Posts : 1
Join date : 2010-03-19
|Subject: Hailing frequency open Fri Mar 19, 2010 12:54 pm|| |
I'm the NEW new person, atleast until the next new person signs on. I just downloaded the rules. Obviously my next project is to actualy read them. A little about me: I design games as a hobby. I play stuff too. It's very rare that I play a strategy game without modifying it atleast a little, if not beyond all recognition. I've made a few rpg's, my own version of star wars, a 1930's pulp heroes/x-files, Pirates, and a few others. I got into 40k a little less than a year ago (and, of course, modified it.) I'm not sure how often I'll be at these forums, but I just wanted to say Hi.
Posts : 2714
Join date : 2009-07-28
Location : Fort Myers, FL (USA)
|Subject: Re: Hailing frequency open Fri Mar 19, 2010 12:59 pm|| |
Hello and Welcome!
How did you come across in the Warp?
Posts : 9756
Join date : 2009-07-12
Age : 43
Location : Elizabeth City, NC (USA)
|Subject: Re: Hailing frequency open Fri Mar 19, 2010 8:10 pm|| |
HEY! Welcome man!
We like you! People who are VERY critical of our work, and help us make it better. Please, give all input you got... ALL is welcomed!
One thing that we could ask you is to play the game as written for a little while, before going into a changing binge. Heheheh... Well, the reason is that this is a game that has LOTS of "Ninja Designs". Basically, everything is done for a reason that may not be spelled out, but do affect the campaigns in the long run.
For example... I GUARANTEE YOU, I mean I'm 1,000,000% that NOBODY can create a 'perfect' Squad with 700 credits. All players would feel like their Squad is nothing like they imagine it should be, and they are 'tempted' to modify the rules right away. This 'handicap' is a design ASSET (not a flaw!)... so after the very 1st game, no matter the results, ALL players would feel their Squad improves.
Hard to explain... but take for example an Imperial Guard (Cadian Regional Platoon) Squad. You would notice that if you take LOTS of people, with cheap gear, you may get 13 guys out of 20. Officer would have cheap armor, no helmets and autoguns. Does not seem to be very IG... but after the first game, you could buy some helmets and they would feel like an advancement. On game two, you will get an advancements on almost everyone... you see your Squad grow in power.
You do NOT have to believe me. Ask dwi, who right away wanted to change some stuff... and by trying certain things as they are written, he got the concept. Other people, like 02laney, cody20 and Lord GreyWolf can tell you themselves... give the game a good honest chance as written. Then, if you find places where it can be improved, we would LOVE for you to guide us.
Meanwhile... WELCOME!!! and have LOTS of fun!
_________________. The Mordheimer
- Death Squads' Chief Editor & Ninja Designer. Bursting with ARACHAS' Dev-Powah™! Can't wait until someone invents a time machine so I can go to the specific day in the past that I volunteered for this, so I can kick my own ass.Support Bacteria; it is the ONLY culture some people have!Since I ask "What do you think?" to all Staff, I have included it here to save time.
Mordheimer Justice NEEDS to be Served! Maybe 3rd Degree burns will teach you not to Tom Sawyer me to work!.
Posts : 3352
Join date : 2010-02-13
Age : 40
Location : Colchester, Essex, England
|Subject: Re: Hailing frequency open Sat Mar 20, 2010 4:46 am|| |
Mordheimers got it dead right - the squads in our (Varangian) campaign are already getting a life of their own, with rivalries, hatred, injuries, madness and promotion (And that's just one squad!). It's a great story driven game. The other great thing is that everyone can contribute to improving the game - no more FAQ - that really would be something!
|Subject: Re: Hailing frequency open Today at 3:48 am|| |