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What setting(s) would you most want to work towards?
Southlands
36%
 36% [ 5 ]
Pre-Sigmar setting
29%
 29% [ 4 ]
Other
35%
 35% [ 5 ]
Total Votes : 14
 

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BalrogTheBuff
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PostSubject: Next Setting Project   Mon 7 Feb 2011 - 17:39

Many seem to be interested in a collaborative work. Below are the possiblilites mentioned thus far. Now to figure out which we want!

My personal choice is irrelevant as I will do any. I just like doing projects like this as it really helps me stay creative, which helps me write my own fantasy stories and RPG I am working on.

My wife likes the Pre-Sigmar age so my 'vote' is actually hers.

Edit: I stole my vote back. As much as I like the pre-sigmar era I agree with the below comments (and my brother) that Southlands would give more freedom to work with and allow for more filling out of the world. Nothing against the past, but my head is not oozing out as many ideas for it as it is for Southlands. But of course I am not the only one here!



Last edited by BalrogTheBuff on Tue 8 Feb 2011 - 22:20; edited 1 time in total
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PostSubject: Re: Next Setting Project   Mon 7 Feb 2011 - 21:02

To toot my own horn, I think the Moot / Goblin War setting would be fun. Heck, it's halfway finished. (Although, a hair more of it has been posted on the Yahoo group... I can repost all of it here, if people are interested.)
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BalrogTheBuff
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PostSubject: Re: Next Setting Project   Mon 7 Feb 2011 - 21:16

And I will agree it is a fun horn to toot!
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leonemaster
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PostSubject: Re: Next Setting Project   Tue 8 Feb 2011 - 0:20

just so that people know, if you're looking for the description of the two threads, you can find them here:

http://boringmordheimforum.forumieren.com/t4799-where-have-all-the-interesting-rules-threads-gone

or here

http://boringmordheimforum.forumieren.com/t4866-southlands-setting
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PostSubject: Re: Next Setting Project   Tue 8 Feb 2011 - 10:54

I like the pre-sigmar setting, there's lots of possibilities for a story driven campaign, some new warbands and tweaks of existing ones. Tribes la the Mercenary warbands, wood elves, dwarfs, Orcs, lots and lots of priest and supersticion, etc.
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PostSubject: Re: Next Setting Project   Tue 8 Feb 2011 - 11:22

I think a pre-sigmar era could also have fun with the differences between materials of weapons. Although any setting could do this well.

So Sticks and Stones and leather for one tech level
Copper, bronze, iron, brass for another
and then Steel for another
(with things like Ithimir and Gromril being around still but very rare)

So older weapons would be cheap but able to break fairly easily. And they still would rip up a person just fine. So I would expect early on mostly lower tech gear for most, and then slowly start seeing more and more iron or even steel weapons and armor.

Also I am interested in knowing if people would like a variant where EVERY model is like a hero. So a warband of all unique and very customizable warriors. We would have to change income a bit, maybe make it more based on the scenario instead of number of heroes, and then have a supplimental income roll of some kind.
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PostSubject: Re: Next Setting Project   Tue 8 Feb 2011 - 11:38

About the thing you were saying on a "every model is a hero" variant, I was actually thinking about that right this afternoon: what about having like a warband of like 4-6 extremely powerful minis that progress during the game (eg. chaos warriors becoming little by little spawns of chaos or enlightened young men that become more and more powerful until the become big, strong, relatively old and equipped with a huge magical weapon...)
This would still have the player make many different versions of the same model or find something like Pathfinder's magnet thing but have very different game styles and give a cool shift at the game... we could still have them recruit some very bad units to fill in (like enslaving enemies or something...)

But I would still rather stick to the classical hero-henchmen idea for most of the warbands and only do this to a couple ones...
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PostSubject: Re: Next Setting Project   Tue 8 Feb 2011 - 11:46

Just an idea. But I never play what-you-see-is-what-you-get. We are poor and lazy. Also I would rather see a really cool model and just reference a sheet if needed.

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PostSubject: Re: Next Setting Project   Tue 8 Feb 2011 - 11:58

Every model's a hero: an interesting idea... I'd probably be like Necromunda in that aspect. You're allowed to have 1 leader, 0-X champions, 0-X warriors, 0-X youngbloods.

If we want to fatten the ranks, include rules for basic slaves... they don't gain exp, so the post-game phase wouldn't take 50 minutes.

Dwarves & Elves: well, these guys were pretty advanced compared to the mud-hut dwelling humans. Technology-wise, Humans = Celts & Gauls, Elves / Dwarves = ancient romans. No crossbows or blackpowder, but they have metallurgy and archey down to an art.

Note to self: if we do this campaign, I have to read the Sigmar books.
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PostSubject: Re: Next Setting Project   Tue 8 Feb 2011 - 12:10

yes I know, I passed all yesterday night looking for a pdf/online version of them but couldnt :S
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PostSubject: Re: Next Setting Project   Tue 8 Feb 2011 - 12:18

I really like the necromunda style idea. I would still add somekind of slave/animal henchmen to fatten the raks, as Styro says, and I really like the idea of very bad initial characters (eg youngbloods) who are actually the ones who can posibly become the best at everything...

