can't say anything without knowing the races they want to play. Immediately out of the question are necron and nid, probably SM and anything chaos. Humans, orks, certain eldar, tau and friends... that's about it.
   
Made in se
Longtime Dakkanaut




If someone really wanted to be a space marine, they could play up the weirdness of an actual space marine just hanging around by not specifying which chapter he's from and how he ended up there. Or you could have someone who has been banished on a quest of redemption or a trial of some kind. Maybe a chapter wants to truly test the resourcefulness and loyalty of some operatives? It might not be fully kosher as far as the Imperium is concerned so they keep quiet about it.

Or you could have a really old space marine who might even be missing limbs and has functionally retired or somehow simply been lost by his chapter and has to make his way back home. He has no official marker of authority and might be a suspected deserter plus he's definitely seen better days so he needs the group to help him. If you're concerned that a marine might be overpowered somehow then having him scarred and missing most of his stuff would be an equaliser. For a comedy option, have him be missing his forearms.
   
Made in se
Glorious Lord of Chaos






The burning pits of Hades, also known as Sweden in summer

 Backspacehacker wrote:
Say you are part of a rouge trader crew, problem solved.


Rouge is quite popular with the Dark Eldar.

Or so I've been told...

I should think of a new signature... In the meantime, have a  
   
Made in nl
Longtime Dakkanaut






Kunning ork kommandoes might also be in for some premium grade human face paint. This adventure is going to be great

Inactive, user. New profile might pop up in a while 
   
Made in us
Fresh-Faced New User




 EnTyme wrote:
A Rogue Trader scenario might work. Maybe the party are a group of freebooters.

I introduced the concept to them, but 2 of them HAVE to be brainwashed space marines......
One of them even wants to be an inquisitor.........
The other one wants to be from the blade raven, so it makes it a little bit easier for me since they are a (tiny) bit more liberal in dealing with aliens.

 kingbobbito wrote:
We really can't say anything without knowing the races they want to play. Immediately out of the question are necron and nid, probably SM and anything chaos. Humans, orks, certain eldar, tau and friends... that's about it.


The playable races are tau, eldar, orks, humans, necrons and all other pathfinder races, either as part of the tau empire or as part of an independent faction.
I might just cut necrons out of the game, since being evil makes my life way harder.

This message was edited 1 time. Last update was at 2017/03/01 23:30:41


 
   
Made in gb
Humorless Arbite





Hull

Rogue Trader works quite well -
Orks, Tau, Eldar, Kroot (I have had all of those in my Campaigns)

There are 'some' social implications and restrictions depending on species and situation but overall you can run it.

   
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Fresh-Faced New User




 Otto Weston wrote:
Rogue Trader works quite well -
Orks, Tau, Eldar, Kroot (I have had all of those in my Campaigns)

There are 'some' social implications and restrictions depending on species and situation but overall you can run it.

I'm trying to convince them to go the rogue trader route. If I can't, I will have to take the stargate universe approach. Stranded and forced to cooperate. Just having a common goal is not enough for imperials to deal with aliens.
   
Made in us
The Hammer of Witches





A new day, a new time zone.

Temennigru wrote:
 Otto Weston wrote:
Rogue Trader works quite well -
Orks, Tau, Eldar, Kroot (I have had all of those in my Campaigns)

There are 'some' social implications and restrictions depending on species and situation but overall you can run it.

I'm trying to convince them to go the rogue trader route. If I can't, I will have to take the stargate universe approach. Stranded and forced to cooperate. Just having a common goal is not enough for imperials to deal with aliens.

Then make it. Whatever the situation ends up being, make sure that the stakes mean they have to work together. Killing the xenos means they can't get back. If they don't make it back, then terrible fate X befalls the imperium. If that isn't enough to get the character on board...

The players know the premise, right? So if they're presenting a character who will actively thwart the game premise, ask them 'the setup of the game is a group of conflicting characters trying to survive. If your character is dead set on 'kill all xenos immediatly, no compromise no exceptions, why are you even playing?'

"-Nonsense, the Inquisitor and his retinue are our hounoured guests, of course we should invite them to celebrate Four-armed Emperor-day with us..."
Thought for the Day - Never use the powerfist hand to wipe. 
   
 
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