- Mordheimer wrote:
- I agree... Brahm's setting is a good idea, not finished. Felt very rushed... it is Mordheim-in-Raveloft... a count-as skin.
Agreed. I had the foresight to DL all of the Sylvannia scenarios (they had a theme and a progression!) but don't have anything saying which ORDER they go in... A large shame that.
- Quote :
- Same thing with Lustria (Mordheim-in-the-Jungle).
I disagree... I thought it was a nice adaption, and really set the bar for every expansion after it. New warbands, a loft of fluffy rules (weather, hazards, aquatic), and a new Exploration chart. Not perfect, but a great start (the website had a few more goodies too, like minor artifacts.)
To be honest, if I wrote a
setting as good as Lustria, I'd be damn proud.
To me, I find the following things are good in a setting:
1. Every restriction is countered by a bonus
This definitely shows up in Khemri... every warband slowly dies of water loss, with no "positive" factor to balance it out. Meaning, any warbnad designed for any other setting is inherently weak (Tomb Guardians), and all warbands slowly suffer.
Sylvannia, as written, has this... the towns are poor (sell Stone at +1 warband category), and are at +2 rarity to find anything. The 'poor thing' should be SWITCHED. You sell Stone for a BETTER price, because everyone around you is so poor, that you can buy everything cheap. Thus, your guys are rolling in dough, but can't spend it ('cause they have nothing in the villages but rusty pitchforks and torches).
2. Grant a TINY bonus to "fluff" based warbands.
When I did Sartosa, I made a bunch of items to improve Gunpowder weapons. Was a Crossbow still a better weapon? Most of the time. But if there's a SLIGHTLY more even footing, players will choose the one that "fits" with the setting.
For Sylvannia, Holy warbands might start off with a free "Silver Weapon" (+1 Injury to Vamps, or something), while Undead warbands (any type) have 1D3 zombies each game / at set up. Something. Thus, players are encouraged to play the "appropriate" warbands. You could play skaven, but they don't receive the bonus. Not so great a difference that they'll automatically lose, but they should get the sense: "you are not welcome here... this is not your war. Enter at your own risk."
3. Use the "treasure" for more than just a token.
(Secretly, this is one thing DS could work on, one of these days).
Wyrdstone has such a story behind it, everyone knows EXACTLY why people are grabbing it, and why it's so important. If it's "random treasure", it doesn't carry the same weight. If it's SOLELY an income, than the flavor is lost... if it has a second function (Alchemist, Power of the Stones, etc), than that has more than one value, each of which adds to the story. For Sartosa, I had them equal "crates" which contained random loot. In athel loren, you could use a resource ("acorns", I think), to reroll a death. This makes it stronger.
BTW... the OLD site is The Mordheimer's Information Centre (www.mordheimer.com). I should update it... they day AFTER we finished Death Squads! HA!
- Quote :
- Tell your buddies that brings the best of Mordheim, Necromunda and other skirmish games to the 40k universe. They can play with IGs if they do not like other 40k races.
Well, I think they're starting to come around. We currently meet every other Wednes, so I think we'll try DS on the off weeks... at least, until I start having Ren Faire rehearsal. I pray it hooks them enough that it'll keep going without me, otherwise it might have to wait till fall.
- Quote :
- Tell them that THE Mordheimer said "Play ... you will like it!" HA!
Uh, yes... but I want to ENCOURAGE them to play.