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hellthins

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PedroSteckecilo said:
Speaking of Pen and Paper, my last session went over like crap. Now I've got my players holed up in a building while an apache circles around it. This is a bad thing because I planned for a car chase but they just stayed in the building the whole time.
Well, the obvious answer is have the apache leave. Play it up as a trap to draw them out or have it be conflicting orders or what ever.

Then bring in the rocking car chase.

Saskwach said:
linchowlewy said:
is dark heresy any fun? because as i've said i've been trying to get into it. is there any space in dark heresy to play as the other races or does it pretty much limit you to human?
I can't say how fun it is as I've had little chance to play it but I can regurgitate some things I've heard and know. Firstly, it's the WFRP system...in SPAAAACE! (Shocking, I know.) The biggest difference, though, is the scrapping of the career system as it stands in WFRP (a bummer, but somewhat understandable, I guess, sorta, kinda) for a system that is still about "careers" but if it were called a "class" system ala DnD no one would complain. No multiclassing support - only some very limited and weird progression tables from which which you pick skill upgrades. These are meant to represent a difference between a social assassin and a sniper, for instance, though they both begin under the Assassin career.
There are two limits to adventures - the Inquisition, and the Calixis sector. The book is written exclusively about working for an Inquisitor in the Calixis sector. If this is cool - or you as a DM don't need help with the rest of the setting and whatever rules changes you might need - then go. If not, you're in some trouble. The focus allows the book to go deep rather than thin as spread butter, but if, for example, you wanted to play a game about the Tau you'd be utterly, utterly on your own: the Calixis sector is way on the other side of the galaxy and none of the common Xenos are statted up or made playable with the rules as written. Having said that, it really gets you in the mood for being an Inquisitorial flunky in Calixis. Man do I need to start up a game of this, too.
So no; if you want to be any of the Xenos you've got to figure that out yourself. If you want to be a Space Marine, ditto (though that's somewhat easier: increase the relevant stats, add power armour and you're done). If you want to play as Guardsmen fighting the Nids in the galactic south then half of the book is useless to you except as fodder to reshuffle and rename - and sometimes not even that. The game is best for Inquisitorial play and only as good as the DM for everything else.
Oh, and there's no rules for vehicles or spaceships. In Warhammer Fourty-Frigging-Kay. Major oversight.
(I've heard many of the Xenos will be statted up in an upcoming Monster Manual-esque book but the source I got it from gave a tentative, semi-offical "I can't say, but this is the Calixis sector and the Tau have very slow ships - think about that," to the question of Tau (and by extension to anything else that literally can't turn up there, which thankfully is little else). Podcast source here. Be prepared to listen for a while or skip forward as necessary. [http://accidentalsurvivors.libsyn.com/index.php?post_id=399710] So hang on for a few months and see if that book helps you out.
The two Dork Hearsay games have nothing to do with the Calixis system, and in fact the first one actually had us up against a Tau Shas O' and that freaking battle suit.

Admittedly, you have to go homebrew, but that's not too hard. Especially with Tau. Drop strength, toughness, and weapon skill. Max ballistics and agility. Also, some one went out and made a homebrew orks race for play with multiple clans as 'homeworlds'. I think it even had careers other than break things.

As for playing outside Calixis, as long as you know the lore of Warhammer 40k it's not too hard. Most of the career packages aren't reliant on being from Calixis, and even those that are can still be used due to the fun of traveling through the warp.

EDIT: As an addendum, the group I usually play with also had a medieval primal world game that I heard was decent, and they're currently running a pre-heresy primarily spess mahreen game.
 

DangerChimp

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In high school, I played pen-and-paper RPGs with my friends. Then, by the 10th grade, as we all discovered girls, booze and weed, our interest waned. It re-emerged in our early 20s, but by then I discovered video games. We never really went back to it, as two of the three of our core group are now professionals, married and engaged, and only have time for an hour or two of video games.

There is no video game that will ever compare to an imaginative, well-told pen and paper story, plain and simple. Your imagination is the best graphics card, and your mind's eye is the biggest plasma screen you'll ever see.
 

