/tg/, speak to me!
Is it a poor shepherd that blames his flock?
>>49377127
Yes, because the flock should follow no matter what.
>>49377127
To an extent.
The shepherd cannot set unrealistic expectations of his flock. Just because he can do it doesn't mean that they can.
On the other hand, sometimes people just fail. It happens to everybody at some point.
This is the future /tg/ chose.
Help me come up with useless magical devices that a group of drunken wizard fratboys might create.
>>49376981
Wooden Paddle of Truth
When applied to the ass of a willing or bound individual, it will cause the individual to act as if a Zone of Truth was cast focused entirely on him for as long as his ass is continued to be paddled.
The subject will intersperse all confessions with "I've been a bad, bad boy."
>>49377273
I can see the party using this to interrogate someone.
>>49377273
>Lie detector, torture device and fetish toy in one
>Useless
/tg/ pls
Will there ever be another /tg/-related video game on par with BG2?
>>49375611
Isn't this the game that got the expansion pack by Amber Scott?
>>49375705
No clue.
>>49375611
Aerie a shit
Viconia a best
> Think of numerous NPCs with complex backstories and motivations, all of them heavily interwoven with the plot.
> The party hates them all and plots to kill them.
> Also, keeps forgetting their names.
> I've improvised two random schmucks two campaigns ago, when the party unexpectedly decided to spare a few soldiers.
> The party still fondly remembers them by names.
HOW COULD THIS HAPPEN TO ME? I MADE MY MISTAKES, GOT NOWHERE TO RUN, THE NIGHT GOES ON AS I'M FADING AWAY. I'M SICK OF THIS LIFE, I JUST WANNA SCREAM
>>49375586
They have become invested in a choice they made, not one that was made for them.
The random guys THEY decided to spare have names. This is a thing they've learned through their own actions, not the actions of the plot.
Players can become invested in the plot, but more unconsciously they become invested in choices and changes they themselves make to the world. It's a hard thing to balance: keeping a plot going and also allowing the players to shape it.
>>49375586
Introduce the ''BBEG SUBORDINATE WHOSE NAME THEY ALWAY FORGET AND HE MIRACULOUSLY SURVIVES EVERY ENCOUNTE WHERE HE'S BEATEN HALF TO DEATH''.
We give the NPCs and villains shitty nick names that really bugs our DM but it makes the characters far more memorable.
Bad ones too like converting Duke Eland to Dukie Land or giving the big bad manly Cleric a girl variant of his name
Whenever /tg/ mentions MAID, it's usually as the punchline to a joke. So is MAID actually a good/fun system, or is it a massive joke gone wrong?
Greentexts about your MAID experiences are fine too.
Maid is a legitimately great game. I'm not even joking. It's a fantastically put together vehicle for absurdist comedy where almost every element of the system contributes towards creating weird, wonderful and bizarre situations crash into one another in amusing ways. It's not perfect and it's easy to take the light hearted fun and make it fucking creepy, but used right it's a really enjoyable experience.
Blue hair is best girl and maid is as fun or as creepy as you as a dm/player want to make it. Or both I guess if your group is like that.
only thing i dont like is the random character creation, though thats easily house ruled away
>>49372847
I generally hate random stats/generation, but Maid is honestly the one game where I think it works. Low stats are just as 'good' as high ones, since the point of the system isn't success or failure, it's funny shit happening along the way.
I'm a college freshman. Being a GM is hard work when you're in school. It oughta be considered volunteer work ffs.
So I had an idea: Every week I go to a nearby prison and GM for a bunch of cons.
Not sure how smooth that'll be though, not sure how I get permission or how much off time prisoners are allowed. Then there's the obvious possibility that I might get shanked for killing off a PC.
Thoughts?
>>49372523
>So I had an idea: Every week I go to a nearby prison and GM for a bunch of cons.
what? no that's stupid. do you have an actual mental disorder? seriously, that's delusions of grandeur sorta shit.
I also just call it a book club on my resume
>>49372523
You won't get permission to do this in a maximum security prison and Gming for white collar crooks in an open prison is no different than Gming anywhere else.
You could look into doing it in a youth correctional facility or even in a psychiatric hospital. Then again an emotional teen or a crack baby might be even more likely to stab you than an adult felon.
