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Thought on a 40k issue
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<blockquote data-quote="MGibster" data-source="post: 8410603" data-attributes="member: 4534"><p>Oh, I understand where you're coming from. I was on my phone earlier but couldn't really type out all my thoughts in a convenient and coherent manner but I was just too excited to wait to reply. I think your approach is the best for any setting. Rather than overwhelming the players with a bunch of information you're starting small and adding elements of the setting as needed. It's especially important for a setting like 40k with it's 30+ years of established setting with multiple changes throughout. </p><p></p><p>The last time I ran a game set in the 40k universe, my group contained people who barely knew anything about it as well as one or two who were very familiar with it. So my little speech at the beginning was, "This is a big universe and the official cannon sometimes contradicts itself. So if you think anything in my game runs counter to the official setting just roll with it." I did have one player who wanted his character to be a <a href="https://warhammer40k.fandom.com/wiki/Blank_(Psychic)" target="_blank">Blank</a> but that would have been too disruptive to the campaign so I said no. </p><p></p><p></p><p>I don't think the Black Ships actually come to each planet every year so even systems that aren't cut off must do something with their wild psykers. So whatever representatives of the Adeptus Astras Telepathica might take it upon themselves to identify psykers, train those with the willpower to avoid demonic possession, and maybe cull those who can't or won't submit to training. And since they're cut off from Terra, none of the newer psykers can be soul bound to the emperor making it more likely that they might be possessed by a demon. Good times. </p><p></p><p>For PCs, I'd have no problem telling them they'll have to play a sanctioned psyker if they want to play a psyker at all. But it's not like there's no precedence for unsanctioned psykers. Unsanctioned psykers are present in Necromunda as mercenaries for gangs to hire.</p></blockquote><p></p>
[QUOTE="MGibster, post: 8410603, member: 4534"] Oh, I understand where you're coming from. I was on my phone earlier but couldn't really type out all my thoughts in a convenient and coherent manner but I was just too excited to wait to reply. I think your approach is the best for any setting. Rather than overwhelming the players with a bunch of information you're starting small and adding elements of the setting as needed. It's especially important for a setting like 40k with it's 30+ years of established setting with multiple changes throughout. The last time I ran a game set in the 40k universe, my group contained people who barely knew anything about it as well as one or two who were very familiar with it. So my little speech at the beginning was, "This is a big universe and the official cannon sometimes contradicts itself. So if you think anything in my game runs counter to the official setting just roll with it." I did have one player who wanted his character to be a [URL='https://warhammer40k.fandom.com/wiki/Blank_(Psychic)']Blank[/URL] but that would have been too disruptive to the campaign so I said no. I don't think the Black Ships actually come to each planet every year so even systems that aren't cut off must do something with their wild psykers. So whatever representatives of the Adeptus Astras Telepathica might take it upon themselves to identify psykers, train those with the willpower to avoid demonic possession, and maybe cull those who can't or won't submit to training. And since they're cut off from Terra, none of the newer psykers can be soul bound to the emperor making it more likely that they might be possessed by a demon. Good times. For PCs, I'd have no problem telling them they'll have to play a sanctioned psyker if they want to play a psyker at all. But it's not like there's no precedence for unsanctioned psykers. Unsanctioned psykers are present in Necromunda as mercenaries for gangs to hire. [/QUOTE]
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