PedroSteckecilo

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TGLT said:
PedroSteckecilo said:
Speaking of Pen and Paper, my last session went over like crap. Now I've got my players holed up in a building while an apache circles around it. This is a bad thing because I planned for a car chase but they just stayed in the building the whole time.
Well, the obvious answer is have the apache leave. Play it up as a trap to draw them out or have it be conflicting orders or what ever.

Then bring in the rocking car chase.
Really? I was thinking that blowing up the building might be a better plan, then they'd HAVE to run.
 

hellthins

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PedroSteckecilo said:
TGLT said:
PedroSteckecilo said:
Speaking of Pen and Paper, my last session went over like crap. Now I've got my players holed up in a building while an apache circles around it. This is a bad thing because I planned for a car chase but they just stayed in the building the whole time.
Well, the obvious answer is have the apache leave. Play it up as a trap to draw them out or have it be conflicting orders or what ever.

Then bring in the rocking car chase.
Really? I was thinking that blowing up the building might be a better plan, then they'd HAVE to run.
Well, do you want a car chase or running? Blowing up the building would be funny though.
 

PedroSteckecilo

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Well they would probably be running to their vehicles, unfortunately they're about 100 feet below where the players are at the moment. Though I frequently forget the mindset of PC's, they rarely run away.
 

PedroSteckecilo

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kanada514 said:
All my friends want to play as a pen & paper now is the game I created.
I am hoping to release it as close in the future as possible.
Apparently, they say it is quite unique and larger than everything they've seen.
I have never played pen & paper game myself, but they have. I find it more interesting to create it than to play it.
Everytime I try to GM in the world I created (but frequently play in with another GM at the reigns) I fail horribly. See Above Posts.
 

John Tacos

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hypothetical fact said:
Pen and paper games is a grey area since this forum is for video games. Either way a programmed game beats the GM's imagination every time.
"You enter a tavern."
"What's in the tavern?"
"Er, beer and stuff"
"Well who else is in the tavern"
"The barman"
"Does he know any rumours?"
"umm... no."
Amazing, funny game.
http://www6.kingdomofloathing.com/login.php?loginid=27578a7950674a539196ce17a3754912
 

JMeganSnow

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xitel said:
Well the great thing about DnD is that it's so modular. There a lot of modified versions for whatever you want to play, like future DnD or Civil War DnD.
You're talking about the d20 system, which is distinct from D&D. D&D is NOT modular, it's a fantasy RPG through and through. You can occasionally sneak in aspects of other genres, but they have a tendency to break a system that does not work so well to begin with.

It's been my general experience that there isn't any such thing as a perfect system, instead you just pick one you like that works well with your playing style. Rule One is always have fun. Everything else is negotiable.
 

Alex_P

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JMeganSnow said:
You're talking about the d20 system, which is distinct from D&D. D&D is NOT modular, it's a fantasy RPG through and through. You can occasionally sneak in aspects of other genres, but they have a tendency to break a system that does not work so well to begin with.
Even d20 isn't that modular. Look at d20 D&D, d20 Star Wars, d20 Modern, d20 Games of Thrones, d20 Iron Heroes, d20 Conan -- they all basically deliver the same action-oriented style. There are some "d20 System" games that don't but they use all of, like, three rules from the system.

JMeganSnow said:
Rule One is always have fun. Everything else is negotiable.
Which brings us to Rule Two: "Negotiate!"

-- Alex
 

Saskwach

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TGLT said:
The two Dork Hearsay games have nothing to do with the Calixis system, and in fact the first one actually had us up against a Tau Shas O' and that freaking battle suit.

Admittedly, you have to go homebrew, but that's not too hard. Especially with Tau. Drop strength, toughness, and weapon skill. Max ballistics and agility. Also, some one went out and made a homebrew orks race for play with multiple clans as 'homeworlds'. I think it even had careers other than break things.

As for playing outside Calixis, as long as you know the lore of Warhammer 40k it's not too hard. Most of the career packages aren't reliant on being from Calixis, and even those that are can still be used due to the fun of traveling through the warp.