>>49372558
>>49372591
Well, How violent are cons in Canada? Cause I'm in Ontario.
How do play an actual punk (Gothic, Steam, Cyber, whatever) without just coming off as an obnoxious twat?
>>49370797
Don't fight it, real punks are mostly obnoxious twats.
>>49370797
Have a heart of gold, and actually show it.
>>49370797
instead of fighting the people who are stuck in the system, fight the system it self. So be cool to your allys, but fucking burn the building and shit whent hey are out.
Magic: The Gathering Modern General
(competitive discussion)
Decklists:
>http://www.mtggoldfish.com/metagame/modern#paper
Primers:
>http://www.mtgsalvation.com/forums/the-game/modern
FULL Kaladesh card image gallery (available when this post is 12-13 hours old)
>http://magic.wizards.com/en/articles/archive/card-image-gallery/kaladesh
Any Kaladesh cards that are gonna show up in Modern?
>>49366983
One sec, just let me get my crystal ball
>>49366983
Besides enemy fastlands? Nah
Do you play as the same character over and over again?
Even when they're not appropriate to the setting?
>>49348974
No, that would be absolutely retarded.
If I'm going to bring back a character, it will likely be either because I think it will suit the setting or that it will suit/is needed in the party.
>>49349221
You just need to bribe your DM.
>>49349249
>>49348974
How many games has he appeared in? Only seen him in Shovel Knights as an optional boss where the character was amusing jokes/boss gameplay wise.
>>49238978
Hoping to continue the thread about an anon's childhood idea for an imaginary RTS, transformed by /tg/ into an idea for a tabletop wargame.
The theme: really fucking huge monsters stomping tiny people.
Posting the unit list from the end of last thread for reference.
>>49290819
Thrym, microunits:
1. Dwarfs: depicted as scrawny, dishonorable and malicious, but highly intelligent. They are not good fighters, but can protect themselves with knives, hammers and axes if need be. An upgrade allows them to pick up bows at their burrows as a final line of base defense.
2. Raiders and Raider Archers: at the bottom of the Thrym's microunit totem pole are the Raider units, a rabble of Nordic looking humans with shields and weapons. They had an interesting mechanic by which they spawn automatically at a certain rate based on the intensity of fighting around the map, but this seems irrelevant to a miniature game.
3. Werewolves: Wild looking humans with large weapons. Can turn into big wolves for faster travel around the map and to stealthily move through forests.
4. Huscarls: a more advanced infantry type unit, they have better armor and weapons than the Raiders and specialize in defensive fighting.
5. Warjarls: mounted warriors with heavier armor and swords.
6. Alf Warriors: Stealthy, stealth detecting elves who can move through the woods and switch between bows and swords. Special abilities allow them to put enemies to sleep and place duplicates of themselves in wooded areas to confuse the enemy.
7. Wild Hunt: Mounted elves with long spears who can teleport through clouds of mist. Killing enemy microunits will cause Elfhounds to spawn next to them, adding to their attack power - but will dissipate over time, requiring that the Hunt go on to retain their edge. A special ability, The Horn of the Wild Hunt, can instantly summon elfhounds and strike terror in nearby enemies, but can only be used sparingly and so must be used with care.
(cont.)
>>49290826
8. Valkyries: Warrior women mounted on giant ravens, with spears. Their special abilities allow them to return dead Raiders, Huscarls, or Werewolves or Warjarls to life, but there's a catch: a battalion who hasn't killed a certain number of enemies (the number being based on the value of the battalion itself – warjarls have to kill more than raiders to be considered) will be returned to life as a relatively weak battalion of draugr. A unit who HAS killed enough enemies will be returned as a very powerful battalion of einherjar.
9. Trebuchet: a siege engine built and operated by dwarfs. Useful for taking out enemy fortifications without having to bring in macroscale units.
10. Witches: a flight of wild looking women on brooms, dressed in black. They possess several abilities which impose debuffs on the enemy, including some low-level macrounits. Their basic attack involves flinging blue fire from their magic lanterns. At higher levels, they become invisible while flying and can detect stealthed units.
11. Huldras: the nice equivalent of the witches, forest women with animal features trained from the same building. They can heal and buff friendly units, but are weak in combat.
(cont.)
