Showing posts with label WH40K. Show all posts
Showing posts with label WH40K. Show all posts

Saturday, 23 June 2018

Traders - 40K style

Deadlines are coming thick and fast at the moment, with these chaps being needed for our Exeter Oldhammerers session yesterday. I was able to find a fair bit of painting time last weekend, and just about managed to get them varnished in time for the game.


I've owned these chaps for donkey's years, with the Metal Magic adventurer on the left having got his undercoat probably 25 years ago. Originally the plan was for them to be a 40K version of my Fallout traders - quite a prosperous merchant by the look of it, apparently a rather security-conscious one at that.


The scenario called for him to be an Imperial Governor, which he seemed to work quite nicely for as well. The trouble is, now having a toe in the 40K door, you start to think: he probably ought to have some sort of lackey in robes, and here's this guy with a bit of armour on who I ought to paint up, and so on. A slippery slope.

But next deadline... BOYL... 

Friday, 26 January 2018

Balance? Ha, ha ha ha (etc.)

You have Warhammer and 40K and Realm of Chaos and Warhammer Siege and some rules from a White Dwarf for a new model that someone just created. You have dwarves and squats and orcs and chaos and 40K chaos and marines and an inquisitor and a gyrocopter and a speeding rhino and level 3 battle magic and a renegade who's practically a deamon.

Balance? Ha! Ha ha ha ha, ha ha ha...

I have no idea what that is but it's big and blue and fast and loud

You'd better have a GM because, however many rulebooks there are, a good chunk of what happens won't be covered, and without a GM you'd not have a scenario and objectives and hidden deployments but just a big mosh in the middle.

Except there is a strange sort of balance because of all the different bits of un-balance, and besides the dice make sure that things never quite work out as you'd expect at first glance.

But I'd not march out in front of it unless I was pretty sure I could do something like that to it

But mostly there's fun and a wierd sense of rightness. And not remembering to take all the photos that you should have.

Saturday, 18 February 2017

Thinking about Warhammers while reading Wolf Hall

I recently read Wolf Hall, partly because it's well regarded and I needed something to read but mostly because it's mainly set from 1520 to 1535, or about the time that a bunch of ne'er-do-wells are getting caught up in goings-on at the Schaffenfest in Bögenhafen. It seems well-researched but, even if not, it's plausible enough to be taken at face value, especially as my primary interest is for insights for an RPG set in a fictional, historical-ish world.

I'm not sure what themes Mantel was hoping to bring to the fore when she was writing the novel but to me a number stand out -
  • The functioning of power
  • The role of religion (clearly a major theme of the book, and of the time)
  • Status, class and wealth
  • The emergence of modernity
  • The medieval family 

 

 The functioning of power


This is central to the book, given the viewpoint is that of Thomas Cromwell who rises to become Henry VIII's chief minister. But the key point is that all power comes either from the King, or the Pope (although some claim to be servants of God) with nothing by way of checks or balances other than "what will other kings think" (e.g. if you de-throne their niece) or "what does God think". Being human that source of power is rather arbitrary, especially when (depending on how charitably you look at things) they're a man in their late 30s / early 40s with a roving eye or a king with no heir whose father siezed the crown on the battlefield (or both!).

First Cardinal Wolsey and then Thomas Cromwell gain tremendous power and wealth by gaining the ear of a king who's prepared to delegate, but having gained that ear he still needs to be treated with kid gloves. Both are clearly very able men, one being the son of a butcher who's risen to become the preeminent churchman in the realm, the other the son of a blacksmith who's become a successful lawyer and investor. Being close to even a fickle source of power they almost can't help but enormously enrich themselves, with all sorts of people just wanting to shower them with gifts for some reason, while the king is also awarding them propery, incomes and titles.

I'm not quite sure how to take stock of this in game terms, and am not at all comfortable with the idea of a game with the players functioning at these sorts of levels. Nightmare GM pretty much describes both how the game would need to be played and how it would seem - not a fun prospect.

So I think the take-home needs to be not to even think of the term "power" without the modifier of "fickle".

