Playing All Things Zombie, I used Googlemaps to create a game map of the area between my work and apartment. I then ran a game with characters, based on me and my wife, trying to get home with zombies everywhere.
We tried to escape with a cop, but he got eaten and we couldn't get to our car. We then decided to try building after building to hide, but they all had zombies even them. Even the gun shop was invaded (and unfortunately empty of weapons).
We never made it home, but we did managed to hole up in the adult store (the only building with no zombies), which also had power and enough food to last us a couple of months. We also ran into four strippers from the strip club across the street, and all four were armed. I'm guessing that since the gun store is across from the strip club, they got there before it emptied).
It seemed like a good place to stop for the night. I mean there are worse places to hide during a zombie invasion than an adult store with 4 strippers who are all armed and plenty of food for everyone.
...How does an adult store have any food at all, much less enough to last a group of six people for months?Dick shaped candies and foodstuff? Customers who pay with food? Or maybe the survivors simply looted some food (but I doubt it is enough for 6 months so they have to leave sooner or later) before boarding up the doors and windows?
Playing All Things Zombie, I used Googlemaps to create a game map of the area between my work and apartment. I then ran a game with characters, based on me and my wife, trying to get home with zombies everywhere.
We tried to escape with a cop, but he got eaten and we couldn't get to our car. We then decided to try building after building to hide, but they all had zombies even them. Even the gun shop was invaded (and unfortunately empty of weapons).
We never made it home, but we did managed to hole up in the adult store (the only building with no zombies), which also had power and enough food to last us a couple of months. We also ran into four strippers from the strip club across the street, and all four were armed. I'm guessing that since the gun store is across from the strip club, they got there before it emptied).
It seemed like a good place to stop for the night. I mean there are worse places to hide during a zombie invasion than an adult store with 4 strippers who are all armed and plenty of food for everyone.
...How does an adult store have any food at all, much less enough to last a group of six people for months?
Playing All Things Zombie, I used Googlemaps to create a game map of the area between my work and apartment. I then ran a game with characters, based on me and my wife, trying to get home with zombies everywhere.
We tried to escape with a cop, but he got eaten and we couldn't get to our car. We then decided to try building after building to hide, but they all had zombies even them. Even the gun shop was invaded (and unfortunately empty of weapons).
We never made it home, but we did managed to hole up in the adult store (the only building with no zombies), which also had power and enough food to last us a couple of months. We also ran into four strippers from the strip club across the street, and all four were armed. I'm guessing that since the gun store is across from the strip club, they got there before it emptied).
It seemed like a good place to stop for the night. I mean there are worse places to hide during a zombie invasion than an adult store with 4 strippers who are all armed and plenty of food for everyone.
...How does an adult store have any food at all, much less enough to last a group of six people for months?
Good question. There's a smaller building attached to the back of the building. I just ruled that the smaller building is an apartment. Also, the characters all had food on them as well, so combined it was quite a bit.
In the next game, we went to a nearby Walmart for supplies (I found a store map online and converted it to a game map). Our group (now with armed strippers) ran into a group of bikers (judging by their stats and the fact that a number of bikers go into that Walmart). We ended up with a neutral reaction and were about to go off on our ways when zombies attacked from all directions. One of the strippers got hurt, as did the leader of the bikers. The 3 remaining strippers stood over their friend and defended her until my character's wife could help her. Meanwhile, the bikers took off out the back door. In both cases, I rolled reactions for both groups when they saw their own get hurt.
So let me get this straight. Strippers see one of their own go down . . . I mean, get hurt, and they hold their ground and fight. Bikers see one of their own get hurt, and they turn tail and bolt? Afterward, we found out the biker was infected so we shot him and left. The stripper who was injured recovered completely.
Yeah, it's quite an experience when the dice play the part of GM.That's a big part of why I enjoy being a Paranoia GM. The hidden rolls are more of a guideline and everything works on the rule of fun.
The groups I am with are dead set against the GM fumbling rolls. If the GM decides something with a roll then that stays no matter the consequences.Yeah, it's quite an experience when the dice play the part of GM.That's a big part of why I enjoy being a Paranoia GM. The hidden rolls are more of a guideline and everything works on the rule of fun.