>>49290833
Thrym, macrounits:
1. Wurum: very unusual, the wurum is a giant, venom spitting snake whom a DWARF, of all things, can learn to transform into if it collects enough treasure. Dwarfs rarely collect this much treasure.
2. Troll: the bread and butter of the Thrym macrounit roster. Big, hairy, with cow tails and huge noses. They are versatile and simple to use: they can pick up enemy units to throw around, throw boulders, uproot trees to use as clubs, stomp people to death, etc. They can also hide themselves by becoming supernaturally still and looking like mossy rocks, and with upgrades, cast a few spells which hamper enemy units.
3. Kveldrida: another odd one in the Thrym roster – a macrounit which isn't meant for fighting. The kveldrida is a gigantic trollwife, covered in moss and vegetation which take the shape of a ragged, hooded cloak. They carry a massive cauldron into battle which they use to cast spells. Not many at first – but they can get more spells by grabbing enemy microscale units and throwing them into the boiling cauldron. Different unit types make different spells. They can use their cauldrons to smash enemy troops, but this is a waste of their talents.
4. Mountain Bruiser: The guys who make trolls look like trolls make regular people look. Not quite "feature of the battlefield" scale, but getting there. Their clubs smash through walls, buildings, and entire microscale battalions.
5. Mountain Builder: Same size, and indeed, same tribe as the Mountain Bruisers, but given to more cerebral pursuits. They wear metal armor and wield hammers. They can build fortifications quickly and are armored to the teeth, but far slower and wouldn't do as well in a fight.
6. Woodwose: a mischievous giant covered in leaves, with large antlers on its head. It can masquerade as a tree, bring trees to life, use birds to spy on or harass enemies and call packs of wolves to eat them.
(cont.)
How strongs are Nobs lore wise? Can they 1v1 a marine?
>>49381276
Physically, a Nob is stronger than a marine.
>>49381276
As with all of 40k, depends on the writer
But on the whole, they are pretty on par, so really comes down to morale. Which orks have a lot of
>>49381276
They're about equal yeah, but generally speaking the Nob is going to rely more on him being larger and physically stronger because the marine is gonna outskill/tech him most of the time.
GW are coming full circle and a lot of these new plastic kits are basically monopose with little room for conversion, it's just they come on a sprue instead of being cast in metal now, and seem a lot more expensive for it.
For example, most older plastic kits had separate head, arms, legs, torso, then the accessories like pouches etc. Now even infantry models have split bodies with halves of legs on, or one half of a pauldron attached to the torso and the other half on the arm rather than a single piece.
Do you think this is deliberate, especially with AoS, where because it's a new IP they can say exactly what a Khorne Bloodbound™ Bloodsecrator™ looks like, whilst for example there's been dozens of Space Marine Chaplain models over the years so basically any black-armoured marine with a skull helmet is understandable, so there's a dilution of sales.
Or is it just them trying to make the models more dynamic?
It's definitely deliberate, there is no easy way of swapping components without destroying at least part of one of the models.
>49371067
I guess it's the latter, posable models always mean some kind of compromise, so they've opted to make the models more pretty to justify prices as THE BEST MODELS ON THE MARKET©.
What the hell?
I see Night Shift threads on /x/ more than on /tg/ these days. What became of it? And, out of curiosity, since /tg/ never really "got things done" for it, would the board mind if I turned it into something? I actually think it would work insanely well as a comic
So Halloween is coming up, the decorations are being sold, think we could talk about our favorite homebrew spooky game?
>>49366911
>since /tg/ never really "got things done" for it, would the board mind if I turned it into something?
Go for it, fampai.
It was only the autism of individuals that got shit done, /tg/ was always the "idea guy."
>>49366911
>/tg/ never really "got things done" for it
The only thing we never really decided on was a system but that hasn't stopped people from using the setting. There's definitely enough material there to make a comic, go for it anon.
>>49366911
Ah, good ol' Night Shift. I think we more or less agreed that it was best to develop it as a setting instead of a standalone game, though ideas for such were pitched out. Here, have a Fiasco playset.
Tell us about your armies!