About elves and Dwarfes, well thats what i said in the original 'Idea' post: because of the fact that they are pretty advanced, I wouldn't use them as whole warbands but rather as hired swords. The dwarfes seem to have very active connections with humans at the time so they would probably be the most used ones (especially as the main thing will be Humans vs Orcs and dwarfes hate orcs Smile ) plus its the dwarfes who tought how to use metals to humans and them as well who created THE Hammer (Sigmar's one). They will therefore have a main role in this project.

Pretty much like how we are starting this,
let's keep it up!

- leonemaster
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PostSubject: Re: Next Setting Project   Tue 8 Feb 2011 - 14:15

What 'Other' settings are people voting for? Please post them!
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PostSubject: Re: Next Setting Project   Tue 8 Feb 2011 - 18:29

How about an elven civil war campaign: high elves and wood elves more or less allied against dark elves? Lots of people like playing elves, but they tend to overpower non-elf warbands.

Of the two options listed in the poll, I prefer the Southlands idea to the Sigmar. That way the campaign fleshes out the existing world more, rather than starting over in a very different period.
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PostSubject: Re: Next Setting Project   Wed 9 Feb 2011 - 0:44

Quote :
What 'Other' settings are people voting for? Please post them!
I've always thought Mordheim in the Age of Reckoning could be made awesome. But then, I've never had any problems embracing that game's deviations from the standard GW lore. Sneaky backstabbing witch elves? Bring it on ^^

The parts I'd most like to take a few hours and make something of one day is to convert a few public quests and pvp scenarios into Mordheim scenarios. Lots of nifty mechanics in there that can make for some original gameplay on the tabletop.
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PostSubject: Re: Next Setting Project   Wed 9 Feb 2011 - 6:13

The warhammer lore I enjoy the most is the, men living in a bleak world, exploring it attempt to enslave a world that is highly dangerous. Part of the story. Southlands does this incredibly well. I don't think Pre-Sigmar does.

But then again there are points I like about both settings, let me paraphrase them here:
Pre-Sigmar:
A Map-Based campaign set around the preparing of "the coming of the one" would be awesome. Humans are struggling at keeping up with chaos, elves, dwarves and eachother to secure a few lands of their own. But after the fifth or so game, Sigmar arrives on the scene, and the humans suddenly gets huge bonuses from working together. So they will finally have the option of fighting on even terms with the bad guys.
The idea of a pre-historic setting with magic has always intrigued me.
A regular Dwarf/elf fight with the humans only being occasional allies could be awesome, sort of a skirmish around the war of the beard sort of setting. The players that are humans would feel a lot like mercenaries. However there needs to be good scenarios to allow for this.

Southlands:
Unexplored - As the southlands are mostly unexplored we can do whatever we want. There is no real canon about the southlands, so whatever we make will be our own canon. Let's look at what this lets us do:
Exotic Warbands - We could make entirely new warbands, just based of a few cool conversions we've seen.
Interesting Game Mechanics - We could totally change up any existing scenario to do whatever we want to.
Story concepts abound - Perhaps a part of the comet that hit Mordheim split off and hit the southlands? Perhaps the setting is about the black pyramid? Perhaps there is a lost spawning pool the lizardmen are looking for? Perhaps we could think of something even better?
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PostSubject: Re: Next Setting Project   Sat 12 Feb 2011 - 16:23

I was considering working a recently ruined and destroyed PRAAG as a campaign base.

To replace mercenaries you would have the three tribes of kislev. Marauders and chaos worshippers would be rife and there is a skaven city not far off too. There could be rules for snow and coldness too.

One big location idea though was having a city wide map with capturable locations (all on a hexagon system) which would determine terrain for games.

A cool thing we were planning on running was two rival factions in the city. Possibly the city guard and a criminal network. Any warband could opt to work for either, and gain favour points between each. Depending on the difference in favour points in a game could determine whether you could call reinforcements from either faction. The factions were also going to be run like really big warbands that gained exp and were played out by a gm.
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PostSubject: Re: Next Setting Project   Sat 12 Feb 2011 - 18:20

benjaminography wrote:
I was considering working a recently ruined and destroyed PRAAG as a campaign base.

To replace mercenaries you would have the three tribes of kislev. Marauders and chaos worshippers would be rife and there is a skaven city not far off too. There could be rules for snow and coldness too.

One big location idea though was having a city wide map with capturable locations (all on a hexagon system) which would determine terrain for games.

A cool thing we were planning on running was two rival factions in the city. Possibly the city guard and a criminal network. Any warband could opt to work for either, and gain favour points between each. Depending on the difference in favour points in a game could determine whether you could call reinforcements from either faction. The factions were also going to be run like really big warbands that gained exp and were played out by a gm.

That is a pretty neat idea.

Make the factions offer special hired swords depending on your Standing with them, so you could only get an Imperial Assassin and Highwayman if you worked for the criminals, and the Freelancer and other stuff if you worked for the watch.

Also a place where a Tzeentch themed warband would make sense (which I'm a big fan of).
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PostSubject: Re: Next Setting Project   Today at 7:17

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