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Made in us
Veteran Knight Baron in a Crusader




Oakland, CA

Now that FFG no longer has the license, I'm wondering who will pick it up next.

It seemed like a successful product line, and it doesn't seem like GW to leave money on the table...
   
Made in us
Dark Angels Librarian with Book of Secrets






I think either GW will pick it up themselves or bury it. Especially with all the Heroquest and other boardgames, they really seem to be trying to self publish more, lately.

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Made in us
Veteran Knight Baron in a Crusader




Oakland, CA

Seems I'm not the only person wondering...

http://www.belloflostsouls.net/2017/03/40k-rpg-need.html
   
Made in gb
Battlefortress Driver with Krusha Wheel





Brum

I would be wary of someone taking on the 40K RPG license. FFG did an exceptional job of world building. The Calaxis sector is full of kind of interesting places and the schlocky horror that makes 40K fluff interesting.

It's just a shame that their rules weren't all that good though.

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Curently: DZC

Set phasers to malkie! 
   
Made in us
Veteran Knight Baron in a Crusader




Oakland, CA

I suppose that all depends what sort of rules you like.

Though they weren't too my preference - I like a bit more cinematic and a little less crunch - they were playable.
   
Made in fi
Longtime Dakkanaut




It was pretty lazy rulemaking effort from FFG. They took the old WH system and threw new abilities on top of it and it gradually got worse each iteration. By the time they got into Deathwatch, it was Pathfinder-level complexity without Pathfinder-level attention to function and balance. It was really pretty awful experience. Only War was probably best of the bunch, rules-wise.

Mr Vetock, give back my Multi-tracker! 
   
Made in us
Veteran Knight Baron in a Crusader




Oakland, CA

Personally, I would have liked something much more like their current Star Wars rules.

I'd really like to see someone pick up the license and do it justice!
   
Made in us
Veteran Knight Baron in a Crusader




Oakland, CA

The Grim Dark podcast reported that Cubicle 7 may have picked up the license for Warhammer. At least for fantasy, but GW has combined that with 40K in the past...
   
Made in gb
Battlefortress Driver with Krusha Wheel





Brum

Cubicle 7 seem to have picked up the license to sell the old WHRP books although the evidence for this isn't conclusive and there has been no announcements made about this at all.
Hopefully Cubicle 7 does make some WHRP books though, they make some interesting games.

This message was edited 1 time. Last update was at 2017/03/22 07:29:05


My PLog

Curently: DZC

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Made in us
Veteran Knight Baron in a Crusader




Oakland, CA

...and they have T.S. Luikart on their design team, who was one of the lead designers for 40K Roleplay in the Black Industries era.
   
Made in us
[MOD]
Solahma






RVA

Can Cubicle7 handle another license? I feel like they are already struggling to keep up with their existing lines.

   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

It may just be a license to print the pre-existing 2nd Ed material, rather than making new books.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
[MOD]
Solahma






RVA

 H.B.M.C. wrote:
It may just be a license to print the pre-existing 2nd Ed material, rather than making new books.
That license would have to be pretty cheap.

   
Made in us
Veteran Knight Baron in a Crusader




Oakland, CA

I can't imagine that anyone would be too interested in a reprint only license. The potential customer base is just too limited.

This sort of thing is in their sweet spot as a company though. They like working with established IP.
   
Made in us
Veteran Knight Baron in a Crusader




Oakland, CA

Had anyone tried using the Necromunda rules as the (very rough) basis for an RPG?
   
Made in se
Slaanesh Chosen Marine Riding a Fiend




Uppsala, Sweden

 Silent Puffin? wrote:
I would be wary of someone taking on the 40K RPG license. FFG did an exceptional job of world building. The Calaxis sector is full of kind of interesting places and the schlocky horror that makes 40K fluff interesting.

It's just a shame that their rules weren't all that good though.


Completely agree. And I've spent over a thousand hours playing by those rules.

I critiqued the DH rules design in a facebook group recently "...stuck in the 80's when it comes to rpg-system/-rules design and testing". And along comes Andy Hoare (!) to compliment my analysis and explain that it was a deliberate design choice to match the Inquisitor rules, and that already they were intended to be retro 80's in their style, and even referring backwards to Confrontation and Laserburn.

That was a very interesting perspective! I don't personaly like the rules any more but I can definitely respect a designers choice!


Anyhow, I'm curious to see where 40k rpgs are going in the future!
   
Made in fi
Longtime Dakkanaut




Talking about Dark Heresy, I am planning starting a campaign, but unsure which ruleset I should use - 1st edition or 2nd? First one would be easy but it has certain balance issues: automatic and accurate weapons too powerful, overpowered psykers. Not too familiar with 2nd, but it hasn't got great reviews. Character system is apparently more complicated which is not a plus in my books.
Maybe I could use 1st with few house rules or stuff from Only War thrown in? Opinions?

Mr Vetock, give back my Multi-tracker! 
   
Made in us
Veteran Knight Baron in a Crusader




Oakland, CA

The difference between 1st and 2nd is not terribly significant if you've never played.

2nd is essentially the same system, but with more interesting character generation.

Either would work fine for you.
   
Made in gb
Sword-Bearing Inquisitorial Crusader





Near London, UK

Backfire wrote:
Maybe I could use 1st with few house rules or stuff from Only War thrown in? Opinions?
1st doesn't balance too badly with a few house rules. My group adjusted Accurate to work like Tearing (a good shot rolls extra dice, but only keeps the highest), and there's several suggested fixes for semi/full:

- Halve the range of the weapon when firing on auto (spraying wildly at long range isn't effective!)
- An extra degree of success needed per extra hit past a given range (again, making it less efficient at longer distances).
- Half-action, but penalties to hit rather than bonuses. (This was the fix in the later 1stE books, but I'm not a huge fan.)
- Disallowing any bonuses from "precision" type shooting skills.