EDIT: As an addendum, the group I usually play with also had a medieval primal world game that I heard was decent, and they're currently running a pre-heresy primarily spess mahreen game.
This is all true but my point was that the book in no way helps you do these things. There's no random charts for planet generation, which would have been a boon for DMs scrabbling for ideas in a giant universe where "You can do anything...as long as you can create the idea fully formed"; all the Xenos while not impossible - and sometimes not even hard - to make, could have been made more characterful and complete if the book itself had gone to the effort; The Inquisition and the Calixis sector get 60 pages dedicated to them, while aliens, mutants and daemons get all of 6; vehicle combat isn't even hinted at. All these are massive holes that a truly general 40k game could have done well. IMO, if you dropped the the Inquisition and Calixis chapters and retooled the DM chapter to be more generic you'd have ~70 pages to go to helping the player with little grasp of the setting to do something other than witch-hunters in space. This would mean looking more closely at aliens, daemons and the other nasties (even humans) that you might face, planet generation, vehicle band starship rules/lists, and broad brush strokes of the key areas and key players in the setting. Without this, the game smacks of being a game with a bare-bones setting and a bare-bones Inquisitor sourcebook rolled into one. As I said, it's not impossible to leave the rails; but without an adequate knowledge of the lore, a DM will be much more comfortable sticking to purging the mutant, the heretic, the alien in Calixis.
(Personally I love the Inquisition, but you can feel how weak the support is for anything else even while you play the game as suggested. I'm hoping Rogue Trader will branch out and fix this problem.)

PS: I'm still curious about Traveller: what are the core books to get and what are the useful ones for good extra material?
 

hellthins

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Saskwach said:
TGLT said:
The two Dork Hearsay games have nothing to do with the Calixis system, and in fact the first one actually had us up against a Tau Shas O' and that freaking battle suit.

Admittedly, you have to go homebrew, but that's not too hard. Especially with Tau. Drop strength, toughness, and weapon skill. Max ballistics and agility. Also, some one went out and made a homebrew orks race for play with multiple clans as 'homeworlds'. I think it even had careers other than break things.

As for playing outside Calixis, as long as you know the lore of Warhammer 40k it's not too hard. Most of the career packages aren't reliant on being from Calixis, and even those that are can still be used due to the fun of traveling through the warp.

EDIT: As an addendum, the group I usually play with also had a medieval primal world game that I heard was decent, and they're currently running a pre-heresy primarily spess mahreen game.
This is all true but my point was that the book in no way helps you do these things. There's no random charts for planet generation, which would have been a boon for DMs scrabbling for ideas in a giant universe where "You can do anything...as long as you can create the idea fully formed"; all the Xenos while not impossible - and sometimes not even hard - to make, could have been made more characterful and complete if the book itself had gone to the effort; The Inquisition and the Calixis sector get 60 pages dedicated to them, while aliens, mutants and daemons get all of 6; vehicle combat isn't even hinted at. All these are massive holes that a truly general 40k game could have done well. IMO, if you dropped the the Inquisition and Calixis chapters and retooled the DM chapter to be more generic you'd have ~70 pages to go to helping the player with little grasp of the setting to do something other than witch-hunters in space. This would mean looking more closely at aliens, daemons and the other nasties (even humans) that you might face, planet generation, vehicle band starship rules/lists, and broad brush strokes of the key areas and key players in the setting. Without this, the game smacks of being a game with a bare-bones setting and a bare-bones Inquisitor sourcebook rolled into one. As I said, it's not impossible to leave the rails; but without an adequate knowledge of the lore, a DM will be much more comfortable sticking to purging the mutant, the heretic, the alien in Calixis.
(Personally I love the Inquisition, but you can feel how weak the support is for anything else even while you play the game as suggested. I'm hoping Rogue Trader will branch out and fix this problem.)

PS: I'm still curious about Traveller: what are the core books to get and what are the useful ones for good extra material?
A part of that may stem from the fact the people making it are aware, or at least believed, Dark Heresy wasn't going to get a lot of exposure outside of the already dedicated 40k fanbase who are aware of the general lore.

