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>They worked by torchlight, following the same procedure hour after hour: wrench a stalagmite off the cave floor, remove the tip and base, and carefully lay it with the others.

>Today we can only guess as to why a group of Neanderthals built a series of large stalagmite structures in a French cave.

Was it a game?
18 posts and 3 images submitted.
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>>47455936
My thought was "material for some kind of trap". I'd have to know more about the situation. I'm just glad OP didn't provide a source to go along with his quote.
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>>47456031

https://www.newscientist.com/article/2090183-neanderthals-built-mystery-underground-circles-175000-years-ago/
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>>47455936
It was probably a religious area, though it's strange that it was underground so it couldn't have anything to do with the sky like many stone henges.

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Does anyone know of any games and/or systems that would be good for playing a slasher-themed campaign, where the players are all trying not to get picked off by a masked killer? Think Halloween, Friday the 13th, Scream, etc.

Also, slasher campaign general, I guess.
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Aw shit I do know the name of one but I can't think of it right now.

I'll try to remember it.
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New World of Darkness 1e: Slasher?
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Very relevant.

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Perhaps I am naive but I believe that given enough time, that Age of Sigmar will be every bit as interesting and cool with great games and great fluff, as Fantasy Battles. Like most, I was very hesitant with Age of Sigmar, but perhaps it can be a great new direction of the CONTINUED Warhammer Fantasy universe.
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>>47455561
Be careful, others think your opinions are wrong, and will use their own opinions to counter argue. You have been warned.
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>>47455561
>I am naive
Yes you are.

>great games
>great fluff
>Fantasy Battles
>great new direction of the CONTINUED Warhammer Fantasy universe
I was wrong. You are either a troll or a shill.
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>>47455561
It doesn't have the good draws of the old world, than was a very gritty one were normal humans had to battle vs horrors from the forest, mutants and that stuff, some times with the help of some mage (than could turn on you) or some what friendly non-humans (than probably were using them). It had plenty of colorful characters based on history and the art was awesome and very baroque but with sense. AoS is too insubstantial, isn't based in history and losing thousands of dudes doesn't matter because you can reincarnate them. The writing seemed like a fan-fic mostly too, and not very interesting for what I read.

What are some of your favorite adventure modules /tg/?

Have you enjoyed playing or running published modules, or do you feel they are too restrictive?

Are there any modules you would like to play in the future?
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One of these days I want to run Hall of Undermountain for my group. I just like the idea of a huge dungeon for a long adventure.
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I've always wanted to run a premade but my players never stay anywhere near the plot. I've had to learn to be amazingly flexible in order to maintain ANY semblance of a plot.

I do enjoy reading through Rappan Athuk for ideas though
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>>47455270
I like Old Man Katan & the incredible, edible, dancing, mushroom band as a good starting adventure for new players. It helps teach new players that you don't need to kill every monster you see to solve the adventure's goal and the characters are pretty charming.

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>insurance
>bargains for the equipment and supplies
>for a mere 10% of total loot worth
Why haven't you enrolled to the Adventurers Guild yet?
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>>47454861
It doesn't exist since it's a stupid concept. How does an adventurer's guild work? What is the hierarchy, how do you determine who is a master and who isn't? Adventurers don't even have workshop's or anything similar.
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>>47454905
If you take a typical fantasy world seriously then it's conceivable there would be an organization that facilitates the "Adventurer" lifestyle, similar tot he Knight Templar of the crusades: Handle your holdings and finances for you while you risk your life doing what must be done.

Plus if the kingdom sanctions the adventurers then they want to be able to pick through the loot and restore salvaged relics and whatnot.
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>>47454861
Because my characters generally aren't suicidal enough to go on "adventures" willingly, let alone as a lifestyle choice. Generally they've been forced into it by some kind of extreme circumstances and are just hoping to survive through it this one time and then never again.

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How would your party handle an outright loss?

I'm talking like, the rival totally steals your shit and runs and gets away.