It is still quite a dull ruleset for combat, and we usually layer on a few rules we've borrowed from Inquisitor to speed it up a little - things like particularly brutal hits against unimportant NPCs forcing them to test toughness to avoid just plain passing out from pain/shock. It avoids it feeling like every single NPC has to be worn down by attrition, weathering boltgun shots to the head with impunity if they still have even one wound left.

 schoon wrote:
2nd is essentially the same system, but with more interesting character generation.
Character generation is really dependent on your GM anyway. A huge chunk of the characters in our group have custom origins or advance tables.

(But then, as I've already hinted, most of us are Inquisitor veterans, so we're used to that kind of free-form creation anyway).

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Project log - Leander, 54mm scale Mars pattern Warhound titan 
   
Made in fi
Longtime Dakkanaut




 schoon wrote:
The difference between 1st and 2nd is not terribly significant if you've never played.

2nd is essentially the same system, but with more interesting character generation.

Either would work fine for you.


2nd edition character generation has drawn lots of complaints, so that's one reservation I have for it.
I have played 1st edition (though only few sessions) and all the 40k RPG's except Black Crusade, and I found they tended to get more bloated and unworkable. So I am iffy about 2nd edition...

Mr Vetock, give back my Multi-tracker! 
   
Made in us
Veteran Knight Baron in a Crusader




Oakland, CA

You're correct about the bloat, Backfire!

FFG's system was never my cup of tea, but I played it anyway.

Now that there's "no system," I'll likely create my own (dice pool; cinematic) to while away the time till the next official licence comes out.
   
Made in us
Veteran Knight Baron in a Crusader




Oakland, CA

FYI, I'm about 1/3 of the way done creating a basic system very loosely based on SW:A.

Basic mechanic: stats and skills - the stat sets the number of dice (d6) rolled, the skill sets the target number (6 for no skill, 5 for Skill 1, etc.). Result of the roll is the total number of successes.

Should flow well and be fairly cinematic - details at www.scholaprogenium.com when I get something ready to share.
   
Made in gb
Guardsman with Flashlight



Cymru

Looking forward to the finished product schoon
   
Made in us
Veteran Knight Baron in a Crusader




Oakland, CA

I've created a 40K RPG page for sharing all this once it's a little closer to playable.

Progress:
Core Mechanics - Done
Attributes - Done
Skills - Done
Talents - 60%
Damage/Damage Effects - Done
Game Turn/Actions - Done
Character Generation - 40%
Weapons & Gear - 10% (really waiting on the 8th edition qualities and rules before getting to this one)
NPCs & Bestiary - 0%
   
Made in us
Decrepit Dakkanaut






New Orleans, LA

That's cool and all, but why? You can still find the FFG books on ebay and other places.


Automatically Appended Next Post:
 schoon wrote:
You're correct about the bloat, Backfire!

FFG's system was never my cup of tea, but I played it anyway.


Ah. I see, now. Good luck on your project!

This message was edited 1 time. Last update was at 2017/05/04 17:39:57


DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
 
   
Made in us
Veteran Knight Baron in a Crusader




Oakland, CA

Quick update.

The Psyker rules are slowing me down:
(a) They have little existing material in Necromunda
(b) I'm trying to keep the rules simple and fast
   
Made in gb
Arch Magos w/ 4 Meg of RAM





 schoon wrote:
Quick update.

The Psyker rules are slowing me down:
(a) They have little existing material in Necromunda
(b) I'm trying to keep the rules simple and fast


Have you checked out Necromunda: Outlanders? There's pages and pages on psykers in there.

Surely if you just introduced a hit-points system and changed the damage stat on all weapons to accommodate you could have a workable RPG system right out the gate. If you wanted more detail you could base it off Inquisitor rather than Necromunda.

Bye bye Dakkadakka, happy hobbying! I really enjoyed my time on here. Opinions were always my own :-) 
   
Made in us
Veteran Knight Baron in a Crusader




Oakland, CA

 Bottle wrote:
Have you checked out Necromunda: Outlanders? There's pages and pages on psykers in there.

Surely if you just introduced a hit-points system and changed the damage stat on all weapons to accommodate you could have a workable RPG system right out the gate. If you wanted more detail you could base it off Inquisitor rather than Necromunda.


I have seen that - thank-you. It formed the basis for the current version of the Inquisimunda rules set from what I can see. They are quite helpful, but need a bit of fleshing out for a proper RPG.

Inquisitor, which formed the basis of the Dark Heresy system, is a bit too rules heavy for me, thus my desire to create something a bit more fast moving and cinematic.
   
Made in us
Veteran Knight Baron in a Crusader




Oakland, CA

Playtested over the weekend.

The base mechanic has (thankfully) turned out to be very solid.

The combat damage system needs some tweaking - it turned out to be quite difficult to do significant damage. It needs to be more lethal.

It also revealed the need for better rules on defeating tech, like the machine spirit guarding a door lock or adversary cogitator.
   
Made in us
Veteran Knight Baron in a Crusader




Oakland, CA

Talents are now done.

However, a second playtest revealed the lack of effective "Tech Combat" rules, so that's a new "to do."

Also testing a few variations of the Pinning rules, so they still provide strategic effect, but don't slow down game play.
   
 
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