Greetings forumites, I come to you with a potential idea for a homebrew or port of OW rules: to that of fantasy. I know that there is Warhammer Fantasy Roleplay, but I am unfortunately not familiar with the rules, and more importantly, my group can't be bothered to learn them. They are quite used to the rules present in OW, so what are some thoughts on removing the 40k and porting the rules over to a fantasy setting, sans space weapons?
Using OW as a Base for Fantasy
Warhammer fantasy second edition works pretty much like the warhammer 40k gamelines (d100). Look into that.
If you're going with fantasy I'd go with Dark Heresy Second Edition, as fantasy involves alot of investigation. Or at least, presumes there will be.
If Fantasy presumes anything it's generally combat...
Really? in the core set more then half the careers are not combat oriented, the intro adventure isn't combat oriented and the majority of reviews I've read of the campaigns one can buy involve alot of investigation. I haven't played alot of fantasy yet, but do tell how you feel Fantasy favours combat over investigation.
Edit: Should be noted the investigation part is about WHFRPG 3rd, I haven't played or read up alot on 2nd.
I agree that Dh2 would be a better forum for this. The standard classes of warrior, cleric, wizard and rogue are all aptly represented so all you have to do is develop them all as feral worlders. The poster who suggested WFRP2 is also correct. DH was originally derived from said system so it would still have some usable ideas.
I was under the impression the fantasy genre was being discussed. Not specifically Warhammer Fantasy.
Addendum - My personal feeling on the presented situation; If your players can't be bothered to learn a fantasy system, why should you put in the time and effort that they're evidently too lazy to give back? Writing a campaign is hard work enough, before you start homebrewing things.
Edited by SgtLazarus
I was under another impression, confusion lifted!
Then we're agreed, most fantasy unfortuneatly tend to be (rules wise) little more then combat.
As for not learning a fantasy system: warhammer fantasy might not be the easist to get into since it was recently discontinued. It can be used with roll20 with a bit of work. 2nd is basically the same system, but older so take things from there and implementing them in OW MIGHT work.
I am against learning a whole new set of rules just as much as they are, as it means buying even more books and trying to learn a new system. So, we would prefer to stick with what we know. I may pick up WH Fantasy for material, but would rather stick with this system.
So, any other advice? Does anyone have experience doing a conversion like this?
I was under another impression, confusion lifted!
Then we're agreed, most fantasy unfortuneatly tend to be (rules wise) little more then combat.
As for not learning a fantasy system: warhammer fantasy might not be the easist to get into since it was recently discontinued. It can be used with roll20 with a bit of work. 2nd is basically the same system, but older so take things from there and implementing them in OW MIGHT work.
I recommend doing dark heresy the new edition. In the 40k universe there is something called feudal worlds. I know pretty unique name right? Anyways here what I have done with my group as we also wanted to explore fantasy settings. Have them travailing threw space and have the spaceship suffer a catastrophic meltdown or something strange happening to the crew and have it come crashing down on the planet. You can have the players either being the only ones survived (being blessed by the emperor or shear dumb luck) or you can have other survivors trying to survive on a new world. You can than have them trying to establish connection to the rest of the imperium or try and survive on a new planet with strange new things. WIth most of the ammo and guns of the 41st millennium scattered or destroyed or in short supply they would need to learn new skills with basic weapons. They would also need to befriend a new group of people and other things.This could be the whole campaign really just trying to get off this new planet that never even heard of the God Emperor or you can try to convert them to the imperium and show them the light of the Emperor. Its a really interesting concept to do and with a few house rules or weapons you can easily do this in Dark Heresy 2ed.
I am against learning a whole new set of rules just as much as they are, as it means buying even more books and trying to learn a new system. So, we would prefer to stick with what we know. I may pick up WH Fantasy for material, but would rather stick with this system.
So, any other advice? Does anyone have experience doing a conversion like this?
