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Posted Tuesday, July 11, 2006 1:47 PM
Knight

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SO

It would appear the safest way to do this is to change names.

Which kinda sucks.

Obviously we're not gonna have to change everything "commisars" for instance are a genuine part of the russian army (i think)

So Space Commandoes? Nah.

Or

we could jsut do this "on the quiet" so we can use all the proper names.


Votes?


I do try and spell things right...
Dark Millenium: Unofficial Larp based on Games Workshop's Warhammer 40,000.

"MADE OF SOLID MING"



Post #5884
Posted Tuesday, July 11, 2006 5:11 PM


Apprentice

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Now what strikes me as a way to get round this is to have the game based around 40K Orks.

Therefore you can use all the Orky-names which were listed IIRC in the back of the old Freebooterz book along with their glyphs. The ones I can remember of the top of my head:

beakies - space marines

squishies - imperial guard/humans

stunties - squats

pointies(?) - eldar

bug-eyez - genestealers

These are then just descriptive words pretty much and are not so obvious. Orks can return to Orcs so no problem their and you can use the old Orky clans (Evil Sunz, Death Skulls, Snake Bitez) etc...

Plus it means that for the logistics of organising it, you only need to put together Imperial Guard costumes (which will be a hell of a lot easier) for the majority of the 'monster' base.

Just a different slant on it. take it how you will...

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Post #5903
Posted Tuesday, July 11, 2006 5:35 PM
Initiate

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How to do this - dunno. Interested - Oh Yes!

I was talking about this with my brother a few weeks ago and i came up with 2 issues, the first being the copyright issues as has already been mentioned, the other scale. The 40K universe is so vast that developing a setting (plotwise) for a larp that is true to the material is difficult without artificial constraints on the players. (for example - if you have an inquisitor PC, why can't he call in unlimited PDF troops, or an airstrike or tank regements etc). So we came up with a setting that (i think) would allow a good mix of realism and practicallity.

THE SHIP

all the players are survivors of a destroyed ship (big ship - think Emporor class battleship) who are now stranded on a human but non-Imperium planet (escape pods). They have commmunications - radio and such, but no astropaths survived the ships destruction > no rescue. An imperial warship is home to many thousands of people from many different factions of Imperial culture - Navy (both crew and press-ganged ratings), Guard (the ship was transporting a few regiments, making them different opens interesting posibilities - how would the uber disaplined regiments of Cadia feel about working alongside a Penal regiment?), Commisars, Techpreists, Preists, even some Inquisitors of different factions could have been aboard. this then gives the players thier 'classes' and associated skill areas. This setup would effectivly give a 'pocket imperium' all the culture / beliefs / weaponry etc. without the need to physrep a baneblade or whatever.

THE WORLD

the world that the survivors land on is populated mainly by humans but it has had no contact with the Imperium and is at a medieval / early gunpowder development level (easy to costume as most people will have somthing suitable). there could also be chaos cults, Ork populations, an Eldar webway gate, Genestealer cult etc. on the planet. how the players deal with the population could then be up to them, do they convert them to the Imperium? kill them all as Heratics... you know the drill.

I you like this idea i have a vague idea of how skills and progression could work and a few other bits and bobs.... what i dont have is any experience running a roleplay, but i love the sound of actually doing 40K and I'm based in Liverpool, so not far if you are going for it. If i can be any help let me know.

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Ah, this is obviously some strange usage of the word 'safe' that I wasn't previously aware of.

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Post #5908
Posted Tuesday, July 11, 2006 9:23 PM
Knight

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Hmm...

Yeah i can see where your coming from but...

Thats too restrictive for my taste. Plus it seems more of a fest' scale event rather than the club one i had inended

The easiest way to deal with the inquisitor problem is to not let people play one

The setting I'd had in mind was the players beign a rogue trader crew, all human or sub human but as i've said thats hardly a restriction. That way they can be on different worlds, on space hulks, (the keep would be so awesome for that, can you imagine genestealers crawling around in the "air vents" leaping out on people?) space stations, the eye of terror (god knows how to physrep that, but i'd certainly have a go)

Plus that way we can alos have the Inquisition, the arbites, the ecclisiarchy and all the other manifold arms of the imperium as protagonists as well as orks, chaos etc.

I've made a Yahoo Group called "Risky Venture" ()thats probably not gonna be the name of the Larp but its what i came up with at the time.

I've made it ex-directory and invite only, so if you want in PM me with your e-mail addy


I do try and spell things right...
Dark Millenium: Unofficial Larp based on Games Workshop's Warhammer 40,000.

"MADE OF SOLID MING"



Post #5923
Posted Wednesday, July 12, 2006 1:14 AM


and Minimeister

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Brand (7/11/2006)

pointies(?) - eldar

Panzees.  :-D

Hmm... I think if you let people play Eldar and Space Marines then it will be lame.  TBH I think they should be restricted to NPC roles for the first year or two. 

If you want a reason why an Inquisitor can't call in unlimited supply of goombahs I refer you to the rather excellent works of Mr Dan Abnett.  Xenos, Malleus and Hereticus being the Eisenhorn trilogy (not sure of order), And Ravenor and Ravenor Returns being the even mightier sequels.


There is only overconfidence and terror.
Post #5947
Posted Wednesday, July 12, 2006 11:25 AM
Knight

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No one is playing an Inquisitor!

I know they're awsome but even if they cant call ing huge swathes of planetery gaurd they still have that little obsidian box with the big gold "I" in it that gives then carte balnche to do whatever they want.

So at least at the start you can be anything (sub)humans can be apart from an inquisitor.

Oh and there can be more than 1 rogue trader captain

And yeah everyone is human or sub human. Thats human not geneticaly engineerd super-human killing machine. So no Astartes




I do try and spell things right...
Dark Millenium: Unofficial Larp based on Games Workshop's Warhammer 40,000.

"MADE OF SOLID MING"



Post #5989
Posted Wednesday, July 12, 2006 1:33 PM


I do talk a good fight

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Here's a link to GW's IP policy, for further info:

http://uk.games-workshop.com/legal/canandcant/1/

Looks to me like you might well be able to do it if you didn't charge money for it.


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Post #6000
Posted Wednesday, July 12, 2006 2:03 PM


Wag

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You could donate any profits to charity? Surely that would soften the view of GW and convince them you are not trying to make money from their products.

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Post #6005