Also, there really isn't a lot of other options in the 40k universe outside of Spess mahreens as far as humanity goes. You have the inquisitors, the spess mahreens, and those who are going to die in the next five minutes if you're not with Ciaphis Cain. As for other races, that may stem from both a mixture of not being well explored to the point of diversity humanity has, that humanity is usually a good starting point from RPG, and Games Workshop has a hardon for humanity.

Which is fine by me. They've been neglecting the Ordo Malleus/Hereticus/Xenos for a long time. That being said, I understand that not everyone much cares for the inquisition and there are sources on the internet. It's not the best, obviously, but then that's a bit like complaining about DnD because it's not very flexible in terms of non-fantasy settings.

I do wish there was more official support for xenos hunting, though that should hopefully be coming out now that the fate of Dark Heresy isn't so bleak and uncertain.
 

linchowlewy

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TGLT said:
Saskwach said:
TGLT said:
The two Dork Hearsay games have nothing to do with the Calixis system, and in fact the first one actually had us up against a Tau Shas O' and that freaking battle suit.

Admittedly, you have to go homebrew, but that's not too hard. Especially with Tau. Drop strength, toughness, and weapon skill. Max ballistics and agility. Also, some one went out and made a homebrew orks race for play with multiple clans as 'homeworlds'. I think it even had careers other than break things.

As for playing outside Calixis, as long as you know the lore of Warhammer 40k it's not too hard. Most of the career packages aren't reliant on being from Calixis, and even those that are can still be used due to the fun of traveling through the warp.

EDIT: As an addendum, the group I usually play with also had a medieval primal world game that I heard was decent, and they're currently running a pre-heresy primarily spess mahreen game.
This is all true but my point was that the book in no way helps you do these things. There's no random charts for planet generation, which would have been a boon for DMs scrabbling for ideas in a giant universe where "You can do anything...as long as you can create the idea fully formed"; all the Xenos while not impossible - and sometimes not even hard - to make, could have been made more characterful and complete if the book itself had gone to the effort; The Inquisition and the Calixis sector get 60 pages dedicated to them, while aliens, mutants and daemons get all of 6; vehicle combat isn't even hinted at. All these are massive holes that a truly general 40k game could have done well. IMO, if you dropped the the Inquisition and Calixis chapters and retooled the DM chapter to be more generic you'd have ~70 pages to go to helping the player with little grasp of the setting to do something other than witch-hunters in space. This would mean looking more closely at aliens, daemons and the other nasties (even humans) that you might face, planet generation, vehicle band starship rules/lists, and broad brush strokes of the key areas and key players in the setting. Without this, the game smacks of being a game with a bare-bones setting and a bare-bones Inquisitor sourcebook rolled into one. As I said, it's not impossible to leave the rails; but without an adequate knowledge of the lore, a DM will be much more comfortable sticking to purging the mutant, the heretic, the alien in Calixis.
(Personally I love the Inquisition, but you can feel how weak the support is for anything else even while you play the game as suggested. I'm hoping Rogue Trader will branch out and fix this problem.)

PS: I'm still curious about Traveller: what are the core books to get and what are the useful ones for good extra material?
A part of that may stem from the fact the people making it are aware, or at least believed, Dark Heresy wasn't going to get a lot of exposure outside of the already dedicated 40k fanbase who are aware of the general lore.

Also, there really isn't a lot of other options in the 40k universe outside of Spess mahreens as far as humanity goes. You have the inquisitors, the spess mahreens, and those who are going to die in the next five minutes if you're not with Ciaphis Cain. As for other races, that may stem from both a mixture of not being well explored to the point of diversity humanity has, that humanity is usually a good starting point from RPG, and Games Workshop has a hardon for humanity.

Which is fine by me. They've been neglecting the Ordo Malleus/Hereticus/Xenos for a long time. That being said, I understand that not everyone much cares for the inquisition and there are sources on the internet. It's not the best, obviously, but then that's a bit like complaining about DnD because it's not very flexible in terms of non-fantasy settings.

