Bit of a gap since my last visit here, and things have come a long way!
The Necromunda RPG has fallen by the wayside somewhat, although I'm pretty happy with the work I've done on it, and the majority of it was finished. It's just a shame that I never got the finish the campaign the players were involved in, it sort of dried out a couple of sessions from the end!
Oh well, I'm sure we'll come back to it again at some point, it did prove to be a good deal of fun. It also acted as a great gateway drug into a real RPG; Dark Heresy!
I've only ever done one PnP RPG before, the Warhammer RPG, and it was a good laugh, but 40k has always been by biggest love. So with a growing interest in RPGs thanks to my work on the Necromunda RPG, I decided to look into Dark Heresy. A few months on and I've run a good number of sessions and have a goup that ranges between 3 and 6 members. They all seem to be having a good time, and I have only good things to say about the game!
On a seperate note, the Bank Holiday weekend saw me competing in another Backswording tournament (Uffington), and this time I actually won it! Kind of bewildering that I actually pulled it off, and I think I had a large amount of luck on my side through the competition! It was a hell of a lot of fun though, made all the more awesome by the face that the final was fought between my best mate Barrie and myself. A pretty good outcome in my eyes, and I'd have been stoked no matter which of us had won.
Thursday, 3 September 2009
Monday, 20 April 2009
RPG Coming Along Spiffingly!
I've not written anything in a while, so it's about time I mentioned how well the RPG has progressed. We've now had four games in the adventure and the players seem to be having a great time. The rules are pretty much set for now, and pretty stable. I'm still making the occasional modifications due to the odd spelling mistake, or rules mishap. A good sign is the number of people now playing. We have seven taking part (eight including my own character) and they all have their own good and bad points and have been fitting together well as a team.
Still early days in the grand scheme of things for the game, with some fun twists and turns planned for the players to face. Hopefully we'll manage to play it through to the end, and get to really crash test the rules.
Still early days in the grand scheme of things for the game, with some fun twists and turns planned for the players to face. Hopefully we'll manage to play it through to the end, and get to really crash test the rules.
Tuesday, 17 March 2009
Success! ...Mostly!
Well Saturday went rather well. The test worked quite well, with the players enjoying themselves for the most part. The only real exception was one players exception to excess stealth that the other players wanted to use! That's more down to party interaction that the actual gaming rules though.
As for the rules themselves they seemed to hold up quite well. A few things need to be changed to smooth everything out, but I'm pretty happy on the whole. The biggest test will be this Thursday though, when the adventure proper starts, and I'll have six eager gamers to please! It will also see just how well they can handle ranged combat, and working as a team whilst facing it.
Still deciding what my own character shall be, I figure as I'll be GMing most of the time, a support character would be wise, so the players themselves can focus on the action. More pondering is afoot!
As for the rules themselves they seemed to hold up quite well. A few things need to be changed to smooth everything out, but I'm pretty happy on the whole. The biggest test will be this Thursday though, when the adventure proper starts, and I'll have six eager gamers to please! It will also see just how well they can handle ranged combat, and working as a team whilst facing it.
Still deciding what my own character shall be, I figure as I'll be GMing most of the time, a support character would be wise, so the players themselves can focus on the action. More pondering is afoot!
Friday, 13 March 2009
Who am I?
I've also been pondering what character to play as in the RPG once it gets started. I wasn't originally going to be playing one, but a friend has offered to share the GM responsibilities, so I may well get a chace to have some of the fun too!
Currently I'm tempted by a Van Saar House Ganger (They're very good with weapons, but not necessarily the best at using them), or a Wyrd Telekinetic (Psyker who happens to be good at a range of things).
To start with the Van Saar had me, with his rang of friendly support abilities, and big guns I was very tempted. Now though I'm tempted more and more by the Wyrd. Partly because I think there may be a lack of Wyrds in the adventure, and partly just because he looks fun, and can be a good all-rounder.
This is all thanks to the three powers I'm currently considering for the long run: Force Field, Fists of Fury and Hail Storm.
Force Field is a useful power all-round as it allows the Wyrd to save himself, and friends from dammage. You get a 2" radius bubble that is pretty hard for the enemy to crack. Hail Storm is a pretty straight forward ranged power. It can be great (Three strength 6 shots that hit automatically) or it could be cack (a single strength 1 shot), either way it would probably be the first power I would pick as otherwise the Telekinetic wouldn't be doing much at the beginning of the adventure! Plus I'm considering Lucky Aura as a Minor Psychic power, which allows him to re-roll a single dice that effects him each turn. So I may be able to use it to improve the reliability of Hail Storm! Fists of Fury is one I intend to get later, it can turn the Wyrd into a real close combat powerhouse, more than doubleing his strength, and giving him a permanent weaponskill and attacks boost. First I'll get some skills to support that though!
I shall ponder though, should be fun whatever I go for!
Currently I'm tempted by a Van Saar House Ganger (They're very good with weapons, but not necessarily the best at using them), or a Wyrd Telekinetic (Psyker who happens to be good at a range of things).
To start with the Van Saar had me, with his rang of friendly support abilities, and big guns I was very tempted. Now though I'm tempted more and more by the Wyrd. Partly because I think there may be a lack of Wyrds in the adventure, and partly just because he looks fun, and can be a good all-rounder.
