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Only War - Marauder Bomber regiment - New Player

Hello everyone, I'm still a relatively new player to pen and paper style roleplaying but I've been doing it online using Neverwinter Nights (Not the MMO) for a couple of years and realized I simply enjoyed doing it. Then I realized that Warhammer 40K seems to have a real good thing going for itself when it comes to roleplaying so I thought I might give it a go, the only problem was finding an actual group to play with. So I figured I'd give it a shot in making my own regiment, seeing peoples thoughts on what they think of this and go on from there if more people are interested.&nbsp; I have a few screenshots of the regiment and the stats of the marauder bomber itself as a general idea of what I'm getting at. I tried writing up the first chapter for the story itself in which I hope would make the campaign be different each time, with players putting a lot of hope in to the Random Number God and hope that their adventure goes smoothly. The only problem is I don't think like a GM so I don't know what would keep players on the verge of their seat, what they would find annoying during the story and so on and so forth so I was hoping for some inspiration from more experienced players on roll20. So I'd like to ask: Would playing as an air regiment be too boring? Too long-winded? Or, simply too much to handle? Below are just the written up stuff I've done for the regiment, feel free to throw in feedback for it as it is quite fun to make just a random regiment but I'd like to keep it somewhat lore friendly. Page 1 -&nbsp; <a href="http://imgur.com/MSmbRyu" rel="nofollow">http://imgur.com/MSmbRyu</a> Page 2 -&nbsp; <a href="http://imgur.com/eH2xYGo" rel="nofollow">http://imgur.com/eH2xYGo</a> Page 3 -&nbsp; <a href="http://imgur.com/GH2YzOV" rel="nofollow">http://imgur.com/GH2YzOV</a> Regiment's Homeworld -&nbsp; <a href="http://imgur.com/qxAGDQo" rel="nofollow">http://imgur.com/qxAGDQo</a> Note: The marauder bomber armour is a bit of too much for my liking so I will turn that down slightly so it's probably on par with a chimera. And if you want some imagination about how flying would work then just imagine the same formation B-17's flew in during WW2 with fighter support for long journeys.&nbsp;
As you have asked for comments, I'll respond. Its an interesting idea but difficult to sustain over a long period I would think. There's not enough variety in what the players would be doing at least for the missions themselves. It has some possibilities for rp between missions though. Good luck.
Thank you for replying! It's why I made it possible to survive being shot down with the one-time grav-chutes. So the GM can possibly set up their own story for anyone that manage to make it to the ground under very hard conditions, I'll certainly try to tweak it a little to see if I couldn't balance it out.&nbsp; Cheers again!
Hey Michael, throwing my 2c in for what its worth: I think the setting could work out really well, but to Andrew's point, you'd probably need a group interested in heavy RP. A team like this would have to deal with training and mission prep, military politics, maybe a few small sorties to get their feet wet, etc. Could lead up to a major engagement where they are shot down behind enemy lines. After that, you could really go anywhere with the story. I don't think a dungeon-crawl style adventure would last more than a few sessions, but if you get some solid characters, weave in rich NPCs, and a lot of hidden subplots for them to uncover, it's got potential to be a really neat game.
I'll do me best to write something up. I realize now it might be the type of game that can really be dragged out with "You spend hours flying, and flying, and flying. You've been shot down and are surrounded by enemies. GLHF." If I manage to write a story down and post it up on here I shall do just to see if catches anyone's attention that way. Thank you for your feedback, Kyle!
Michael, I think you've a wonderful idea that sounds very evocative of an older movie by the name of Memphis Bell. I think the ideas you put down are a great start to a deep and interesting style of play for Only War, which is necessary to make it last more than a few session. How long, or how short such a campaign is entirely reliant on a GM to oversee. I wouldnt rush to get the crew shot down, as such a scenario changes the dynamic of the game drastically. Instead, that should be a backup in the case where bad luck happens to get them shot down, not GM plotting. A nice part of such a campaign is the bomber wing would have plenty of other planes to be blown out of the sky, along with escorts and the like, while keeping the players hopping from scene to scene dealing with emergencies or experiencing the helplessness of watching their friends die.
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Heya Biff,&nbsp; Firstly thank you for &nbsp;your feedback! I'm hoping it will indeed last a few good sessions before allowing either the campaign or story to come to a close just so the players can cash up on finishing XP and probably bring their characters along on further adventurers if they're able to in other peoples games. I've just been reading over the stories in some Only War books in order to get a concept of how they spread it out and making sure that players aren't bored out by over-winded narratives. I'm hoping to give players free reign over who does what in their bombers and have them create a character for their specific purpose. I do hope with some good GM'ing and foresight it might actually be something people can jump in to and happily play out.