I do wish there was more official support for xenos hunting, though that should hopefully be coming out now that the fate of Dark Heresy isn't so bleak and uncertain.
well that sucks because i wanted to run a campaign of humans who joined the Tau military as auxiliaries. oh well i've always like the inquisition anyway but without aliens that could get boring real fast and i'm really not willing to risk that.
 

Saskwach

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TGLT said:
A part of that may stem from the fact the people making it are aware, or at least believed, Dark Heresy wasn't going to get a lot of exposure outside of the already dedicated 40k fanbase who are aware of the general lore.

Also, there really isn't a lot of other options in the 40k universe outside of Spess mahreens as far as humanity goes. You have the inquisitors, the spess mahreens, and those who are going to die in the next five minutes if you're not with Ciaphis Cain. As for other races, that may stem from both a mixture of not being well explored to the point of diversity humanity has, that humanity is usually a good starting point from RPG, and Games Workshop has a hardon for humanity.
One of the things Dark Heresy did right was to imply just how varied the Imperium is. It didn't follow up on that, but it did a good job of saying it. SM and Inquisitors aren't the only things in the setting by a long shot. That's a view you might get from the minis game - which is only about war - but this is an RPG. In the space of five minutes I could create a half a dozen ideas for campaigns that have nothing to do with either: a Guard campaign; a Necromunda-esque gang war; a Rogue Trader expedition; death world survival; a political campaign in the noble houses of planet Something in sector Whatever; civilians living on a planet in the way of a Nid Hive Fleet, scrabbling to survive, find weapons, food and other survivors, and a ship out of this hell; lawmakers on an otherwise lawless world, cut off from the Imperium for decades (a Western in other words, with weird technological anachronisms).

Which is fine by me. They've been neglecting the Ordo Malleus/Hereticus/Xenos for a long time. That being said, I understand that not everyone much cares for the inquisition and there are sources on the internet. It's not the best, obviously, but then that's a bit like complaining about DnD because it's not very flexible in terms of non-fantasy settings.
GW has indeed ignored the Ordos too long. I'm still waiting on Ordo Xenos - my favourite Ordo.
But the question is: why should players need the internet to do something so important to the setting as Xenos? Isn't that the duty of a half-decent Xenos section in the core book? "It's on the internet" is no defence for glaring omissions in a rulebook.
The DnD analogy doesn't fit, though: DnD is made for no setting in particular - and by necessity it can't equally accommodate every weirdo world a 13 year-old conjures up - but if 4e had incorporated the Forgotten Realms into the PHB, DMG and MM, I would still think it a mistake as the entire point of DnD is to be a generic fantasy setting (just as the entire point of a 40k RPG is to be generic and helpful for any half-common adventure idea I might have in the 40kverse) but I would at least expect it would be about everything in the FR setting and not just...well I don't know much about FR, but let's imagine it had Inquisitors. An FR fanboy would scream bloody murder if suddenly the whole treatment of their favourite universe was one profession in the main books.

I do wish there was more official support for xenos hunting, though that should hopefully be coming out now that the fate of Dark Heresy isn't so bleak and uncertain.
That's what I'm hoping Rogue Trader (2009? I believe? Don't quote me.) and the upcoming monster-manual-ish book will fix.
 

Saskwach

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linchowlewy said:
well that sucks because i wanted to run a campaign of humans who joined the Tau military as auxiliaries. oh well i've always like the inquisition anyway but without aliens that could get boring real fast and i'm really not willing to risk that.
It's still doable, and luckily you haven't chosen anything too far beyond the pail of the rules - but you'll have to either wait for the Tau's treatment in sourcebooks or the Rogue Trader book, or make that up yourself. For starters you could mock up Tau fairly easily - reduce these average stats and increase those, create their weapons or convert them from close analogues in the Imperial weapons armoury, etc - allow the auxiliaries to be Guardsmen, Scum, and any other classes that will fit the campaign (in other words, restrict the wacky ones that wouldn't be caught dead working for the Tau) and you've got something bare bones. Now apply your fluff knowledge and off you go.
My post was really more a rant that the core book doesn't help with all this, not that you can't. (I figure you understand that; I'm just making sure you don't abandon the idea.)
 