If you really dont want to learn a new rule set do it like this. Have them traveling and exit the warp pre materially. Than have a bunch of confusion happen. Things go dark and everyone gets knocked out. Have them wake up in a debris field miles long with smoke coming out of the wreckage and bodies everywhere. They can loot them and see if they can savage any other weapons or find any other survivors. If you do allow them to find survivors they can tell the players the ship exited warp not at the expected time and before they got knocked out they read they were above a planet called *enter name here* and they never made contact before and they were considered to be feudal world not knowing the emperor and than have that npc die or pass out. You can have the players than explore the world trying to contact the imperium and you can through in surprises like dragons using some enemies from the other rule books. You can also have orks appear in the wreckage and say you heard rumors before that they were in the underdecks but you thought the crew just told you that to scare you at night and now you have your enemy. Than you can have your players try and warn the populous of this new enemy and fight along side them. It would make for some interesting role play and I done this before and my players loved it.
I was under another impression, confusion lifted!
Then we're agreed, most fantasy unfortuneatly tend to be (rules wise) little more then combat.
As for not learning a fantasy system: warhammer fantasy might not be the easist to get into since it was recently discontinued. It can be used with roll20 with a bit of work. 2nd is basically the same system, but older so take things from there and implementing them in OW MIGHT work.
I recommend doing dark heresy the new edition. In the 40k universe there is something called feudal worlds. I know pretty unique name right? Anyways here what I have done with my group as we also wanted to explore fantasy settings. Have them travailing threw space and have the spaceship suffer a catastrophic meltdown or something strange happening to the crew and have it come crashing down on the planet. You can have the players either being the only ones survived (being blessed by the emperor or shear dumb luck) or you can have other survivors trying to survive on a new world. You can than have them trying to establish connection to the rest of the imperium or try and survive on a new planet with strange new things. WIth most of the ammo and guns of the 41st millennium scattered or destroyed or in short supply they would need to learn new skills with basic weapons. They would also need to befriend a new group of people and other things.This could be the whole campaign really just trying to get off this new planet that never even heard of the God Emperor or you can try to convert them to the imperium and show them the light of the Emperor. Its a really interesting concept to do and with a few house rules or weapons you can easily do this in Dark Heresy 2ed.
Slight condesending tone there. I have DH2, I also played the beta. However I haven't played it since launch unfortuneatly, been busy with Only War, Warhammer Fantasy Third Edition and Black Crusade.
If you just want to use the system, get inquisitors handbook for DH1, it has quite alot of stuff for feral/feudal worlds and other things you can just houserule so the players have an assortment of equipment, weapons and armor to choose from.
I was under another impression, confusion lifted!
Then we're agreed, most fantasy unfortuneatly tend to be (rules wise) little more then combat.
As for not learning a fantasy system: warhammer fantasy might not be the easist to get into since it was recently discontinued. It can be used with roll20 with a bit of work. 2nd is basically the same system, but older so take things from there and implementing them in OW MIGHT work.
I recommend doing dark heresy the new edition. In the 40k universe there is something called feudal worlds. I know pretty unique name right? Anyways here what I have done with my group as we also wanted to explore fantasy settings. Have them travailing threw space and have the spaceship suffer a catastrophic meltdown or something strange happening to the crew and have it come crashing down on the planet. You can have the players either being the only ones survived (being blessed by the emperor or shear dumb luck) or you can have other survivors trying to survive on a new world. You can than have them trying to establish connection to the rest of the imperium or try and survive on a new planet with strange new things. WIth most of the ammo and guns of the 41st millennium scattered or destroyed or in short supply they would need to learn new skills with basic weapons. They would also need to befriend a new group of people and other things.This could be the whole campaign really just trying to get off this new planet that never even heard of the God Emperor or you can try to convert them to the imperium and show them the light of the Emperor. Its a really interesting concept to do and with a few house rules or weapons you can easily do this in Dark Heresy 2ed.
Slight condesending tone there. I have DH2, I also played the beta. However I haven't played it since launch unfortuneatly, been busy with Only War, Warhammer Fantasy Third Edition and Black Crusade.
If you just want to use the system, get inquisitors handbook for DH1, it has quite alot of stuff for feral/feudal worlds and other things you can just houserule so the players have an assortment of equipment, weapons and armor to choose from.
lol I didnt mean it like that. Its just some of the words that gw/ffg uses are kinda well... Ya. Anyways the system plays like only war. Alot of people are like 50/50 on it. Some hate it because it doesnt do anything really new and alot like it bc of that same reason. I like it. I dont have to learn a whole new rule system but I can see why some people dont like it. The thing you said at the end is the jist of what I meant to say. Just house rule a bunch of feudal world weapons and other things and say your on the planet and boom story in a fantasy world set in 40k. Its pretty easy to do really.