This is all thanks to the three powers I'm currently considering for the long run: Force Field, Fists of Fury and Hail Storm.
Force Field is a useful power all-round as it allows the Wyrd to save himself, and friends from dammage. You get a 2" radius bubble that is pretty hard for the enemy to crack. Hail Storm is a pretty straight forward ranged power. It can be great (Three strength 6 shots that hit automatically) or it could be cack (a single strength 1 shot), either way it would probably be the first power I would pick as otherwise the Telekinetic wouldn't be doing much at the beginning of the adventure! Plus I'm considering Lucky Aura as a Minor Psychic power, which allows him to re-roll a single dice that effects him each turn. So I may be able to use it to improve the reliability of Hail Storm! Fists of Fury is one I intend to get later, it can turn the Wyrd into a real close combat powerhouse, more than doubleing his strength, and giving him a permanent weaponskill and attacks boost. First I'll get some skills to support that though!
I shall ponder though, should be fun whatever I go for!
The Wonderful Land of Necromunda
Had a really great round of games last night. The Necromunda campaign is chipping along at a good rate, and everyone seems to be having a good laugh so far. It's got me really optimistic about the RPG, and really excited about getting it started and seein the players reactions.
Not much to tell on my gang front, I had a few games that through a bit of luck have seen my gang rating sky rocket thanks to a large influx of cash from missions, and last night a good quality Mung Vase. So, got myself a couple of extra Juves to help out along with a Clip Harness for my heavy with the heavy stubber, Photo Contacts/Visor for my Plasma Gun wielders, and a Wyrd Pyromaniac for giggles.
The Pyro didn't have the best of luck in his first game last night though, over the course of the game he suffered from Perils of the Warp Twice, the second one of which took him out of the game! So I only managed to get a couple of psychic powers out of him. Still, the powers he did manage to cast pinned an enemy heavy for a turn, and then sent a man out of action.
I'm looking forward to seeing how the Wyrd plays out actually. I think for the most part he'll be running off by himself, possibly with my lowest level Juve as support so he doesn't get stuffed completely. His Melta power is a pretty awesome ability, with a half decent chance of taking out anyone that gets close to him. His other, Throw Voice, is an interestnig little power that enables him to help people get up from pinning if he can see them and they are within 24". So not a bad set of powers really.
Not much to tell on my gang front, I had a few games that through a bit of luck have seen my gang rating sky rocket thanks to a large influx of cash from missions, and last night a good quality Mung Vase. So, got myself a couple of extra Juves to help out along with a Clip Harness for my heavy with the heavy stubber, Photo Contacts/Visor for my Plasma Gun wielders, and a Wyrd Pyromaniac for giggles.
The Pyro didn't have the best of luck in his first game last night though, over the course of the game he suffered from Perils of the Warp Twice, the second one of which took him out of the game! So I only managed to get a couple of psychic powers out of him. Still, the powers he did manage to cast pinned an enemy heavy for a turn, and then sent a man out of action.
I'm looking forward to seeing how the Wyrd plays out actually. I think for the most part he'll be running off by himself, possibly with my lowest level Juve as support so he doesn't get stuffed completely. His Melta power is a pretty awesome ability, with a half decent chance of taking out anyone that gets close to him. His other, Throw Voice, is an interestnig little power that enables him to help people get up from pinning if he can see them and they are within 24". So not a bad set of powers really.
Wednesday, 11 March 2009
Building An RPG
Having a lot of fun developing this RPG "expansion" to Necromunda still. I'm really hoping that it works, and that the players have fun. I think the core mechanics should work well as they're basically Necromunda, but with some extra bells and whistles strapped on.
So, I've added extra actions, altered the leveling process so that it's more in line with an RPG, expanded the rules so that players have a range of character types to choose between and have customization options at the start of a campaign to make their character their own. I've also added some extra weapons and pieces of equipment to give them some more variety outside of the standard game's elements.
The last couple of days have seen me working on an expanded skill set, so that players can get even more character for their creations, and also the first adventure they'll be able to play through. Hopefully that will be played this weekend, and the game will have it's first stress test. No doubt I'll have some real tweaking to do after that game!
So, I've added extra actions, altered the leveling process so that it's more in line with an RPG, expanded the rules so that players have a range of character types to choose between and have customization options at the start of a campaign to make their character their own. I've also added some extra weapons and pieces of equipment to give them some more variety outside of the standard game's elements.
The last couple of days have seen me working on an expanded skill set, so that players can get even more character for their creations, and also the first adventure they'll be able to play through. Hopefully that will be played this weekend, and the game will have it's first stress test. No doubt I'll have some real tweaking to do after that game!
Monday, 9 March 2009
Working away...
Been rather busy the past week or so, mostly with my work on the Necromunda RPG. It's a bit of a pet project of mine, where I'm basicly adapting the Necromunda rules for an RPG environment. Not a lot of changes are being made, mostly just some extra actions the players can take, more choice on skills and leveling changes etc. Hopefully I'll manage the first game this coming weeken, I'll be sure to report on how it goes!
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