linchowlewy

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Saskwach said:
linchowlewy said:
well that sucks because i wanted to run a campaign of humans who joined the Tau military as auxiliaries. oh well i've always like the inquisition anyway but without aliens that could get boring real fast and i'm really not willing to risk that.
It's still doable, and luckily you haven't chosen anything too far beyond the pale of the rules - but you'll have to either wait for the Tau's treatment in sourcebooks or the Rogue Trader book, or make that up yourself. For starters you could mock up Tau fairly easily - reduce these average stats and increase those, create their weapons or convert them from close analogues in the Imperial weapons armoury, etc - allow the auxiliaries to be Guardsmen, Scum, and any other classes that will fit the campaign (in other words, restrict the wacky ones that wouldn't be caught dead working for the Tau) and you've got something bare bones. Now apply your fluff knowledge and off you go.
My post was really more a rant that the core book doesn't help with all this, not that you can't. (I figure you understand that; I'm just making sure you don't abandon the idea.)
don't worry i wont abandon the idea. but its still not do-able that way because i want to include battlesuits and vehicles. also it would need all the other Tau auxiliaries. i really wouldn't have the time to write all that up, besides i'm using the holidays as an oppurtunity to finish my Zombie RPG .
 

Saskwach

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linchowlewy said:
don't worry i wont abandon the idea. but its still not do-able that way because i want to include battlesuits and vehicles. also it would need all the other Tau auxiliaries. i really wouldn't have the time to write all that up, besides i'm using the holidays as an oppurtunity to finish my Zombie RPG .
Battlesuits wouldn't be too difficult. Count them as armour that increases the relevant stats (strength and toughness), gives jetpack ability, and extra guns. The vehicles, though - you're on your own there. It's probably best if you leave the idea rather than figure out rules for that. Still, the 40k vehicle rules could be brought over and fleshed out to fit the system...
 

hellthins

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Saskwach said:
TGLT said:
A part of that may stem from the fact the people making it are aware, or at least believed, Dark Heresy wasn't going to get a lot of exposure outside of the already dedicated 40k fanbase who are aware of the general lore.

Also, there really isn't a lot of other options in the 40k universe outside of Spess mahreens as far as humanity goes. You have the inquisitors, the spess mahreens, and those who are going to die in the next five minutes if you're not with Ciaphis Cain. As for other races, that may stem from both a mixture of not being well explored to the point of diversity humanity has, that humanity is usually a good starting point from RPG, and Games Workshop has a hardon for humanity.
One of the things Dark Heresy did right was to imply just how varied the Imperium is. It didn't follow up on that, but it did a good job of saying it. SM and Inquisitors aren't the only things in the setting by a long shot. That's a view you might get from the minis game - which is only about war - but this is an RPG. In the space of five minutes I could create a half a dozen ideas for campaigns that have nothing to do with either: a Guard campaign; a Necromunda-esque gang war; a Rogue Trader expedition; death world survival; a political campaign in the noble houses of planet Something in sector Whatever; civilians living on a planet in the way of a Nid Hive Fleet, scrabbling to survive, find weapons, food and other survivors, and a ship out of this hell; lawmakers on an otherwise lawless world, cut off from the Imperium for decades (a Western in other words, with weird technological anachronisms).

Which is fine by me. They've been neglecting the Ordo Malleus/Hereticus/Xenos for a long time. That being said, I understand that not everyone much cares for the inquisition and there are sources on the internet. It's not the best, obviously, but then that's a bit like complaining about DnD because it's not very flexible in terms of non-fantasy settings.
GW has indeed ignored the Ordos too long. I'm still waiting on Ordo Xenos - my favourite Ordo.
But the question is: why should players need the internet to do something so important to the setting as Xenos? Isn't that the duty of a half-decent Xenos section in the core book? "It's on the internet" is no defence for glaring omissions in a rulebook.
The DnD analogy doesn't fit, though: DnD is made for no setting in particular - and by necessity it can't equally accommodate every weirdo world a 13 year-old conjures up - but if 4e had incorporated the Forgotten Realms into the PHB, DMG and MM, I would still think it a mistake as the entire point of DnD is to be a generic fantasy setting (just as the entire point of a 40k RPG is to be generic and helpful for any half-common adventure idea I might have in the 40kverse) but I would at least expect it would be about everything in the FR setting and not just...well I don't know much about FR, but let's imagine it had Inquisitors. An FR fanboy would scream bloody murder if suddenly the whole treatment of their favourite universe was one profession in the main books.