Well, if my players don't realize I'm fudging the rolls when I feel like it they haven't understood what Paranoia is about. Of course, this requires that the players trust the GM to keep the sadism in an entertaining level and treat everyone equally unfairly. For example, I never fudge anything PvP related. In more serious games I never fudge rolls but I feel the occasional fudge is a big part of the whole players vs unfair world (and vs each other) that Paranoia is about.The groups I am with are dead set against the GM fumbling rolls. If the GM decides something with a roll then that stays no matter the consequences.Yeah, it's quite an experience when the dice play the part of GM.That's a big part of why I enjoy being a Paranoia GM. The hidden rolls are more of a guideline and everything works on the rule of fun.
I would not mind the GM adjusting a few things if he/she felt that the rule of cool requires it or the "real" result would ruin the campaign but I am in the minority with this.
Some sort of prosthetic contraption maybe?
What should I do if I want a consistent campaign?Isn't three players enough for a campaign as long as they commit to playing regularly? A friend has run a homebrewed D&D3.5/Pathfinder hybrid campaign with three regular players (me and two others) for a while and it has worked out well. The campaing has been on a break for a fairly long time but that's due to scheduling and inspiration issues, not because it didn't work.
Well, if my players don't realize I'm fudging the rolls when I feel like it they haven't understood what Paranoia is about. Of course, this requires that the players trust the GM to keep the sadism in an entertaining level and treat everyone equally unfairly. For example, I never fudge anything PvP related. In more serious games I never fudge rolls but I feel the occasional fudge is a big part of the whole players vs unfair world (and vs each other) that Paranoia is about.
Damn, I think it's almost two years since I've last GM'd anything. I really need to get back to my old notes and plans when I get my work related stuff done.
Damn, Askold.What? Isn't that how an average rpg session goes?
Double post, but the HYPE TRAIN was too strong.
So, there's rumors of the standard Space Marine power armour version (Mark VII Aquila) is to be replaced by a Mark IX version pretty soon. If it's true, I really hope it's a bit more sleeker than the massive PAULDRON fetish designs Games Workshop's done so, as it'd make a nice change of pace.
*SNIP*
You know, these look neat and all, and I'm not opposed to the idea of a Mechanicum army, but do we seriously need ANOTHER Imperium force? I get that they want to keep churning out Codices even after fully updating the game, but can't we see things like Tau Auxiliaries (we are apparently getting Kroot Mercenaries, so I guess that's something?) or, hell, a PROPER update for the Sisters of Battle? I wouldn't even be opposed to just getting the other three Chaos god out of the way with Tzeentch, Nurgle and Slaanesh Daemonkin. Khorne Daemonkin kinda spills the beans on those already. We know they're coming. There's no use in pretending otherwise.
AdMech is going to get me back into 40k, after enjoying the hell out of The End Times for Warhammer Fantasy
Even if... (spoiler, duh!)(click to show/hide)
I have a youtube channel with my group's exploits.
Ironbite-so there.
*Snip*
Well, at least you didn't die in character generation- always hated whenever that happened.
In the Traveller and 2300AD rulesets (Twilight 2000/2013 as well) the character is created by first rolling their stats and then setting them to a career. Or several careers. And you can't just decide to become a Marine or Merchant, you have to roll against a stat to see if you are qualified to join. Similarly during the career (which you progress in 4 year "terms") you roll for survival in the career and failure in that will have your character lose his job and may injure him and have their stats reduced permanently (unless they pay a hefty medical bill) and aging past the prime also forces the characters to check if their stats degrade due to old age. You can end the character creation at any point you wish, before it is too late, but continuing it longer and playing an older character means more skills, money and gear.
Though the injuries are rare. Most results from failing the survival roll will only have you lose your job and may even raise a random skill or add a new rival. Having a stat reduced to zero will end the characters life before the character creation is over. (Twilight is slightly different but choosing a military/police career can cause characters to lose limbs permanently even before the game starts. Which is an issue in a rather realistic game without magic or bionics. First time I played an RPG game had one of the characters lose a foot during character creation.)