The role of religion


There are two connected religious developments which are highly significant for Cromwell and his peers - firstly Henry's desire to break from Rome and hence grant his own divorce (and handily also get hold of those taxes which would otherwise go to the Pope) and also the stirrings of Protestant reform and in particular the forbidden tome that was Tyndale's Bible.

There are two aspects to this which I struck me as eminently gameable -
  1. The absolute belief in God
  2. Heresy
On the first point you have a king who's trying to divorce his queen, and nobles who are trying to dispose of a cardinal who's displaced and undermined them, and in both cases one of their major concerns is "what will God think?".

From a secular modern perspective this absolute belief has always been the hardest part of a game for me to "get", and in most game settings it's even more important than it was historically given that, in the words of the great Terry Pratchett, the gods have "a habit of going round to atheists' houses and smashing their windows". Why do players very rarely seem to give as much weight to the gods as their historical or fictional counterparts would?

This leaves me wondering whether some sort of mechanical impact of divine disfavour is needed, not just for cleric types but for anyone. Perhaps (for minor disfavour) once per day a successful roll is converted to a fumble (the player gets to chose which roll). For severe disfavour, who knows?

On the heresy front it seems to me that the Warhammer world is missing several tricks. After all, what could be more WFRP than this Wolf Hall quote - "They have their old bones, their glass saints in windows, their candles and shrines, but God has given us the printing press"? In Warhammer of course you have witch hunters and rumours of forbidden gods, and more openly the rivalry between Ulric and Sigmar, or the displacement of the Old Faith by newer gods. But what's entirely lacking (as far as I've seen) are struggles within the following of a particular god, which is both far more interesting than the chaos / not chaos choice but probably also rather vicious.

The two heresies we see in Wolf Hall are Lollardy and Tyndale's Bible - heretical primarily because they undermined the authority of the Catholic church but also in the case of Lollardy being seen as a threat to the establishment more generally. Given how close it is to the establishment in The Empire I think some heretical beliefs about Sigmar are called for...

Status, class and wealth


Part of what makes the Renaissance interesting as a setting is the emergence of the merchant class and how this plays upon the gulf between the nobility and the commoner. But the gulf is still very much there.

Henry VIII is notable for advancing people based on merit, but both Cromwell and Wolsey are commoners in a courtiers' world. Cromwell and his merchant friends are in many cases significantly more wealthy than the nobles they interact with, with at least one noble being heavily in debt to them. But the nobility have status and, equally importantly, heritage. The word of the son of a blacksmith is worth very little, but even physical evidence doesn't stand up particularly well to the friendships that the nobles have nurtured from a young age, or the fact that their grandfathers fought together on some battlefield long ago.

Couple this with the gentry being concious of their relative loss of status and these elevated commoners are on oncomfortable ground.

The emergence of modernity


Another aspect which makes the Renaissance a refreshing change from the pseudo-medieval setting of most RPGs is the emergence of recognisably more modern elements of architecture and culture. The elite are now building palaces rather than castles (Mantel suggests that one reason Henry was keen to reduce Wolsey in status is so that he can claim Hampton Court Palace for Anne Boleyn) and gentlemen are laying out impressive gardens and worrying about the cultivation of strawberries. As a GM you can mix in a dash of costume drama into the grim dark.

The medieval family


The family though is still thoroughly medieval - there's a high mortality rate and a lot of interdependence. Cromwell's wife and daughters die of sweating sickness when he's in his mid-forties, while his nephew Richard Williams adopts the Cromwell surname and prospers as much as Cromwell's own son thanks to Cromwell's favour from the king.

Cromwell also gains a wide variety of hangers-on, running a large household and having minor gentry "apprentice" their sons to him in the hope of them learning his knack for making incredible amounts of money, while Mantel also speculates at various wardships. Certainly his household is exceptional in some ways, considering both his humble beginnings and the high status to which he arises, but the complex, fascinating and slightly melancholy picture which emerges is hopefully one that will stay with me and enhance my game worlds.

And finally...


Most of the way through the book WFRP was at the front of my mind but it belatedly occured to me that it was also saying something about Warhammer 40K, and probably other sci-fi settings as well. In a dystopian future the messages about the fickleness of how power is gained and exercised, as well as in the importance of status and how it influences or limits people's rise and hastens their fall are well worth bearing in mind.