I do wish there was more official support for xenos hunting, though that should hopefully be coming out now that the fate of Dark Heresy isn't so bleak and uncertain.
That's what I'm hoping Rogue Trader (2009? I believe? Don't quote me.) and the upcoming monster-manual-ish book will fix.
Ordo Xenos will never get an update.

And again, while the armies of humanity are indeed varied, they are not exactly long lasting outside of the inquisitors, the spess mahreens, and the Sisters.

And while it's sad that they haven't put a lot of support for xenos for some odd reason, it's a bit false to claim that you can only do it in the Calixis system with the core rule book. Core rule-book allows easily for primal worlds, hell, even non-inquisitorial games. I know a game that ran with the core book and inquisitor's handbook and was basically just guardsmen against heretics in the middle of a war. Though no, it's not very varied in terms of enemies since it's mostly just Ordo Hereticus and Mallus.

Though here's to hoping for Rogue Trader coming out some time soon and it being good. And maybe the developers realizing they don't have to develop for a niche. Dark Heresy isn't Lacuna or Little Fears or Dead Inside in terms of popularity.

linchowlewy said:
well that sucks because i wanted to run a campaign of humans who joined the Tau military as auxiliaries. oh well i've always like the inquisition anyway but without aliens that could get boring real fast and i'm really not willing to risk that.
D:|

Well, I'd comment but I tend to go with the interpretation as Tau being a bunch of psychotic oppressive communists rather than friendly last good in the universe. But then again, outside of beaks for helmets, I like my 40k like I like my women.

EDIT: Though in retrospect, I could see a very grimdark campaign spring up about the abuse of the Tau auxiliaries. Shrug, I suppose it's in how you play it
 

linchowlewy

New member
Nov 27, 2008
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TGLT said:
*SNIP*
linchowlewy said:
well that sucks because i wanted to run a campaign of humans who joined the Tau military as auxiliaries. oh well i've always like the inquisition anyway but without aliens that could get boring real fast and i'm really not willing to risk that.
D:|

Well, I'd comment but I tend to go with the interpretation as Tau being a bunch of psychotic oppressive communists rather than friendly last good in the universe. But then again, outside of beaks for helmets, I like my 40k like I like my women.

EDIT: Though in retrospect, I could see a very grimdark campaign spring up about the abuse of the Tau auxiliaries. Shrug, I suppose it's in how you play it
i like the communism of the tau. feels like the ideal government. also the campaign was planned to be mostly nice tau things but some being complete pricks.
 

hellthins

New member
Feb 18, 2008
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linchowlewy said:
TGLT said:
*SNIP*
linchowlewy said:
well that sucks because i wanted to run a campaign of humans who joined the Tau military as auxiliaries. oh well i've always like the inquisition anyway but without aliens that could get boring real fast and i'm really not willing to risk that.
D:|

Well, I'd comment but I tend to go with the interpretation as Tau being a bunch of psychotic oppressive communists rather than friendly last good in the universe. But then again, outside of beaks for helmets, I like my 40k like I like my women.

EDIT: Though in retrospect, I could see a very grimdark campaign spring up about the abuse of the Tau auxiliaries. Shrug, I suppose it's in how you play it
i like the communism of the tau. feels like the ideal government. also the campaign was planned to be mostly nice tau things but some being complete pricks.
I'd say niceness is a bit contrary to the feel of Warhammer 40k, but Rogue Trader was a lot more light hearted. I'll contain the nerd rage for now, and what ever you enjoy. You could pull of a game like that though with the Dork Hearsay book.