Continued from >>49305720
>>49355245
>>49355038
The thing that makes the Havertell Armoured distinct from just the Forge World's Skitarii is that they are often deployed off-world to protect or reclaim other forge worlds. They are famed for their ability to manuever vehicles in cramped and urban environments, and excel at fighting Orks and minor xenos threats. Due to the light armour of their preferred vehicles, they tend to fare poorly against specialised anti-armour forces such as Havoc marines or Eldar grav-tanks.
On their home planet the Havertell Armoured are constantly besieged by Orks from a nearby clan, known as the Cunnin' Boltz. (More to come)
my marines are green with black inner shoulderpads. they were supposed to be sons of medusa because they looked cool but i didn't want to paint white. so they were a custom army but i could also play them as salamanders and dark angels when those were overpowered. now they're sons of medusa again because of the iron hands trait
>>49360355
Are those other threads archived?
My China marines.
I got a bit carried away when I started fluffing their homeworld I think.
Mk3 list building: http://conflictchamber.com
Warmachine/Hordes Books, No Quarter, & IKRPG
textuploader <dot> com / 5e4p5
PP Youtube (gameplay tutorials, tournament coverage, and announcements)
https://www.youtube.com/user/PrivateerPressPrime
Latest Errata:
http://files.privateerpress.com/op/errata/WMH-Errata-July-1016.pdf
Steamroller Rules
http://privateerpress.com/organized-play/steamroller-tournaments
The Giant List of Podcasts and Blogs
http://privateerpressforums.com/showthread.php?76379-Warmachine-Hordes-related-blogs-websites-and-forums
Table of contents for all NQ issues
http://www.privateerpressforums.com/showthread.php?4313-Table-Of-Contents-For-All-No-Quarter-Issues
Lexicanum Iron Kingdoms Lore wiki:
http://warmachine.lexicanum.com/wiki/Main_Page
MK3 RULES:
http://files.privateerpress.com/allnewwar/Prime.pdf
http://files.privateerpress.com/allnewwar/Primal.pdf
https://drive.google.com/folderview?id=0B5OHGgAx7q66NUdvUFp3LWVQRlE&usp=drive_web
Warmachine/Hordes Army Creator (WHAC) .apk
http://charbon-et-charentaise.org/blog/content/app-release.apk
https://wmhwtc.wordpress.com/2016/09/06/2016-wtc-list-statistics/
>WTC List Statistics
https://wmhwtc.wordpress.com/2016/09/07/2016-wtc-objectives-chosen/
>WTC Objectives Statistics
https://wmhwtc.wordpress.com/2016/09/07/wtc-2016-lists-and-datafile/
>WTC Lists
Discussion can now begin on the lists
The triumphant return!
Of Skorne bitching.
There's a phenomenal Tiberion resculpt out next month but I already own one. Feels bad.
Why is skorne so weak?
>>49350893
Skorne in Mk3 as summarized by anon:
>Fury Management
Condition on beasthandlers got nerfed so there is less fury management
Enrage no longer gives free charges and Skorne now has no access to free charges
Titans had their fury reduced
>Defensive stats
Titans had their def reduced by 2
Cataphracts lost 3 boxes
>Animus
Far Strike became self only
Fatewalker got worse
Krea bubble lost its Arm bonus
Skorne gained Spiny Growth but Spiny Growth became self only
Sentry lost Locker
Losing theme forces hurt Cataphract play or usage
Morg2 got his feat back but lost a few rules (like immunity to CMA/CRA) and traded out Silence of Death (which got buffed in Mk3) for a shitty nuke
Makeda1 randomly lost Combo-Strike, Defender's Ward and traded Savagery for Quicken
Makeda2 lost Road to War and Leash
So now only Mak1/Morg1/Xerxis2 can buff speed
Spell slave can't cast upkeeps anymore so Marketh is now pretty costly for something of debatable use
Xerxis1 lost Inhospitable Ground for Rift
Mobility went up in cost which hurts Xerxis2's gameplay
Croak raiders got nerfed
Gators got nerfed
Archidon is shit
Rhinodon is shit
Bog Trog Ambushers got nerfed
Hakaar doesn't count as an Ancestral Guardian anymore so Zaal can't Direct Spirits to him
Zaal traded Invioable Resolve for a spell that makes models undead (hence no longer producing souls for him/his guardians)
There's tons more and PP even admitted in an AMA they basically have no idea what they are doing with Skorne.