And the main incentive for playing old characters is that the writers HATED characters learning new skills or improving their old ones during the game. Those are really hard to achieve and skills and stats are more likely to go down than up during the game. So, risking the character before the game starts is lesser risk than starting with a "weak" character and wasting time on them.
...And apparently the older Traveller system was even more brutal and death was quite common during character creation. With the latest system it is only an issue if you play by "Ironman mode" which means that failing any survival roll will kill the character rather than simply have him lose his job and face a random penalty.
Mainly the problems for failing the survival rolls (like I did repeatedly) is that the character will be deep in debt due to medical bills and has less skill points than the more successful characters despite being old.
160 Str 6 shots for 1080 points.
Why the shit is there a dex prereq? It should be Int 16, if anything. Also, what the hell is with that out of place +1? If you want a shitty bonus like that, take a couple of levels in fighter, and use the feats for weapon focus.
The spells seem fine.
Guess who's back, back again, yes I'm back, yes I'm back, back again. (is that how that song goes?)
So, does anyone here play X-Wing? About to play a regional on Saturday, and I've only played a few games so far too.
Guess who's back, back again, yes I'm back, yes I'm back, back again. (is that how that song goes?)
So, does anyone here play X-Wing? About to play a regional on Saturday, and I've only played a few games so far too.
Sounds interesting- a FFG-made skirmish-scale. Rebels use relatively few but durable ships with good pilots, and the Imperial swarm those motherfuckers with agile TIE fighters. You mess around with pilots and equipment, etc.
"Still took four turns to take down."
Exhibit A of why I hate the idea of super-heavies in standard play.
...In lighter news, once this campaign is over I am going to run an Only War military campaign. After trying to figure out how I would do the maps I decided to use Google maps and some aerial pictures from the World wars.
"Here is your target and the map you get form Munitorium." *Hands the players a map of Dresden in 1940s.*
"It is slightly out of date..." *The players enter a city not completely unlike Dresden after the bombings*
I will also use Hiroshima at some point.
Then again I am a horrible person.
Didn't you live in France? IF the game is over roll 20, Skype or something we might even be able to play together.
Speaking English is not an issue to us and Roll20 can do 1d100 I think. Anyway, rolling the dice is the smallest problem, if nothing else works we could just count on you telling your dice results and not cheating since that is just stupid.
Still, if the campaign is happening it won't be until January. We'll end this current campaign by the end of the year even if it means dropping rocks on people. (Well, actually the Imperial navy and the Aslan "space lions" would wage a war and glass the planets in the region.)
a) Lying about your rolls is cheating even if you do it for the sake of humour.fair enough, we just used it so the rolls were in accordance to the story, but sure, i won't do it with you.
b) If you succeed in your willpower check it means that your character can act based on what you want instead of having some primal fear reaction or something else that the GM declares. You can still have him/her/it decide to go crazy or at least pretend to do so. Panicking is also possible, I've seen more than one character succeed in fear tests and have the player still decided that they will RUN AWAY! rather than stand and fight against the dragon/whatever.it was mostly to attribute insanity points that we said the roll was failed. most of the time, my friends and i are experienced enough not to go crazy when we ace rolls, but we were known to have some pretty radical adverse reactions to horror, including but not limited to nightmares, vomiting, paranoia, and in one case not even realizing that one looked at horror (that was more to instill a sense of horror towards the character by the other players).
c) The first session will be regiment & character creation with input from all the players. I am going to veto some of the options right from the start, for example it won't be an artillery or tank regiment. Some of the "cheesy" options will also be vetoed if the players attempt them. (Like the Grenadier regiment where everyone is wearing light-carapace armour and carrying plasmaguns with underslung grenade launchers...)so no playing storm-troopers, then? i'd all be for playing harakoni warhawks or elysian drop-troops, but just playing only war would be great for me. (just don't let me stray too close to a melta-gun).
