WHAT DO YOU HATE MOST ABOUT PATHFINDER?
>>48610173
Creatively bankrupt generic fantasy. Even if the rules were good I'd still have no motivation to play in its shit setting.
>>48610173
/pfg/, mostly.
>>48610173
/pfg/ mostly
I've recently been getting into warhammer fantasy and 40k lore over the past 3 months with the various wikis and starting to dig into the novels. After reading through a bunch of posts, I've made a list of books that look really interesting, and would like any advice for gems I've missed, or books to steer clear of.
COMPLETED
Horus Heresy #1-3 (probably read #4 and then a few here and there)
Gotrek and Felix #1
NOT YET READ
40K
Eisenhorn/revenor series
The Beast Rises Series
Eye of Terror (chaos ebook collection: Ahriman series, Nightlords omnibus, World Bearers omnibus, etc)
Sanctus Reach
Engine of Mork
The Read Path
FANTASY
Gotrek and Felix
Starsnik (and The King of Black Craig)
The Blackhearts
The End Times novels
Total War: Emperors Armies and Lords of Chaos
Mathius Thulmann Witch Hunter series
Brunner the Bounty Hunter series
Nagash (Time of Legends series)
Blood for the Blood God
Realmgate Wars: Call of Archaon and Fury of Gork
they suck and are unoriginal. only good WHFB content that exists is the RPG when it was being managed by GW staff so 1st n 2nd edition. literal the best "moment" ive read in a blacklibary WHFB book was a rip off of a cathulu moment the author probably remembered from a game he had played in his RPG group the night before. Black library is written by FANS (mostly) its really important to remember. even rick priestly thinks most of black library is tossh
>>48610016
The whole Time of Legends series is worth a look, and Malus Darkblade is pretty solid. Gaunt's Ghosts and Ciaphas Cain are pretty much mandatory 40k reading too
>>48610241
and his wife directly is the bread winner of his family and a GW employee like. trust me dude don't waste years reading black library you will regret it and end up realising you just read a bunch of stuff people who also want to play wargames wrote but don't have big collection and are "waiting" that's literally why black library exist. things like HH are different because there is a huge minatures line being directly inspired and directed by that series so now HH is basically a 1st hand historical source but the other fiction isn't
best sources for understanding GW fiction is step one realising these universes are not fictional universes they are "game worlds" they are designed to encourage limitless play within them that does not mean they have limitless place for fiction.
White Dwarf is the NUMBER1 source for all GW fiction its still used by the actual staff as the direct source and GW is even releasing retro books that include their content (scanned) because GW archive only has the physical books too.
read WD 50 or so to about 280 and you will understand 40k WHFB and the fluff and storys within more than any other source and if your reading thru BL books you will be able to churn thru thous magazines ALOT faster and absorb ALOT more in maybe 2weeks.
2nd source should be Specialist games and RPGs things like the inquisitor specialist game things like BFG for wider Tau lore *(that was never explored in core games) and things like the RPG books that at least the older ones where definatly OK"ed and Cleared by core GW staff so are of highish quality. the 40k stuff is a bit more trashy but they are still ok if you want that "expanded" feeling before you even consider blacklibary. like dude I'm sorry to burst your literary bubble here but blacklibary advertise at GW events literally strait up asking fans (do you want to wright for us) like. that might be a Kewl outreach program of the modern day but honestly I think its admitting a lot.
Electro Leaps Edition
New NQ 67
new.vk <dot> com / doc34805648_437754782?hash=6459541cede4bfe0bb&dl=bb2da8ec7bd3b534d1
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
Old Thread:
>>48561590
>>48561590
>>48561590
Nephelim soldiers are pretty good now right? About to go into week two of journeyman league, and I thing a soldier would be super helpful.
>biggest problem is Khador
>on feat turn, can reliably deal 12 points of damage to a arm 20
>fuck you and your big ass axe
And that's worse case scenario (going against Khador). Mat 7 means I can somewhat reliably chop off just about any things arm, or in case of hordes cripple something like body.
>>48609747
I think the problem you would have facing a heavy warbeast with a soldier is that they just spend a fury to heal up and push your shit in.
Honestly I found my best bet in my league was to just go for assassination.
Has any game done more with pirates than high Dex rogues that are good at sailing? What other skills and abilities could a pirate have that would make them a bit more unique and useful?
>>48608685
>Pirate = Rogue
Why would a pirate be good at picking locks and disarming traps? Why would a pirate have any particular skill with sneak attacks? Wouldn't most pirates just be fighters with ranks in swimming and climbing?
Any class can be a pirate in the same way that any class can be a bandit, or a royal agent, or a treasure-hunter.
>>48608685
Assuming D&D since you mentioned Dex rogues
Standard stuff:
Doctors: Heal/Treat Injury skills are important, which is usually tied to wisdom.
