One day a bunch of anons were complaining about the status quo and asking why GeeDubs wasn't Advancing the Storyline. This article follows another anon's legendary answer explaining what the other anons hadn't understood the storyline was even for and why 40k was awesome.
> It just seems like there's never any lasting damage done when shit hits the fan. Yeah, that one planet in Ultramar got OM NOM NOMMED by the 'Nids, but we don't have a stake in anyone who died during the Wars.
> I dunno, I guess I just want shit to happen to somebody and for it to STICK. Like, if Calgar got OMGFUCKED by the 'Nids or something, he'd end up in a Dreadnought. Just little changes to show that the major factions aren't static.
Here is what 40K is about. Are you ready? Write this down, because it is important.
40K/Fantasy/AoS is about your own group of soldiers.
I don't care what faction you play or what lists you use. I don't care if you're an existing unit or you make up your own. 40k is about your dudes. It is about YOUR GUYS.
Let me tell you a story about one Erasmus Tycho:
Erasmus Tycho was a Blood Angels captain in an early after-action report in White Dwarf. At one point he got KOed by a Weirdboy's psychic blast. This was fluffed as him being severely injured, and that affected his characterization and what would become of him. In-game events were strung together and then logically connected to a potential story - an EMERGENT story based on the guided events of the gameplay. Later, they made that weirdboy's bones an ORK RELIC IN GAME!
Do you see what that is? THAT IS AN EVOLVING STORY. THAT IS THE KIND OF THING YOU CAN DO WITH YOUR GUYS. You can give your dudes names and grow attached to them in the same way that you can with X-COM or Final Fantasy Tactics or any other game where you have generic dudes.
Hell, if you played Chaos Gate, that was basically the game! The last time someone played it for /tg/, there was a dude named APEMANTUS who was badass (based on in-game events), was killed (as an in-game event), and was brought back as a dreadnought (a stretch of the imagination that was connected to in-game events).
That's the kind of stuff 40k should be about. Evolving stories based on what you did, and how a battle went. It's what Necromunda does, it's what Mordheim does, and it's what every strategy game ought to do.
Don't worry about "the fluff". The fluff is background material. It exists to provide context for your own story. Worrying about fluff is like worrying about Drizzt and Elminster in the Forgotten Realms - it shouldn't be about them, it should be about your party. The same thing applies to 40k. Become the change you want. Just as planned.
- Advancing the Storyline
- Kill Team (Specialist Game) - Though usually regarded as a game mode to play smaller games rather than a full-blown battle, Kill Team allows for stories more based around Your Dudes.
When you only have a handful of soldiers on the table, it's easier to make them unique in both looks and background. Furthermore, the official game allows you to make three models "specialists", who have extra abilities alongside their normal loadout, which can be an endless source of Your Dudes-like inspiration for modelling and story-writing. Heralds of Ruin also has their own Kill Team game, which tend to become something akin to Mordheim or Necromunda when playing Campaign. It even allows for personal Hero characters!
- Crusade rules system in 9th edition lets your models gain strength over time -including lost relics and treasures, strategic assets, battle scars which can affect stats, and battle honours. A wounded marine might even have to be placed in a dreadnought to save his life, or drink too deeply from the warp and become a Chaos Spa-hahaha...you thought I was gonna say-aaaargshrdrguhujlorthl!