Or they're forced to retreat against a fight.
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Slap the DM irl.
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>>47454133

Sack the DM and get a new one to do things correctly.
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>>47454326
>>47454340
Please be sarcasm.

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So I was thinking about it.

AI is considered Tech-Heresy of the highest possible calibre due to the whole Men of Iron incident and multitude of other things that comes with it, yet the Imperium uses much more simplified versions of it (like in the case of the Legio Cybernetica where a robot will do the same order over and over again unless a Tech-Priest will tell it to do something else and will not think for itself), or have the whole Land Raider Machine Spirit thing that has organic elements in it that gives the land-gunship some measure of sentience. Not to mention Titans...

So what is stopping the Imperium from simply growing human brains, packing them with shitloads of cybernetics and then putting them into some of their vehicles and Legio Cybernetica robots?

Would that be also considered Tech-Heresy? Or simply would that be too risky?
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>>47452911
Firstly, let's note that Abominable Intelligence is almost explicitly artificially sapient, and the Imperium makes use of sentient computers all the time.

Secondly, Titans do, in fact, have Abominable Intelligence inside of them. Whether the AdMech is lying through their teeth or just don't know, we're not sure.

Finally, the processes that go on in the Human brain are both incredibly complex and hilariously inefficient for a system that only requires sentience, the AdMech have a better grasp of computing (yes, some of them do follow the whole "prayer to make it work" meme but most of them actually have a really good grasp of technological sciences) than us and could probably just whip up another machine spirit for their automated machines, like Tranatula Sentry Guns or Robots, instead of making a horrible mishmesh of a randomly self-rewriting biological cerebrum and cold, calculating machinery.
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>>47452911
I thought the machine spirit was just AI but the Mechanicus were just too retarded to realize it or they branded it the machine spirit because AI is outlawed
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>>47452984
There's a difference between Artificial Intelligence and Abominable Intelligence, but most people don't have the knowledge to understand that the former isn't anything special at all, while the latter tries to portray the stereotypical sci-fi "AI," as sapient machines. Machine Spirits are lots of things, from basic automated software and hardware programs to sentient routines within targeting systems and the like, but none of them (bar Titans) are Abominable Intelligence.

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Anyone else here who enjoys doing this?

As a orc player its pretty easy to incorporate trophies on models, but im sure it can be done on other races too (chaos comes in mind).
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>>47452162
I did it for a space marine once also it is good to do that for Ncromunda
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Do you mean simply assembling them so that the have trophies on them or actually adding them over time with won batlles powerfull enemies slain etc.?
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>>47454460
Adding them over time

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Shadow of the Demon Lord.

What it does right
Combat damage is pretty flat. No modifiers really get added into it for the most part. An Axe is going to do the same amount of damage no matter who is using it (with the exception of a fighter who is focused on it).
Everyone can use advanced combat options like trip, grapple, etc. however, martial focused characters negate the penalty that comes with performing such actions. Still a wizard can totally trip a fucker with an dagger to ankle.
It moves fast, initiative is simple, and a static number to beat for challenges (that can be modified with boons and banes) makes it easy for the DM
The adventures are vague enough to allow for customization but provide enough depth to keep you going so that a DM can run an effective adventure that will be different on multiple plays to better suit the party and most can basically be ran right out of the box.

What it does bad
The setting is edgelord as fuck
The concept of roleplaying your character to advance their professions is a neat idea, however, at 10 plays for campaigns on average it limits person growth
Almost 100% of the spells and abilities are related to combat only

With how easy it is to make a character and how fast it plays and you can make up something quick and easy that is still solid on the fly it is fantastic game for an in-between plays of longer lasting RPGs or if you just want to bust a few nuts on finishing total campaigns for once. It lacks character depth and some RP aspects because of the speed of the game, and the setting is super edgy, but the mechanics are pretty damn solid.