Edited by PhaKnightlol I didnt mean it like that. Its just some of the words that gw/ffg uses are kinda well... Ya. Anyways the system plays like only war. Alot of people are like 50/50 on it. Some hate it because it doesnt do anything really new and alot like it bc of that same reason. I like it. I dont have to learn a whole new rule system but I can see why some people dont like it. The thing you said at the end is the jist of what I meant to say. Just house rule a bunch of feudal world weapons and other things and say your on the planet and boom story in a fantasy world set in 40k. Its pretty easy to do really.Slight condesending tone there. I have DH2, I also played the beta. However I haven't played it since launch unfortuneatly, been busy with Only War, Warhammer Fantasy Third Edition and Black Crusade.I recommend doing dark heresy the new edition. In the 40k universe there is something called feudal worlds. I know pretty unique name right? Anyways here what I have done with my group as we also wanted to explore fantasy settings. Have them travailing threw space and have the spaceship suffer a catastrophic meltdown or something strange happening to the crew and have it come crashing down on the planet. You can have the players either being the only ones survived (being blessed by the emperor or shear dumb luck) or you can have other survivors trying to survive on a new world. You can than have them trying to establish connection to the rest of the imperium or try and survive on a new planet with strange new things. WIth most of the ammo and guns of the 41st millennium scattered or destroyed or in short supply they would need to learn new skills with basic weapons. They would also need to befriend a new group of people and other things.This could be the whole campaign really just trying to get off this new planet that never even heard of the God Emperor or you can try to convert them to the imperium and show them the light of the Emperor. Its a really interesting concept to do and with a few house rules or weapons you can easily do this in Dark Heresy 2ed.I was under another impression, confusion lifted!
Then we're agreed, most fantasy unfortuneatly tend to be (rules wise) little more then combat.
As for not learning a fantasy system: warhammer fantasy might not be the easist to get into since it was recently discontinued. It can be used with roll20 with a bit of work. 2nd is basically the same system, but older so take things from there and implementing them in OW MIGHT work.
If you just want to use the system, get inquisitors handbook for DH1, it has quite alot of stuff for feral/feudal worlds and other things you can just houserule so the players have an assortment of equipment, weapons and armor to choose from.
Except it wouldn't be because the settings are completely different.
An elf in warhammer fantasy is is an ally of the human people and taught them magic which is far safer to use fluff wise (while still being dangerous compared to say Dnd).
in Wh40k said elf would be a xenos monstrosity and the magic would get you dumped on a black ship or shot without a second thought
The setting is gritty but not hopeless and it is conceivable that the good guys could win.
The easiest way to adapt a WH40K roleplaying game into fantasy is to simply change the names of things: It's not pyrokinesis, it's arcane fire magick! That's not a power sword, it's a broadsword of enchanted electricity! When it comes to items which cannot reasonably be converted like that, especially something like a lasgun, then simply avoid using it. You will run into that problem with tanks, fully automatic firearms, and the like.
You guys talk about this like it's rocket science...
If you're still looking to do a cross over, I fairly good at making classes for this game so if you want you can send me a list of what you would want made. I've done Star Wars, Iron Kingdoms, Babylon 5 and Final Fantasy X-2 Conversions for friends so far and Currently working on a Mass Effect one
The easiest way to adapt a WH40K roleplaying game into fantasy is to simply change the names of things: It's not pyrokinesis, it's arcane fire magick! That's not a power sword, it's a broadsword of enchanted electricity! When it comes to items which cannot reasonably be converted like that, especially something like a lasgun, then simply avoid using it. You will run into that problem with tanks, fully automatic firearms, and the like.
You guys talk about this like it's rocket science...
Even if we stick only to the issue of magic here, there's eight to ten winds of magic, and assorted divine disciplines, not accounting for chaos magics. Pyrokinesis = Aqshy is all well and good, but there's still a whole lot of things you'd have to rework.
It's not rocket science, but using OW as a base for fantasy still involves a hell of a lot of work.