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I am making a Warhammer Fantasy Role-playing Game, and looking for suggestions.  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Kinebrach-Knobbling Xeno Interrogator





I am basing it off the D-6 system, and using models (So war-game players can use what they already have to play it.), while having heavy influences of mordhiem, and runequest. Can anyone recommend some rules, and or features to implement?

 
   
Made in us
Longtime Dakkanaut





I would suggest taking some cues from the 2 already existing WHFRPGs?
   
Made in us
Kinebrach-Knobbling Xeno Interrogator





The two over priced as feth ones?

 
   
Made in us
Longtime Dakkanaut





FFG has one that uses special dice and then the old d100 system.
   
Made in gb
Boosting Space Marine Biker




midlands UK

Try to not blow up the world like GW did

Blood Ravens, 1700pts

Empire 40 wounds

Astra Militarum 2250pts

Khorne 750pts

Space Wolves 1550pts

Orks 500pts

 
   
Made in ca
Junior Officer with Laspistol





London, Ontario

Are you looking for a D&D, detailed RPG, or are you looking for something pure action, like Heroquest?
   
Made in de
Dogged Kum






Not sure what you are asking for.

Do you love openD6 and you would like to put WHF fluff into it? The OpenD6 site has rules for fantasy. The fluff is free enough. Old codex WHFB codices go for almost free.

Do you want to play WHFRP but you cannot find the original books and you only know D6 so far?

Then maybe you should use google. It is pretty easy to find all pdf online.

In any case, there are enough Oldhammer/WHRP ressources online that should give you the gist of what it means to play a Warhammer roleplay, or which rules you need.

Currently playing: Infinity, SW Legion 
   
Made in us
Kinebrach-Knobbling Xeno Interrogator





Just looking for suggestions. Map size, special rules, weapons, ect, ect. Just stuff that makes it more like a warhammer game, and once I am done it ill release the rules onto the dakkadakka fourms.

 
   
Made in us
Confessor Of Sins




WA, USA

Honestly, by asking for those little details now, you're putting the cart before the horse. What you most need is your broad design and foundation. You need to be able to tell us what kind of game it is, how long a session lasts, and more of those broad stroke design questions.

I get that making weapons and rules is the fun and easy part, but if you do those now, you're guaranteeing a mess later when you come back to the big picture.

 Ouze wrote:

Afterward, Curran killed a guy in the parking lot with a trident.
 
   
Made in ca
Junior Officer with Laspistol





London, Ontario

Again, are you looking to have a skirmish-style RPG where you have models to help "map" an encounter, to provide more concrete tactical decisions, or are you aiming to have a pen and paper game where imagination is more important than physical positioning / tactics?

When you're asking about map size, do you mean world map, encounter map, dungeon map... what kind of map?

Are you looking to import the game mechanics from GW games into an RPG? If so, realize the RPG tends to fall flat, as your characters are simply incapable of long-term survival... without direct GM aid. I'm pretty sure we tried WH RPG 20 years ago, and basically one party member died in each encounter, if the DM played the monsters with any kind of intelligence. I really can't recommend anything based on a "base 10" stat game.

You might want to look into the old Star Wars RPG. If I recall, your "skill" was a number of 6 sided dice you could roll, and then difficulty was assigned based on either fixed numbers [You hit a Storm Trooper with your Blaster on a 7+] or based on DM's best guess [You want to bullseye a womprat at 100 yards? You need a 35+]

The point is, any RPG where success or failure is determined by a single D6 is prone to all the failings that games like Blood Bowl have. Sure, each roll is exciting, but it's unreliable to chain good rolls together to have a successful encounter. It's like picking up a ball, handing the ball off, passing the ball, catching the ball, and having to go for it to score a touchdown... except if you fail to score your character dies, instead of having a turnover.
   
 
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