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Post by Kage2020 on Sept 4, 2004 18:27:13 GMT -5
And now it's a game of American football... the baseline tends to change on a regular basis.
No. No revision. Holism is the way forwards. Navigators are 'needed' but in the old 'fluff' they are not... That is revisionism, not holism.
No.
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Post by Philip on Sept 4, 2004 20:17:27 GMT -5
So which edition is ASP using?
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Post by Dazo on Sept 5, 2004 2:57:11 GMT -5
All of them, if i understood certain peoples rants. ASP is obviously like a chinese resturaunt, you pick what you want and leave what you don't.
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Post by CELS on Sept 5, 2004 8:07:29 GMT -5
Pretty much, although it is safe to say that ASP uses most of the late fluff, but leans on Rogue Trader fluff where the 3rd Edition is found lacking or illogical, or both.
This, of course, makes perfectly sense if you get the point of the Anargo Sector Project. It's about making a coherent, detailed image of the Warhammer 40,000 universe. It is not about following the recent fluff to the letter, nor is it about creating a new version of Warhammer 40,000 that is completely different from everything else. What we're doing is taking the Warhammer 40,000 and trying to fill in the gaps, so that it makes sense, whilst trying to stay true to recent fluff additions.
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Post by Kage2020 on Sept 6, 2004 6:17:01 GMT -5
Yes, all of them. As much as possible. And daz0, try to remember that everyone selects what they want and leaves out, or at least devalues, what they don't like. It is an inescapable part of the process of interpretation. The ASP tries to include the coherence of the earlier editions with the 'flash bang' of the newer editions. It is a process of negotation, not imposition; holism, not revisionism. The editions represent a change in marketting policies and demographic as much as anything. Rules are simplified to downwardly expand (in terms of age) the product to newer, and obviously younger, markets. A great move! It wasn't that the previous rules were overly-complex. 40k has always been one of the more abstract and 'unrealistic' wargames out there and it in no-way attempts to make a reasonable interpretation of battlefield conditions nor even to expand military technology... It is a fantasy wargame with guns, though guns that are represented as, in essence, crossbows, arrows, etc. There has also been a greater shift towards the core fantastical parts of the 'fluff', at least in "colour text". Gods - real, honest to, erm, god Gods! - walking around in the "War in Heaven" (which wasn't necessarily in 'heaven', as if that has meaning), Primarchs quite literally being demi-god/avatars of a truly deified Emperor (not just ascription), etc. The ASP is trying to create a dynamic universe which retains the original 'dark imagery' as well as the sci-fantasy genre. This does require a "mixing and matching" but only insofar as they revolve around certain key features... It requires that, ultimately, 'travel' is possible if rare, expensive and dangerous (though not that dangerous). On the other hand, if you're working purely behind the premises of a wargame than none of that 'dynamic' approach matters a fig. After all, you just need to find somewhere to "blow stuff up". Who cares about 'trade' when all you're concerned about is the propogation of armies from one planet to another... After all, "In the dark future there is only war!" ASP tries to rise above the limitations imposed by 'fluff' overtly revolving around wargame and the constraints of 'wargame balance'. It attempts to do this by considering all the 'fluff' and making coherent and reasonable assumptions and, just as importantly, assumptions that allow both roleplaying and wargaming. After all, as a setting for a wargame, the ASP even with the small (but increasing) number of worlds is already far more detailed than it needs to be for wargaming purposes. But that wasn't the point of the ASP in the first place...
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