I guess FFG's LCGs are better in that aspect.
Recently got myself 40k: Conquest.
I guess FFG's LCGs are better in that aspect.
Recently got myself 40k: Conquest.
I guess FFG's LCGs are better in that aspect.
Recently got myself 40k: Conquest.
Me too
great game btw
I always found that aspect to put me off from CCGs. I like knowing what I'm buying and only buying what I want to have. However, I've never had a problem with FFG adventures since I can thumb through them at the book store before deciding if I want to buy them. I might have liked CCGs better if I had the option of seeing what cards were in the booster before buying.
Actually, I completely agree with you. I don't like (nor do I play) CCG's, and I especially don't like the idea of not knowing what you're getting before you buy it. That said, and putting aside the fact that you could technically look at a Dark Heresy (or whatever) adventure before buying it, I never minded that so much with the adventure books. I've always been very accepting of what gets released, and it's why I never criticise a book for not including something it never intended to include (and why whenever I new book comes out I'm stunned by the amount of complaints that have nothing to do with the book's content, but more what isn't in the book, or what "should have" been in the book).
But getting a new vehicle, or a new set of adversaries in a new adventure never bothered me mainly because that's the reason I was buying them - to get new rules. I never bought one for the adventure, as I like to write my own.
BYE
I never run premade adventures. I do buy them. To me they are a resource of ideas. I also am a person that likes a lot of fluff in the campaign settings books I buy.
Since I can purchase these books as PDFs, having the rules spread across so many books is not so bad. Now with the Star Wars books, this kind of thing is far more cumbersome. A big stack of books is incredibly inconvenient to look up rules in.
I do wish that these companies would keep an up to date master index of all the books so when we were going to do some research, it would be easier to find the information we needed.
It is up on DriveThruRPG now. I will pick it up on Tuesday. WOOT
I've only recently been able to start reading the adventure in detail. Has anyone else felt like they were missing something if they hadn't read/played through the two previous adventures?
"You may travel to the desert world of Hrax, a planet recently grown dissatisfied with the rule of the Imperium and filled with the darksome Warp power of furimancers."
Can anyone please tell me wtf is "furimancer"? In the dark millenium of the fall of mankind there are only furimancers?
A furimancer is someone that believes he obtains divine insight when worked up into a furious rage (a prophet of Khorne perhaps). A furrimancer is someone that believes he obtains divine insight from looking at catgirl porn. Neither of these are official definitions, just my guesses.
I've only recently been able to start reading the adventure in detail. Has anyone else felt like they were missing something if they hadn't read/played through the two previous adventures?
I've read through both previous adventures and I've run Dark Pursuits leading into Forgotten Gods.
I feel that Dark Pursuits is pretty crucial to read/play through to get a good grip on the themes, starting locale, and some of the characters of Forgotten Gods. The amount of background it sets is important and Forgotten Gods has a lot of call backs.
The GM Kit Adventure, Desolation of the Dead, isn't as important. I only used it to flesh out the short Gallowsway portion of Forgotten Gods. Having details on the locations is helpful, but most of its plot can be forgotten. Even the cult vs. cult part of Forgotten Gods can be ignored almost completely. I left Desolation out of my campaign, as it feels a bit disjointed compared to the rest.
However, I do plan on revisiting and tweaking it as a sort of "cleaning-up loose ends" epilogue.