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Would you play Gorkamorka if it were updated in the spirit of 5th edition WH40k rules?
Yes. I miss this game so much!
Yes, But only if it had the Digganob rules too!
Yes, But it would need some serious help (beyond just adding the Digganob expansion)... the game had a few short commings.
No. I enjoyed it back in the day, but I've moved on to other games.
No. The game had too may problems.

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Made in us
Alessio Cavatore




Does anyone know of any Living Rule book for Gorkamorka? I know that GW has the rulebooks on their website for the 1997 version. But has anyone heard of any fan based efforts or anything to keep this game going? Do you think a fan-based Living rule Book would be something the community would like to see?
   
Made in us
Decrepit Dakkanaut





Biloxi, MS USA

What do you exactly mean by Living Rule Book? Do you mean like the Necromunda LRB(which hasn't been updated in years and is just a slightly revamped version of the original)? Or do you have something else in mind?

You know you're really doing something when you can make strangers hate you over the Internet. - Mauleed
Just remember folks. Panic. Panic all the time. It's the only way to survive, other than just being mindful, of course-but geez, that's so friggin' boring. - Aegis Grimm
Hallowed is the All Pie
The Before Times: A Place That Celebrates The World That Was 
   
Made in us
Stealthy Space Wolves Scout





Raleigh, NC

Look here: http://www.games-workshop.com/gws/content/article.jsp?catId=cat410008&categoryId=1100014§ion=&aId=5300012

And you can also check this site out: http://www.miteyheroes.co.uk/mektown/index.html

This message was edited 1 time. Last update was at 2009/09/16 21:04:39


 
   
Made in us
Alessio Cavatore




@Platuan4th

I had a couple of ideas in mind... There seemed to be a couple of things that come up again and again on the forums.

1. The campaign system for the game (as well as the Necromunda system) is a little static - it doesn't give you much in the decision making process - it is a lot of just rolling dice to see what happens to you gang. I think they tried to improve upon this in the Mordheim, and they did a good step in the right direction... this system could easily be re-incorporated into the GorkaMorka Rules.

2. There is a lot of flavor in the game fluff, but in the actual game, you can only be a Gorker mob or a Morker mob... In Necromunda there were 6 basic flavors, then about that many again (about 12 or so different gangs in total). In necromunda, the six basic gangs just had different choices of skills (with some skills overlapping between gangs). But in Mordheim the gangs have much more development and they all seem unique with different tacticts for each gang type. Maybe GorkaMorka could never reach this level because no matter how creative somebody is with the Mob rules, they just wouldn't have the variety that we saw in Mordheim.

3. In smaller gaming groups (of 3 or 4 mobs), which I would venture to guess that about 90% of people who play this game only play with 2 or 3 other people, If a gang looses the first couple of games, they never have a chance to catch up. The classic run away loser syndrome... it was a problem with all of GW's Skifmish games, as well as Bloodbowl.

4. The game is based on 2nd or 3rd edition rules of WH40k, so it would just need a overhaul to 5th edition. The 5th edition rules seem very streamlined.

As long as I am laying out some ideas for some changes... here I go...everybody, please let me know what you think:

Inspiration
I have been really inspired by the Artwork on page 29 of Da Roolz, Artwork on page 91 of Da Uver Book


1. .D6Waaagh! This is a concept that not only is a 6 always a success, but it give you an additional benifit, such as you get to roll an extra dice to-hit (shooting and close combat), or if you roll 6" to thrust, then you get to thrust an additional D6", and other cool things.

2. I wanted to use the "luck" rules that are in Legends of the Old West. The luck let you add or subtract 1 from a dice roll, or re-roll - I think... I can't remember exactly.
3. More variety of mob types: Crazy Mekboy Gang Leader, Mad Doc Mob Leader, Morker Nob, Gorker Nob, Runtherder Mob, Muties/Kroot (Ratskin rengades w/ booby traps), Reble grots, Scrap Prostertor Mob, "Arms Dealer" Mob, Fuel Salesmen. - Each mob type has access to different skills, unique weapons, equipment, vehicles, and special equipment. - commidies (scrap, food, ammo, gunz, special scrap for story arc, etc.)

4. Like I said above, streamlined rules like we see in 5th edition.

5. .I had an Idea for something I call the" Thrust-o-Matic 3000" for determining a vehicle’s next action. basically, it is a selector that makes you choose (in secret) the next action for your vehicles - this way you have to commit to a thrust before hand. Adds a little more planning to the game and works well for" tailing and racing rules" if number 6 below is also used.

6. Possibly, a interlaced turn sequence, instead of the IGO-UGO that is so typical to GW games, I was thinking it would be neat to alternate activation - this might even be better for multi player games, such as Da Rumble. I would hope it would feel like you are always doing somehting besides waiting for the other guy to complete his turn.

As you can see, these are just rough ideas at this point, but I think they could really help to make the game 'sing'.

The key concepts I would want to keep in mind while developing these rules are:

Ramshackle
Fast Paced Play - Waaagh!
Elegant and easy to remember rules (not too may charts or tables to bog down play)

Also, I had no idea that the Necromunda living rulebook had not been updated in years!

   
Made in gb
Grovelin' Grot Rigger




Cambridge, UK

The living rule booked used to be on the specialist game website.. but since GW have revamped their online stuff and incorporated the specialist game site within their main site, it's been removed.. i suggest ebay, they come up pretty often and not for much money either.. i bought another copy of each book a while back just in case my originals got damaged somehow

Really a big shame as it was a good game.. yes, it had a good deal of flaws.. but if you borrow some rules from necromunda (i.e. heavies instead of having to mount weapons of vehicles) it works a lot better.. i've often considered going through the books and seeing what i can fix/add to make it more interesting.

I remember once being taken to one side int he local GW and being told firmly "no" for trying to arrange a gorkamorka campaign on a game night.. and that was only a couple years after it was discontinued.. i'd hate to think what they'd say now! Even worse as it'd be so easy to do now... aesome ork models, lovelly vehicles, pastic grots, catachan as diggas.. only one i never worked out how to do is muties. i'd prob use cold ones as mounts, but not sure what to do for actual mutie.. but no one ever played as them anyway

Mektown website is a great idea.. it just doesn't seem to be well executed or updated..

and gorkamorka in the spirit of 5th edition rules? hmm.. i think as with all skirmish games they have, it should stick to 2nd edition based rules.. but i think the weapons and vehicles and gubbinz should be added so that there's more variety to it..

gah, i've gone on for way to long again >_<

This message was edited 1 time. Last update was at 2009/10/29 12:53:54


The most expedient way to avert crisis is always by the indiscriminate extinction of anything that stands in your way. 
   
Made in us
Wraith






Milton, WI

I would use the latest version of Necromunda rules for Gorkamorka. Since that was its closest analog.

The vehicle stuff can stay the same. The Gorka rules work fine for the small numbers used.

Using the 5th ed vehicle rules makes them too abstract when you have only a couple vehicles on each side.

Bam, said the lady!
DR:70S+GM++B+I+Pw40k09/f++D++A(WTF)/hWD153R+++T(S)DM++++
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