Showing posts with label Warhammer 40k. Show all posts
Showing posts with label Warhammer 40k. Show all posts

Wednesday, February 19, 2014

A Return to Wargaming?

Jimdad suggested on the recent organizational resources post that it would make sense for me to do some test runs of all the tech before trying to run a full-blown campaign with it.  This is sensible, but one-shots are unsatisfying as a rule.  Unrelatedly, I've had VBAM and space wargaming on the brain recently for no apparent reason.  But they do suggest an alternative means for tech-testing, in that wargames are primarily one-off affairs (at least in our group) which work well with a small and irregular player pool.  Playing one-off wargame scenarios also leads nicely into campaigns, which might beget universe generation and lead to workable RPG settings.

I'm sort of looking back at the Starmada Summer of 2011 as a model, but hopefully with a less flexi-fragile system (or a gentleman's agreement that if something is broken, you use it to win once and then can it).  I think Full Thrust in one of its several incarnations would probably serve us well, as it is a very simple core game with lots of optional things to experiment with (I for one would be curious to try Colonial Battlefleet's initiative system on top of FT's general mechanics; I'm just not a huge fan of pre-plotted movement).  Full Thrust is also old enough and well-enough vetted that its exploitable flaws are known (documented and discussed in the expansion books) and can hopefully be avoided.  It also has a nice-looking sample campaign in the back of the FT2E manual.

Other options:
  • Starmada: Nova - we never really gave this one a fair shake, and the seeker rules are pretty neat.  On the minus side, forum reports that stacking up weapon traits is still pretty broken.
  • Colonial Battlefleet - sort of hampered by lack of good shipyard spreadsheet.  I have one half-thrown together, but got bored.  Good stealth and initiative rules, and the Raider type from the expansion book looks like fun.  On the minus side, fairly heavy bookkeeping for shields.
  • Battleshift - Fleet engagements with some cool tactical warp mechanics.  If I recall correctly, though, it needs a pretty big playing area, and I've seen roll20 lag out under less. 
  • Space Hulk.  The problem with Space Hulk is that it's unusually stressful, because there is some serious "oh god oh god we're all going to die" going on continuously  (...  holy cow, this must be what it's like to play in my ACKS games.  No wonder they keep disintegrating!  On the other hand, if you play ACKS well, it's less of a problem than if you play Space Hulk well, because the DM is slightly less actively malicious than the 'stealer player).  Also the maps are deceptively expansive.
  • BattleTech Lite - light to medium mechs from the earliest time period only, and perhaps no melee.  Could be fun as long as you keep the total number of armor / structure points low.
  • Domains at War: Battles - Our experiences so far suggest that DaW:B is too heavy unless there's some significant investment in the outcome (ie, a PC realm at stake). On the other hand, two games between inexperienced players is not a whole lot to go by.  I've been meaning to write some scenarios for this - the system could definitely use one highlighting the fortification rules, and everybody loves Helm's Deep.
  • Hell, a sample DaW:C campaign would be fun too, and if the battles were resolved using the Campaigns rules, it might work alright for one-off afternoon games (though I sort of expect a lot of overhead from the recon rules - TODO automate recon).  I could steal something from Crusader Kings and keep the magic-and-wyvern-cavalry level historically low for ease of use.
  • Anything in the 15-25mm infantry sphere - I have my doubts about how well roll20 would handle these, and Vassal suffers from limited plugins.  Options include Stargrunt, Gruntz, WH40k, and many many others.
  • Dirtside or other 6mm microarmor games - Again, I don't think this one would do well on roll20.  Also chit-based damage.
So if anybody from the old Starmada crew is reading this, hit me up via the usual channels if something here's interesting.

Wednesday, July 18, 2012

If I Were to Run a 40k RPG...

It would probably be more like Traveller: New Era meets ACKS than Deathwatch or Dark Heresy.

I have a love/hate relationship with a lot of the 40k universe.  On the one hand, I quite like the "everyone dies" aesthetic, the laughter of uncaring gods, Space Hulk, the Ravenor trilogy, the tyranids, Mechanicus, Inquisition, and the doom of the eldar.  On the other hand, there are the space marines, the tau, the ecclesiarchy, the rogue traders (who always felt a little too free for such an unfree world), and those goddamn orks.  Further, for an empire where much technology is lost and forgotten, there always seems to be an abundance of powered armor, plasma weapons, and other fancy gizmos fit for cracking tanks or continents.  These combined always made the prospect of running an RPG in the 40k universe somewhat offputting.

Well, says I to myself late last night, we can fix that.

Consider, for a moment, what happens to the 40k universe if, one day, the Astronomican goes out, permanently.  Imperial ships in the warp at the time are lost, and further long-range interstellar travel becomes an impossibility.  Military campaigns on ten thousand worlds grind to a halt for lack of resupply, and the units abandoned there must either go guerrilla, make peace, or be slaughtered.  Many hive worlds, reliant on imported foodstuffs for their sustenance, suffer starvation, unrest, and descent into anarchy.  The enemies of man, still capable of interstellar travel by their usual means, go on the offensive, bypassing strongpoints where Imperial units remain active, and conquering ripe, undefended worlds with little effort.

The space marines, scattered across the galaxy in forces as small as platoons, must reintegrate into human society, becoming leaders of men.  Bolter ammunition, already scarce, becomes vanishingly rare, and powered armor, lacking spare parts and untended by the ministrations of the techmarines, falls into disrepair.  The homeworlds of the various chapters, such as Fenris, Nocturne, and Macragge, continue recruiting, impanting, and training more marines of their chapters, but most worlds with space marine deployments lack the specialized medical infrastructure for the growth of implants from the gene-seed.  On those worlds, the marines tend to form long-lived military juntas, which provide a gateway into stable, moral governments backed by tempered force.

On many worlds, the Ecclesiarchy remains in power for some time, holding forth with the doctrine that the faith of the people is being tested.  They are supported by the astropath network, providing news and maintaining mankind as a single culture.  As years pass, however, the astropaths begin to die off (and new ones cannot be taken to Earth to be soulbound), and salvation seems less and less imminent; many planets rebel and overthrow their religious rulers.  Most of these insurrections fall to chaotic influence, but some, perhaps, are successful, staving off corruption under the watchful eyes of former inquisitorial agents with little love for the zeal of the Ecclesiarchs.

The Forge Worlds, too, weather the transition relatively well, with the beliefs of the Cult Mechanicus unshaken and its power largely intact.  Many, however, suffer from resource exhaustion, turning to desolate anarchic wastelands a la the Road Warrior, and without safeguards against chaos, more still fall to the lure of dark sciences.  The forge worlds are likewise juicy targets for the enemies of mankind, for while they maintain their Skitarii fighting forces, they are rich in technological plunder.  Some, however, endure, arming themselves and stewarding their resources while their best minds seek a safer means of FTL travel.

And so it is that, a few generations after the collapse of the Empire, on one of these stable worlds, PCs appear.  Foolish young souls with a penchant for adventure, an eye for profit, the cojones to explore a drifting space hulk, and a dream of distant stars...