Cooks: Profession (Cook), obviously., Wisdom
Navigators: Survival and Knowledge(Geo), Wisdom and and Intellect respectively
Captain: Bluff, Diplomacy and Intimidate are important for keeping the crew in line.
Average Pirates: Climbing, Swiming, Balance and Use Rope are all important and potentially life saving. Survival could help for fishing and stuff.
In magical setting:
Druids could be considered indispensable, due to their ability to create fresh water, potentially some food and control the weather.
>>48608895
Historically many pirates and sailors couldn't swim, and even those who could weren't capable of much more than treading water or doing a basic dog paddle. It was certainly a useful skill, but it didn't really start to universally catch on until the Victorian Age.
Hello /tg/
Been digging into VT options for runnning D&D 5e. Looked at the Gamefinder thread here and don't see much fantasy grounds in the "method of play" section. Why is that?
Not flaming or trolling, just looking for MHO on what is top tier. Looking for user friendly drag and drop, easy access to all info (monsters, maps/mapmakers, npcs that i've made etc..), being able to update player character inv & data.
I have not used any VT systems. I'm an old man that remembers the days of having to buy all the books, manuals, compendiums etc... for AD&D 2nd Edition. Investing some solid funds is to be expected.
bumping this thread
Because it costs 40 fucking dollars.
You can do that shit for free with a little bit of effort.
Those moneygrubbing faggots can go suck the diseased cock of a leprous hobo.
>>48608360
Roll20 is free, that's why. (Roll20 is also infested with autismos and scrubs, but if you bring your own group it's fine.) It's not brilliant, but it gets the job done adequately for most groups.
FantasyGrounds is technically better, but whether it's $40 better or not is debatable. For super-cheapskates like me, the answer is "no," but if you aren't scraping your way from paycheck to paycheck, maybe it's worth it.
I'm currently running Beyond the Mountains of Madness. Ask me anything.
If you're one of my players, fuck off. YOU KNOW WHO YOU ARE.
>>48608160
Geez, Gary, you don't have to be a jerk.
>>48608272
Goddamnit, WHAT DID I SAY?
Fine, fine - because I accidentally uploaded the complete Narrative of Arthur Gordon Pym, including the missing chapters that you weren't supposed to find until later.
Now fuck off and stop spoiling - oh who am I kidding you've already spoiled the entire campaign already, just don't tell the others.
>>48608304
Wait, is your name actually Gary? If it is I will flip my shit.
Ask a GM who's players just finished Tomb of Horrors anything.
So how many character deaths?
How many dicks have you tasted in your life?
>>48607832
5 out of the 8 players died.
New dm here, I need tips on how to be a good dm and how to come up with a good setting. My friends are coming over probably tomorrow to play some Pathfinder and most of us have little tabletop experience.
>>48607558
>>48607558
You have nothing planned or prepared one day before the game? It's going to be shit. But maybe your players won't care. Just get a written adventure and handwave the setting.
>>48607705
I have a setting and basic concept for a campaign and a first quest, but I feel like my players might not like it all too much because I'm worried it's too bland. It's a catch a thief sort of quest, I don't know how interesting that would be though.
>>48607558
Ok first question I have is about your setting question: why have you not worried about how to make a good setting until the day before? Since you're not really going to be able to design a setting in that time span you're better off going the collaborative route and building the world as you play. As the players move around the world flesh it out based on what makes the current situation most interesting and if stuck for ideas ask the players 'what do you think would be cool here?', the main issue is maintaining a consistent tone so I would recommend picking some books, games, movies, whatever which you consider examples worth following and let your players know about it, this is how you avoid Catgirls in your ASOIAF inspired game.
As for being a good GM; it's mostly practice (which is somewhat unfortunate for your current situation), your first adventure will be pretty bad, but with the right group chemistry and a nice atmosphere it can still be enjoyable for everyone involved, since you mention everyone playing are your friends already I wouldn't be too worried about everyone not enjoying themselves. My general advice would be to take it session by session, don't think further ahead than the next game, the main question is 'how can I make the next session interesting?', a good rule of thumb is: if you're not excited about running it, you're doing something wrong, come up with something that does excite you. Other than that the trick is largely to play as often as you can, see what works, what helps you, and what your players like and then adapt what you're doing accordingly.
We've all been in your position at some point or another, so trust me when I say that you're probably going to screw up, but that it won't really matter in the long run
Good luck
Have you ever played a character that was wildly out of place in the game's setting? Like a robot in a fantasy setting, an elf in a mundane setting, or a wizard in a sci-fi setting?
I'm not talking about games where such characters are part of the setting (like how you could say that Warforged are just fantasy robots), but a character that genuinely didn't belong in the setting. Could you make it work? If so, how? If not, what went wrong?
