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F28 War Always Changes, core rulebook and Player’s Guide. |
We at Between the Bolter and Me do not often get the opportunity to play miniature wargames, and tend to focus our energies on creating unique miniatures and defining our own niche of the Warhammer 40,000 setting. When we do get to play, however, our focus is not on careful rules analysis and list-building. Afterall, since we sometimes go years between games, the particulars of a rules system fade away. Instead, we focus on conveying narratives and creating interesting gameplay choices. When we participated in Iron Sleet’s Pilgrym event, no one was particularly concerned with the ruleset being used, with all of us using an amalgamation of different editions of Warhammer 40k and Necromunda, falling back on the foundation that a 4+ roll on a die is a good starting place for anything. Because of this, we are always excited to find new, intuitive rule systems that facilitate this style of gameplay, and ones that do not get in the way of narrative immersion. After reading a great article about incorporating a Games Master into Inq28 games in volume 3 of the digital magazine 28, we learned about a rule system developed by Karl Bergstrӧm that facilitates this sort of gameplay called F28. To our surprise, he contacted us asking if we would be interested in reading over the ruleset and sharing our thoughts. We jumped at this opportunity, and having had the chance to go over the rules a few times, wanted to give our thoughts.