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(Dark Heresy) Had a crazy idea for a Space Marine campaign.
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<blockquote data-quote="doghead" data-source="post: 4185660" data-attributes="member: 8243"><p>general - dark herasy</p><p></p><p></p><p></p><p>We are not going to agree on this one so I'll leave it at what I've posted so far.</p><p></p><p>I tend to fall between you and Cergorach on the question of Chapter establishment. I don't think chapters are splintered as a rule. But the universe is big, and there is plenty of room to manoeuvre in the setting. I scratch built some marines from non-White Dwarf miniatures. The story was they were a unit that had been cut off from their chapter for generations, and had developed their own technology.</p><p></p><p>I think that the 'isolated' scenario can incorporate the idea of the PC's seeing the world as their future. It could be achieved as simply as having one of the last communications indicate that the probable duration of the storm is centuries.</p><p></p><p>I do like the idea of having old equipment supply depot - especially the idea of a slumbering Dreadnought. I don't know what Blood Rage is, but I can guess the drift, and yes, a potentially insane Dreadnought would be a interesting dilemma.</p><p></p><p>Genestealers are tough opponents. Genestealers can rip apart a marine in Terminator armour. Their psychics are brutal, and they can infiltrate the native human population. Yes, you do have a resistance group, and the genestealers are divided into competing factions. But my money would be on the stealers if they are played with any sort of smarts. Especially against three scouts - even with guidance.</p><p></p><p>There seems to be something of an internal conflict within the game proposed. The campaign is a co-ordinated attempt to conquer the world. In which case, three scouts would just be minor players in the whole plan. Yet you want the players to feel like they are shaping their chapter's evolution. For them to play a leading role, then the other marines, many of them full marines from what I understand, are going to take a back seat to a bunch of newbs. Not really the heroic space marine personified. </p><p></p><p>I hope that some of this helps. I know I like getting feedback, especially stuff that challenges my ideas. Whatever you go with, I hope that you have great fun. I have always thought that WH40K would be a great world to RP in. </p><p></p><p>doghead</p><p>aka thotd</p></blockquote><p></p>
[QUOTE="doghead, post: 4185660, member: 8243"] general - dark herasy We are not going to agree on this one so I'll leave it at what I've posted so far. I tend to fall between you and Cergorach on the question of Chapter establishment. I don't think chapters are splintered as a rule. But the universe is big, and there is plenty of room to manoeuvre in the setting. I scratch built some marines from non-White Dwarf miniatures. The story was they were a unit that had been cut off from their chapter for generations, and had developed their own technology. I think that the 'isolated' scenario can incorporate the idea of the PC's seeing the world as their future. It could be achieved as simply as having one of the last communications indicate that the probable duration of the storm is centuries. I do like the idea of having old equipment supply depot - especially the idea of a slumbering Dreadnought. I don't know what Blood Rage is, but I can guess the drift, and yes, a potentially insane Dreadnought would be a interesting dilemma. Genestealers are tough opponents. Genestealers can rip apart a marine in Terminator armour. Their psychics are brutal, and they can infiltrate the native human population. Yes, you do have a resistance group, and the genestealers are divided into competing factions. But my money would be on the stealers if they are played with any sort of smarts. Especially against three scouts - even with guidance. There seems to be something of an internal conflict within the game proposed. The campaign is a co-ordinated attempt to conquer the world. In which case, three scouts would just be minor players in the whole plan. Yet you want the players to feel like they are shaping their chapter's evolution. For them to play a leading role, then the other marines, many of them full marines from what I understand, are going to take a back seat to a bunch of newbs. Not really the heroic space marine personified. I hope that some of this helps. I know I like getting feedback, especially stuff that challenges my ideas. Whatever you go with, I hope that you have great fun. I have always thought that WH40K would be a great world to RP in. doghead aka thotd [/QUOTE]
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(Dark Heresy) Had a crazy idea for a Space Marine campaign.
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