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Was Gorkamorka worth playing?
Yes 60%  60%  [ 21 ]
No 17%  17%  [ 6 ]
WHO CARES?! 23%  23%  [ 8 ]
Total votes : 35

Was Gorkamorka worth playing a campaign of?

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PostPosted: Wed Jan 13, 2010 3:12 am 
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Pointing out that hardly anyone dug it is hardly ruthless number crunching.

Dont get me wrong I was probably one of the most outspoken managers in the UK Studio. Personally I was sick to the back teeth of everything being focussed around Space Marines.

Put it this way when i was there GW had open days, specialist games days, campaign weekend (and spec games campaign weekends), hobby workshop weekends (mastercrafted)... when I left you had 'tournaments'. Nothing but narrative free 2000 point bash em out competitions.

I rest my case.


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PostPosted: Wed Jan 13, 2010 7:08 am 
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Pontiff wrote:
I think it was a pretty doomed concept really

Firstly from what i remember when i worked in GW marketting, orks are about 7 per cent of 40k sales at the time (Marines, Guard & Eldar mate up the majority).



I tend to agree. In my experience, you either get Orks, or you don't. I never did, so I couldn't bring myself to invest the time and creative energy in painting, modeling, or storytelling that you need to make a niche game like GM come alive.

I think Gorkamorka may have been a lot more successful if they would have set it in the backdrop of Logan's World from the original Rogue Trader source book, where you could make a case for humans, orks, and other xenos in the low-intensity conflict/co-existence that make the gang-warfare scale games work.

The problem is that by the time Gorkamorka rolled around, lazy 40K storytelling had gotten to the point where the only conceivable diplomatic relation between alien species was genocide. On this background, even planets like Logan's World no longer seemed to fit.

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PostPosted: Wed Jan 13, 2010 8:09 am 
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Amen, we were considering doing a 'logans world' campaign before we started Jeriko Reach.

Glad someone else misses the more in depth narrative days when there was scope for imagination and everything didnt have to be 'canon'.


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PostPosted: Wed Jan 13, 2010 8:42 am 
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Mm, but in the Eastern Fringe, Logan's World can still exist... it'd just better hope it never comes to the attention of the Adeptus Terra!

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PostPosted: Thu Jan 14, 2010 6:35 am 
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Yeah, I liked the rules for GM, thought that the falling and skills were a better progression of the rules in Necro and hoped that if we ever saw a Necro 2nd Ed that they would use the GM rules as a basis.

There just isn't enough variety in GM to keep it alive for long, you have 5 gangs and that's it. The setting doesn't really allow for any expansion, you're trapped in this one part of the desert because of storms and wastelands, and the amount of customizing really did start to get ridiculous.

Still have my gang of Muties ready to ride though.........

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PostPosted: Thu Feb 25, 2010 5:25 pm 
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When i was younger our gaming group used to play gorkamorka in between games of necromunda. It was never as popular tho simply because of the increased cost of playing (most people had 1-2 gangs AND a 40k army).

I always thought the setting was acceptably large considering the scope of the narrative. Fairly convenient reason why you cant interact with the rest of the universe!

As for muties and digganobs. I always imagined the muties as necrons (gauss weapons if i remember correctly), flayed ones come to mind, not to mention all the necronic temples and shiz on that planet.

Digganobs being regressed imperials is a EASY fit, seeing as the imperium is TENS OF THOUSANDS OF YEARS OLD... i tend to use this excuse a lot in my campaigns along with how enormous the universe is. Funnily enough GW has created this massive universe/time line but is pretty authoritarian about who can write canon fiction.


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