No problem. I GM'd a campaign for 18 months (including a 5 month break for a deployment) using deathwatch as my core rule book. Each system is slightly different, so if you intend to cross games, the GM is going to have to determine exactly which rules variation to use.
I think for the first matches I should keep the systems separated; untill I gain more confidence with their mechanics. The idea to cross them is very interesting and I thought about it the very time I decided to start my 40K RPG journey. However I think for now I have to gain confidence with each system.
Just few more questions:
Is it possible to accept additional player after the campaign started? For example I start a campaign with two of my friends and then another person show intereset for the game. Could a new player join the campaign without compromising balance etc? Also at what level should they start?
Last question: Would be problematic for a player to control more than a character? As I mentioned my current group is a very small one and I'd like to have the chance to see more classes around. However I don't know if the game mechanics will make this too complicated for beginners.
Thank you again for your advices....
Sorry, I got caught up with Real Life... funny how that happens from time to time
It is always possible (and I would encourage) new players to join campaigns. That way, if one of the players pulls out, it does not end the session. That is how i kept my campaign going for over a year. But, power levels could become an issue. My group had two solutions.
Initallly: everyone started at the same level. However, some characters died at level 1 or level 2... When we roled their replacement, I kept the new characters at the same experience point level that the majority of the characters were at...
Until: they broke level 4.... After they broke level four, I found myself (as the GM) in disbelief that veteran replacements were readily available (I had a fairly high body count... intentionally). Thus I capped all incoming replacements at Lvl 3.
Interesting side note: Even when I had level 6 characters... i found most of my newer players preferred starting a Rank 1 character as opposed to a rank 3. (though i did not lower the difficultly level at all)
As for controling more then one character.... I had a solution to this. Initially, I told my players that they could make two characters each, but that they could only choose one for any given mission (some missions were multiple sessions long) and that they need to track the history of each character separately. I also put a group limit on specalists ranks (2 apothcaries, 2 librarians, and 3 tech marines allowed, max). I let the players decide how they were going to break down their characters. It worked well for my group as it allowed for players to try different rolls between missions. (For example, player one had a tactical sergeant and the 1st apothacary, player two had the first libriarian and an assault marine, player three had a devastator and a tech marine, ec)
In the end, the players (and their surviving characters) had alot of fun and their own deeds and history. A few of my players even built (and rebuilt) characters as they gained honors, veterancy, equipment, and other marks of distinction (to include injuries).