>>48607042
If the character doesn't have a reason to exist in the setting, then it is not "working" by your own definition. The popular one is "from another world/dimension" to excuse any kind of setting mix up imaginable.
>>48607071
>by your own definition
What do you think my definition of "working" is, then?
>>48607042
>Vader
>force lightning
Draw your character, /tg/!
Hey is FATE any good? I've played Dresden Files and it was fun. FATE is pretty much the same except not locked to a specific setting, right? How is it when GMing?
>>48606665
It's several disparate systems grafted together badly
>dice system using skills and funny dice with a probability curve centered around nothing happening
>metacurrency where you get points every time something bad happens and can spend them to make good things happen
>'stunt' system that does the same thing as the above two in a complicated way under very specific circumstances
It takes a whole book to accomplish what Risus does in two pages
>>48606665
how the fuck is she planning on eating that hamburger like that? She'll barely bite any of it with the corner of her mouth then a bunch of it will fall out because she's not holding it properly.
>>48607302
/thread
Help /tg/, my players have requested a megadungeon! I know how to make a dungeon, and I'm totally up for it, but I have no idea what to do to make it not shit. Any tips? Any model megadungeons to look at?
Mega-Church of Asmodeus.
I've always wanted to run a campaign that was just one huge city and one huge dungeon that the players can explore at their own pace. Each having different sections and quests etc.
I'm making an adventure in my homebrew system and I realized I want some sort of sanity mechanic but have no clue how to implement it. I mean, it is sorta cheap to have players stumble upon something horrific only to have to roll to avoid sanity damage. It takes away player agency and seems unavoidable. Is there a system that does sanity damage well or do you have any good ideas on how to implement gradual decay into madness?
The best detailed solution is in Unknown Armies and Nemesis: The Madness Meter. It tracks sanity in different dimension (violence, helplessness, self/morals, supernatural, and in UA isolation) and characters can get cowered (failed) and desensitized (hardened) with every roll. It presents a nice readout of a characters stress level in any given situation, and it allows the GM to tie effects to a number of certain notches in certain or all tracks. UA lets it affect base stats in the new edition.
Another way is CoC's sanity. The new edition really condenses a lot of keeper lore into written out rules and the sanity stat is not a mere number that counts down, even if you don't know what you're doing. At thresholds of san loss effects kick in. These definitely affect the story and potentially the character sheet. The second page of the sheet is mostly background. It seems like flavor at first, but with san loss the keeper can now change details.
>That study where you were always punished as a child? It's now the place where you first realized you are special and different than these sheep-people.
This loss of reality can go further. The keeper may describe a scene /wrong/ to the character and the player may risk additional san loss by rolling against it if they suspect it is going on. But why should they? But the best effect is a bout of madness. The player loses control of the character and the keeper doesn't have to explain what happens. The character can wake up naked in the woods and covered in blood not their own. Or they can go off to get some gas and return hours later with a torn backpack full of grenades, an AR-15 without ammo, a combat knife, and two bullet wounds, and no idea how they acquired those.
In DRYH you get more madness powers the more madness dice you roll. But madness dice don't go away, you have to keep rolling with them. And the more madness dice in the pool the easier it is for madness to dominate the scene.
>>48606255
Thanks dude, DRYH sounds better and better the more I hear about it. I guess some variant DnD rules put me off CoC's sanity meter where it seemed just like a stat, not unlike hp which just ticked down. The way unknown armies do it seems really interesting but too complex for a rules light system we'll be using. Correct me if I'm wrong but I'm under impression that rules heavy systems would make the player care too much about the mechanical aspect without actually helping him/her immerse in the story at hand. Any stories, personal experiences with the systems you mentioned. Also, thanks for taking your time to write that down famalam
>>48606368
Not that anon but UA is a very rules light game and its sanity system isn't really complex at all if you're actually looking at is as it's presented in the rulebook.
You do you though.
So, I'm going to a local game store to play D&D for the first time. Kind of nervous. What should I expect?
Also, general LGS stories, I guess
>>48605311
>What should I expect?
Set your expectations low, you won't be disappointed.
>>48605311
Expect fun. Dice rolling. Drama. Monster-killing. Dungeons. Dragon. Giants. etc.
Enjoy.
>>48605311
Have your head on your shoulders, look out for shitty players, and try to be fun. Follow these tips and you'll maybe have a decent time.
Recommend me some RPG books to buy on Amazon. I have a $50 gift certificate and I don't know what to get.
>mebbe preorder Storm King's Thunder?
>>48604675
Incidentally these fantasy-themed women's romance novels have absolutely hilarious covers.
>>48604986
Shadowrun adventure right here.
>>48605101