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Lord Munge, the gentleman half-orc, lacks the impressive size and musculature so common to his race. The bastard sword strapped across his back via a shoulder-to-hip baldric looks far too big for this fellow of only average physical stature. Munge's broad face reveals his orcish parentage: tusks adorn his wicked grin, his nose is upturned at a slightly piggish angle, and his beady little eyes display both intelligence and malevolence. His neatly coiffed hair is tightly pulled back into a short ponytail, tied with a cute little ribbon. Munge's clothing consists of a puffy and frilly laced shirt, rough leather pants with thick stitchwork along the seams, and swashbuckler boots left over from his pirating days. At his broad belt can be found a wavy-bladed dagger and such an array of pouches, vials, and scroll tubes that even a superhero might be jealous of the utility of it all. Clutched in Lord Munge's hands is his weapon of choice, an enruned arquebus. His stance reveals his total confidence that all the world's challenges can be dealt with using his own unique blend of quick wits and utter ruthlessness.The contest ends March 31st, so get those entries in!
One thing that I’ve used well is to set up a conflict between two or three big players in the area of space I know the players are going to be in. Nothing on the level of outright open warfare (at least, not at first), but some sort of conflict all three sides will be willing to kill over. Then I describe for my own use their methods and the resources they have. Finally, I’ll describe some low-level NPCs the heroes might run into, and the level of lieutenants just above them.
Then I craft the first adventure based on this info, having the PCs land smack-dab in the middle of some little plot by one of the factions. I make no reference to the larger conflict, and probably don’t directly link the people the PCs will be dealing with to their larger faction.
Then, after adventure one, I cut the players loose to do their trading or exploring or whatever it is they want to do with their starship. But every time they seem to get excited about or invest emotionally in something, I look for a way to tie it into the big fight. And I’m always updating what the different sides are doing. Did a plan succeed? How will that affect the PCs’ lives? Have the PCs done anything to affect any of the competing factions?
If I do my job right, about the time the PCs arrive at their mid-levels or have their feet under them or whatever defines mid-level play in your game, they should be actively seeking out confrontations with at least one of the factions. They shouldn’t understand what the fight is really about yet, that’s for the rising action and climax. But they should at least be getting an inkling of an idea that there’s something bigger going on behind the scenes.
MARCH 14 2006 (Nottingham, England) 2007 will mark the 20th anniversary of the first publication of Games Workshop’s legendary Warhammer 40,000 game system. It’s no coincidence that March 2007 will also see one of the most eagerly awaited events in gaming history – the release of Warhammer 40,000 Roleplay (40KRP)! Rumours have been circulating in the roleplay community for many years about such a game. Now Black Industries, fresh from the success of the revamped Warhammer Fantasy Roleplay, can reveal that it really will be happening, and in a way no one is expecting. Because there won’t be one 40KRP game, but three!Back in the day I owned the original Warhammer 40,000: Rogue Trader hardback. My group never really did anything with it because all our miniatures dollars went towards BattleTech. Still, I always thought 40K looked like a neat universe to explore. More than once I considered using the setting for an rpg campaign. My usual idea involved the PCs as draftees in the Imperial Army who then were sent on insanely dangerous and nonsensible missions by the soulless Imperial bureaucracy, sorta one part Paranoia troubleshooting and one part Aliens with a light sprinkling of Red Dwarf.
Warhammer 40,000: Dark Heresy will be the first 40KRP game, allowing players to take on the role of an Inquisitor’s retinue. Their task is to uproot the taint of Chaos in Imperial society, to smash dark cults and foil sinister plots. It’s a game of investigation and will be an ideal introduction to the dark and gothic universe of the 41st Millennium. Dark Heresy is just the beginning, however. After this basic game, two further games released eighteen months apart will allow the players to progress and explore the universe first as Rogue Traders and alien pirates, and eventually experienced players will be able to roleplay the devastating warriors of the Adeptus Astartes Deathwatch.
I've done this once before, but it's worth repeating:In the original thread RPGnetter J Arcane seems to think I'm being unnecessarily snarky. I think I got a legit point. Opinions?
RPGnet has over 25,000 registered users. If you have any interest whatsoever in finding other local gamers, please make use of your Location field. See over there above the main text of this post and to the right where it says I'm in Urbana, IL? Some of the players in my current campaign found me simply because they saw I lived in their part of the world. The same could happen to you, if you choose to put accurate information in that field.
To edit your Location field, click on 'User CP' in the menu bar at the top of the page. Then click Edit Profile on the lefthand side of the screen that pops up. Your Location field will appear under 'Additional Information'. Type in your information, click 'Save Changes' and you're good to go.
Please note that it's totally cool to choose not to make this change to your account, or to put some sort of joke in your Location field. But if you go that route then I reserve the right to mock you behind your back if you start posting things like 'Woe is me! I can't find players.'
That is all.
Beyond that, Adventure! is set in the period between the wars and one of the threats Player Characters can be expected to confront is Nazism, an ideology that maligns those it doesn't like as untermensch (under-men or less-than-humans). Presumably, the Player Characters will oppose this noxious idea and champion the democratic notion that all people are fundamentally equal. However, the game system undermines them, since the Nazis are obviously right -- there are untermensch (the Extras) and, oddly enough, they always end up being the opposition. Didn't anyone give the sub-text of this rule even a moment's consideration? (The chapter on Roleplaying has the standard literary aspirations of a White Wolf game and talks about Theme and Mood, but there's no mention of sub-text.)