Sunday, 25 December 2016

Thinking about Rogue Trader while watching Rogue One

I find my lack of franchise loyalty disturbing...

From the opening scenes Rogue One draws you in visually and lifts you. Although it's theoretically long ago it's really a mostly aspirational future - you'd happily live on Scarif or Lah'mu and technology would help you survive on Jedha.

It struck me though that only two of the worlds shown would fit into Warhammer 40K - volcanic Mustafar and Eadu with its unlikely rock formations. Despite the long-standing utility of aquarium plants for miniatures scenery, Scarif is far too clean and functional for a 40K setting: despite being theoritically the future, Rogue Trader actually the Spanish Inquisition with lasguns and space hulks.

Thinking more about living in the Star Wars universe, superficially it doesn't seem too bad: for the majority of the population the Empire is mildly chafing at worst - although your city or planet might get destroyed from space one day; Luke didn't see anything wrong with joining the Imperial Academy before the untimely demise of his aunt and uncle. But approaching it as a gamer its black and white nature is definitely a shortcoming - stormtroopers are fantastically iconic figures but behind them are the faceless operators of the Death Star, and they themselves are mindless killers (when they can shoot at all).

It may not seem much more conscionable to take the part of the Imperium but (notwithstanding that it's all a bit of a giggle) in its own way it's at least as palatable, not least because you can chose between internal conflict and external conflict (shooting genestealers is OK). Looking at it another way, the Star Wars universe is primarily a story-telling setting and, like Middle Earth, creaks a bit when asked to be a gaming setting.

So, having enjoyed the film, what's my take out at such time as my paint queue allows me to look at 40K?
  1. Hire better location scouts
  2. Urban scenes need a lot more civilians - at least until the shooting starts

Saturday, 25 July 2015

A post apocalyptic diversion

When LegioCustodes of Oldhammer 40k suggested a game of Rogue Trader set in the Fallout universe for this year's BOYL I thought that'd be a great opportunity to wallow in two different forms of nostalgia, plus I'd only have to paint a handful of figures so that'd be no problem...!

I must learn that I'm (a) slightly obsessive, and (b) a very slow painter. But with lots of forbearance from the family, plus abandoning the plan to include cargo with my brahmin conversion, I'm finally done, and with nearly a week to spare.

As an added bonus I've finally painted a couple of Imperial Guard figures I bought when they were new (one of them even has base colours from then), and got some practice with painting flesh tones other than green. Still a lot of work to do on that (especially my attempt at "weather-beaten Caucasian"), but while there's bits I'm not happy with they're a lot better than they would have been if I'd painted them 20-some years ago.



Thursday, 12 February 2015

The Squat heresy

If you haven't read Cryptonomicon the Baroque Cycle by Neal Stephenson go and read it now, then come back... [edit - vagueness on the title, they're both good but one's far more relevant to this!]

Good, wasn't it?

That mindset of Hooke and co. is just a hint of what it's like to be a Squat in the 41st millennium. Except rather than twisting yourself into knots, and going off on false tangents, trying to square your understanding of your god with your understanding of the world, there is no separation. There's no science, only worship of the Emperor and the relics of the past, and your every thought is heretical.

That device in your hand - what on earth are this and that bit doing there? They're completely useless, throw them away. And if you just adjust this, like so then it's so much more efficient... Except this is a sacred artefact created by the priesthood, and your very soul is now forfeit.

Squats are not cool biker dudes. Those in the mainstream of the Imperium's society are outwardly very, very conformist and occasionally manage to conform well enough to rise moderately (but not too far, they are mutants after all) in the Army or the Adeptus Mechanicus.

But hidden at the heart of their society is a heresy - the Guild: tinkering; investigating; discovering... and acutely, constantly aware that everything they do goes against the priesthood and their living god. Squats are a proud, stubborn race - sometimes hurt pride or jealousy lead to betrayal, and another cabal is rooted out and destroyed by the Inquisition. Those that survive in secret may have magnificent beards, but furrowed brows and few hairs on their heads.

Left to their own devices Squats could well be the saviours of humanity - or at least help them claw their way back towards their previous technological glories. But there's no hope of that while the deathless Emperor shuts off any chance of regime change.