Plus, fuck elves.
16 posts and 2 images submitted.
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>The setting is super edgy.
This is not the game which is merges Warhammer Fantasy RPG 1st edition and D&D?
Had you played the modules of WHFRPG 1st Ed.? Man, there are moments in those which will give you nightmares.
The most soft one is a couple of halflings being in denial about their newborn being turn into a fucking aggressive zombie (claws and teeth included) and convincing the PCs that is just ill and needs medical attention. When you unwrap the baby from the comfy blankets cocoon, it basically jumps straight to your carotid.
Shadow of the Derpmon Lord is fucking tame compared to that.
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So not so good for long campaigns?
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>>47454154
SotDL has a spell that does nothing except make your dick explode into gore, accompanied with full artwork. If that's not middle-school tier edgy I don't know what is.

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>the entire kingdom is being repossessed by foreign bankers whom the crown defaulted on
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>>47451797
That's not a banker, it's a 2hu, you are being scammed.
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If they have the military strength to do so I say let um have it. We'll likely be better off
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>>47451797
>This banker elite reforms the kingdom and starts running it like a company: it's only goal is to increase its revenue and the pay-outs to its majority shareholders (while of course the bankers assign themselves hefty pays)
>Bankers slowly but steadily start replacing the nobility
>Armies are now filled with highly trained and well equiped professionals
>The banker elite also has a very tight grip on the news outlets, pretty much singlehandedly financing them
>The masses are kept under control through a combination of serfdom and wage slavery

>The party opposes them, but their attempts to take down the banker elite are time and again foiled
>The High Pensionary, who has defacto replaced the king, perfectly plays out the media against them, uses the party's greed to frustrate their efforts to cooperate etc.
>Despite being entirely unable to stand up to the party in combat of arms, she takes great pleasure in mocking them in their faces
>She has even offered the party leader an "under the desk" entry position if he ever feels like getting a real job

I'd play this

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So with this new art for Leman Russ we can see Freki and Geri clearly have something warp-esque going on.
We know they were both very intelligent, the only survivors (with Russ) of their pack and in 40k the tune priests can summon their spirits to aid them in battle.

Are Freki and Geri deamons?
16 posts and 3 images submitted.
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>>47451709
No, they might have absorbed some of Fenris's and Russ's magical power.

Remember that the Rune Priests draw their power from Fenris itself and not the Warp. Any creature born from that world of pure elemental power might call upon it in his or her time of need.
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>>47451709
Is he holding Frostmourne? What the fuck?
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No rune priests get their powers from the warp, this whole "we get our powers from fenris" is just what they believe

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I need some advice /tg/.

Our characters just hit 9th level in our D&D campaign, when suddenly we just happen to find a wing of wishing with a single wish remaining on it on a random nameless enemy. Thorough analysis shows that the ring isn't cursed, but our DM has spent quite a bit of the campaign throwing cursed items at us, and he has vowed to find a magic item my character will fall for. It's likely that anything I wish for will be interpreted in the least favorable way possible.

What should I do with this wish?

tl;dr
>curse-happy DM gives suspicious Wish ring to low-level party
>wat do?
28 posts and 3 images submitted.
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>>47451478
Sell the ring to someone willing to pay alot of money for a wish. Use said money to buy whatever you were going to wish for anyway.
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>>47451478
This isn't the right question to be asking. The right question to be asking is "what were this nameless enemy's first two wishes?"
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>>47451478
as a player from a campaign run by a curse-happy DM, just accept that the curse is going to happen and theres jack fuck you can do about it. Its probably part muh plotz. I wouldn't trust the check unless its a crit.

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Does this card have Legacy potential?
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>4 mana not blue Planeswalker that isn't Jace
What do you think?
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>>47451458
yeah it's good in miracles.
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>>47451458
People have been using it, so yes.

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The Hingescape

There are many ways to construct a planet, notably earth-like geoids in space, infinite planes, limited planes within cosmologies, but the Hingescape is a different approach that allows interplanetary travel at varying degrees and connects the universe into a web, not unlike sci-fi warp points.

