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![[Post New]](/s/i/i.gif) 2013/05/26 19:52:51
Subject: Two Questions about the FFG WH40k RPGs
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Guarding Guardian
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I got a new RPG tick recently and I was thinking to look into the FFG RPGs for 40k. But I wanted to know two things and hope you guys can help me:
1. Which of the FFG RPGs lets players play as Xeno Races, namely Eldar and Tau? Which Supplements (if any) would be needed?
2. Which of the FFG RPGs lends itself to play with just one PC? I ask because most of the time I play RPGs with my brother alone and from experience I know most RPGs are centered on Party Interaction.
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![[Post New]](/s/i/i.gif) 2013/05/26 20:13:49
Subject: Two Questions about the FFG WH40k RPGs
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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1. Rogue Trader has rules for playing as an Ork Freeboota, Ork Weirdboy, Kroot Carnivore, Dark Eldar Kabalite Warrior and Dark Eldar Wych.
No regular Eldar or Tau.
2. Not really. It'd be very difficult to maintain any sort of campaign with just 1 GM and 1 player.
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![[Post New]](/s/i/i.gif) 2013/05/26 20:20:11
Subject: Two Questions about the FFG WH40k RPGs
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Longtime Dakkanaut
Scotland
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1) Rogue Trader is the way to go.
2) No FFG 40k RPG is based on one GM, one player interactions. However if that's what you're running it shouldn't be too hard to adapt. You would either have to portray competent NPCs or simply scale down encounters. I always recommend the later RPGs, such as Only War or Black Crusade, especially as they bring the systems more up todate and make them less like bad 90's game design.
As it's one player to one GM I'd suggest talking to your brother, finding out what side of the 40k universe you'd both like to explore and then go from there.
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![[Post New]](/s/i/i.gif) 2013/05/27 15:07:45
Subject: Two Questions about the FFG WH40k RPGs
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Beautiful and Deadly Keeper of Secrets
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There is some Tau Homebrews online for Rogue Trader I believe.
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![[Post New]](/s/i/i.gif) 2013/05/27 17:34:37
Subject: Two Questions about the FFG WH40k RPGs
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Hallowed Canoness
Ireland
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I'm sure that Dark Heresy might actually offer a lot of potential for single-PC-campaigns, as much as I generally advise against them.
But in theory, you could tweak the rules into an Adeptus Arbites story where either you or your brother play some sort of detective in a Dredd-style hive and you're presented with crimes to solve, going around gumshoe-style to gather information and interrogate suspects, have shoot-outs with bad guys, etc.
Similar for Scum as a Bounty Hunter a la Kal Jerico.
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![[Post New]](/s/i/i.gif) 2013/05/27 17:58:16
Subject: Two Questions about the FFG WH40k RPGs
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Battlewagon Driver with Charged Engine
Ye Olde North State
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The classes for rogue trader overlap in a lot of places; the rogue trader can do well in combat and negotiations, gets lots of starting skills, and depending on your origin path you could collect enough other skills to be useful in most situations. You also have tens of thousands of mooks to throw around, so you would never have to fight alone.
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grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over" |
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![[Post New]](/s/i/i.gif) 2013/05/27 22:03:43
Subject: Two Questions about the FFG WH40k RPGs
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Oberstleutnant
Back in the English morass
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loota boy wrote:The classes for rogue trader overlap in a lot of places; the rogue trader can do well in combat and negotiations, gets lots of starting skills, and depending on your origin path you could collect enough other skills to be useful in most situations. You also have tens of thousands of mooks to throw around, so you would never have to fight alone.
This would work; you literally have a private army as well as an extensive command staff of specalists. You could either create a number of PCs that are controlled by you or simply have a party of faceless mooks that are easily replaceable.You could even fight all combats via command skill checks while you stay safe in your armoured command bridge while your mooks get their hands dirty. You should create a Voidmaster and a Navigator though, even if they never leave the ship, as without them Space combat and travel will be a chore.
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The prefect example of someone missing the point.
Do not underestimate the Squats. They survived for millenia cut off from the Imperium and assailed on all sides. Their determination and resilience is an example to us all.
-Leman Russ, Meditations on Imperial Command book XVI (AKA the RT era White Dwarf Commpendium).
Its just a shame that they couldn't fight off Andy Chambers.
Warzone Plog |
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![[Post New]](/s/i/i.gif) 2013/05/28 03:21:33
Subject: Two Questions about the FFG WH40k RPGs
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Battlewagon Driver with Charged Engine
Ye Olde North State
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Or you could just skip the machanics for both and do them naretively(?).
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grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over" |
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![[Post New]](/s/i/i.gif) 2013/05/28 06:29:55
Subject: Two Questions about the FFG WH40k RPGs
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Oberstleutnant
Back in the English morass
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There is a danger of doing too much narratively as you will miss out on those unexpected events that only dice rolls can provide. You could of course do without the Void Master and Navigator entirely but space combat is quite a large part of the game.
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The prefect example of someone missing the point.
Do not underestimate the Squats. They survived for millenia cut off from the Imperium and assailed on all sides. Their determination and resilience is an example to us all.
-Leman Russ, Meditations on Imperial Command book XVI (AKA the RT era White Dwarf Commpendium).
Its just a shame that they couldn't fight off Andy Chambers.
Warzone Plog |
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