...

It may be derided as grim and dark, but the original Rogue Trader universe has enormous potential I feel, even if I quibble with the balance on the tabletop. However brilliantly realised it is though there's only so long you can visit a universe illustrated by Ian Miller without wanting something a bit more shiny. And so it's been slowly watered down into what it is today - but the occasional quick glimpse of the grim dark is so much more interesting.

Sunday, 18 January 2015

The WH40K universe - in my head

This hopefully isn't one of those situations where a geeky person takes something they love, applies their geekiness, and sucks all of the fun out of it, but it might be (just how does the small town of Bree survive in desolate Eriador, anyway?).

In my youth 40K was only ever a passing interest, with its fantasy cousin proving far more of a draw to our gaming group, but my older self sees the Rogue Trader universe as a brilliant but flawed creation. Mostly I can happily continue to shun it and stick to my orcs and dwarves, until something like Axiom's astropath grabs my attention.

The setting's brilliance is in how it frames "medieval in space" as vaguely plausible, and hence allows table top battles between space-faring civilisations, without the technical levels being so mismatched that the only possible conflict is asymmetric. At least within the Imperium.

But you can only pull that "technology is religious mantra" trick once, so where does that leave our other standard races?

Orks


I like orcs probably more than most, but let's be clear - orcs are not a spacefaring civilisation (or arguably even a civilisation at all!). In orcish society there is none of the standing on the shoulders of giants that's needed for any sort of technological process. Let's be generous and say that their limit is muzzle-loading firearms.

Who knows how orks came to be spread through the galaxy from their home world, or even if they had a home world - maybe they were seeded widely by the Old Slann? When they travel through space now it's in the retinues of Renegades, or mercenary commanders keen to make use of their love of battle. Occasionally an exception individual will rise to lead a mercenary company themselves, but when that individual is killed or toppled the remnants of the company may well find themselves stranded on whatever world was the scene of their latest engagement.

So, orks have no space fleets or dreadnoughts of their own, and their vehicles (invariably wheeled or tracked) have a Heath Robinson appearance which reveal their cobbled-together origins and are highly unreliable.

The occasional wealthy mercenary my have carapace armour, and a mercenary company will often be outfitted in a moderately uniform fashion, although there will always be the odd lucky individual with a prized favoured weapon (usually loud = good!). Conversely though there will also be units where the prime weapons have been lost or gambled away and hence the slowest and weakest members end up mustering with clubs, muskets or bows.

"Native" orks on frontier worlds will be even more variable - any more advanced weapons will be the spoils of previous battles and raids, with primitive firearms in the hands of the majority.

Eldar


With Eldar the paradox is in the other direction - they're in decline, in terms of numbers and ambition, but they still have the full capabilities of their civilisation. There are hints in the Rogue Trader rulebook of their mysterious abilities, including mastery of the warp, but in combat they're on a par with, if not somewhat more fragile than, the Legiones Astartes. It seems that any serious encounter between the Imperium and the Eldar should be more akin to Arnie and his team meeting the Predator!

Clearly the Imperium's xenophobia isn't going to accept that they're in any way superior - of course they're decedent - but do recognise that they have abilities bordering on witchcraft. So, to take a leaf from Arthur C. Clarke, I'd suggest that all craft world Eldar (including dreadnought and vehicle pilots) be treated as psykers with the following abilities -
  • Telekinesis (level 1)
  • Jinx
  • Hide (level 1 Elementalist spell)
I toyed with suggesting Teleport, but then backed away from this - although now I'm wondering whether I've gone far enough!

All abilities should automatically succeed, with no need to test against or track psi-points, but for points value purposes assuming they have 20. Hence your basic Eldar now costs 68 points (without equipment).

These powers are technical rather than psychic in nature though so aren't detectable as such. They're consequently not always available to mercenary Eldar (50% chance) or pirates (25% chance of having these abilities).

I've no idea what these ideas would be like in actual play - in fact I'm sure that in purely commercial terms the direction taken with the rules of effectively having a level(ish) playing field is a more sensible solution. But in my head as big a degree of disparity as possible feels so much more "right".