The Hingescape is so named because of the Hinges of the World, areas with high natural or artificial magical residue/potential. Naturally occurring hinges are present in every planet in extreme natural locations - think Natural Wonders of the World. Hinges are gateways to other planets, but instead of acting like a stargate they are more subtle. Take, for example, the Grand Canyon. A Natural Wonder no doubt in the Hingescape one could descend into the Grand Canyon from one side and leave planet X, while ascending the other side enter planet Y. All Hinges lead to different planets, and the connections are determined by extremely fickle 'ley lines' which are doubly dependent on the alignments of the asters and their satellites as well as events on the planets where the Hinges are located.

1/?
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The ease of travel in between planets is dependent on how dangerous Hinges are. If high danger Hinges will usually only be accessible to potent spellcasters, often travelers across planet that dwell little where they walk. Usually they are on a religious pilgrimage to the center of the universe, where it is believed the God(s) that have created the Hingescape reside. Consequences for not being careful with powerful magic like this would be going insane, or perhaps being ripped into your consecutive bits and cast into space. Low danger hinges allow for migrations of entire communities across them, and crossing them would be so easy as to not even notice. Note that while in the previous example crossing the Grand Canyon would transport you to another planet, simply going around it would keep you in the planet where you were.

Hinges of the world can also occur at sites where powerful magic has been wielded, such as battlefields of battles during Age of Heroes analogues, locations of the death of important figures such as legendary beasts or lichs, etc. Naturally occurring Hinges as well as artificial ones ensure a healthy amount of individual connected planets, making the Hingescape a truly complex web of planets spanning the whole breadth of the Universe. Note that planets as orbiting geoids still exists, and space travel would theoretical be possible. The Hingescape is more of a magical superhighway.
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I personally like lower danger Hinges because it allows planets around the campaign setting, or around other planets in general, to serve as 'reserve' planets for great combats. Take, for example, the classical great human kingdom assaulted on all sides by necromancers and undead. They are the last shining light of humanity, and must face this great evil on this own. However now imagine this scenario in the Hingescape, where the human kingdom can draw manpower and supplies from surrounding lands accessible through a Hinge (with low danger). The communities around this kingdom are by response more agricultural, prospering off trade for food and in turn profiting from the protection of a strong kingdom aided by the levies drawn up from their own prosperous lands. The kingdom might in turn be fighting a multi-planetary undead horde, that has already consumed entire planets and fights multiple front wars. However even the largest of conflicts are small when you consider the vastness of the universe. The Warhammer 40k universe and all its planets would be a blip zooming out on the Hingescape, which would be the size of the universe itself.

The cultural exchange over planets is also interesting, where you can end up with multiple types of the same race in a planet, and lends itself easily to questions of provenance and 'otherness' like those of Orcs from WoW.

Thought I'd write this up at last since it's what I'd used on an old worldbuilding project that's now defunct. Tell me what you think!

>pic is what I imagine the Hingescape looks like
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>>47451448
interesting idea. Having there be various realms of existance with earth (or what have you) being a hub realm is cool. the north pole has a hinge to the elemental plane of ice. Mount Everest to the plane of air. Auschwitz has hinge to the plane of death or something like that.

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Instead of having a multitude of threads asking what system would be best for playing in such and such show, videogame, etc... why not just have a general thread where its all centralized?

I'll start, what's the best system for WWI campaigns?
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>>47451363
I've always been on the lookout for a system where combat is essentially characters using a list of known techniques, similar to DnD 4e or Strike!. However, as you level up, you can choose to upgrade your combat maneuvers for additional effects or more damage or opt to learn new maneuvers. Something like

Power Attack rank E
Cleave rank C
Feinting Attack rank B
Quick Attack rank A
Super Duper Special Attack rank B

Theme wise it'd be some flavor of fantasy but I'm not picky. If anyone passing through the thread happens to know of something like this I'd love to hear about it
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>>47451400
That's an interesting idea, I don't know of any system that really does it, GURPS could replicate something like it, but it would less be a part of choosing upgrading powers or buying new powers, and more just using points to have a solar effect.
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for starters, i love the idea of a "What system general" this should become a thing.

Second off, what would you suggest for a game run in pic related? players being infected of course.

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