I have a bunch of random ideas and scenes I would like to try but until I see what kind of regiment and squad the players make I can't make proper plans. I may end up running campaigns from the OW books either starting with one or moving into them after the first mission.thanks for warning me. i haven't spoiled those campaigns for me yet, so i'll hold off on reading them
Drop-trooper regiment is one that I have thought about. The problem with the Cheese-Grenadiers is that EVERYONE in the regiment gets a plasmagun. Seriously, the rules allow you to create a regiment where every single trooper and support person has a plasmagun. ...But the rules also say that you need GM approval for the regiment you create.
But I have decided that the support specializations will be kept rare, perhaps only one in the team. Last time we had more support specializations than regular troopers and I want to run this campaign my way. (Besides, those aren't bad and from fluff reasons it is easier to explain a squad with mainly guardsmen than one with Psykers, Enginseers and Ratlings all working alongside.)
https://www.youtube.com/watch?v=Bpsi9n_PEes
And here's the first session of my gaming group's first ever chance at Shadowrun.
Ironbite-enjoy!
ironbite - *glasses pull* 8) because that's how we roll
A Sling is also good in that you can use it both for hunting and for combat. Obviously if your opponent is wearing an armour he will be protected quite well but against unsuspecting opponents even a hunting sling will do serious damage and even kill.
Meanwhile hunting bows and crossbows are not the type that will work in combat any better than the sling and they are much heavier/cumbersome.
Spear can also be used as a walking staff, hunting weapon and in combat.
If I had the time, money, space etc. I would certainly like to play some miniature wargame.
I picked up the new Tau starter box because I hadn't picked up any of the new Battlesuits or Fire Warriors. Games Workshop actually included the rules for the units (though not the drones) in the instructions. That is some of the most uncharacteristic kindness I've ever seen from Games Workshop.
Haven't even seen any 40k played in about a year, now. Jusr curious, is waveserpent spam still incredibly op?
Wrong thread TolApologies to all and sundry. Shadowrun is still awesome.
So far the only complaints I have heard of 5th edition DnD are "It's DnD" and "I can't exploit the rules like I could in 3.5"
It does actually seem like something I could try.
So far the only complaints I have heard of 5th edition DnD are "It's DnD" and "I can't exploit the rules like I could in 3.5"
It does actually seem like something I could try.
Also, less material, so customization is harder, you don't get to be a fraction as powerful, and the growth in power over time sometimes feels... lackluster.
In the best tradition of rabbinic Judaism, we were studying in a small group, with an authoritative but by no means infallible scholar as our guide. We were being told a story—all good Dungeon Masters craft compelling ones, often based on existing campaigns but sometimes largely innovative—and the only way for us to follow that story, to be a part of it, was by following the rules. Or not following them: In the proud Jewish tradition of questioning and defiance, D&D allowed for, even encouraged, players to query one another, to cast doubt, to demand satisfaction. It provided a codex but acknowledged that the game only got interesting when players sought to interpret, adapt, or reject the rules, not follow them blindly. It offered clearly prescribed campaigns but allowed both human ingenuity and blind luck, represented by all those funky dice, to meddle with and reshape destiny. You don’t have to be a rabbi to realize that these are precisely the things religion does; in Avi’s room, strewn with pizza crusts and thoughts of monsters, we got the finest theological education.
Not really surprising honestly. At least in the old EU canon was that many of the Rebel ships were stolen from the Empire, usually the defecting crew brought them with them.
The Face did manage to score some cheap masks that look like silly versions of famous genocidal dictators... One character went as Hitler, another as Stalin, third as Idi Amin and fourth as Van Gogh.
The Face did manage to score some cheap masks that look like silly versions of famous genocidal dictators... One character went as Hitler, another as Stalin, third as Idi Amin and fourth as Van Gogh.
Man, he didn't take criticism well, did he?
You would think that but Hero Points make all things possible. I'll post the video once Brett's done uploading it so you can see what happens afterwards.
Ironbite-it's....funny.
Shadowrun has progressed to a point where it may be time to end the campaign and pick up something new.
The characters have so much street cred that they get recognized when they go to a different continent...
Old Spice Creates New Playable Class for 'Dungeons and Dragons'http://comicbook.com/gaming/amp/2018/02/08/dungeons-and-dragons-old-spice-/
Christian Hoffer
02/08/2018
Old Spice (yes, that Old Spice) has entered the tabletop RPG world.
Old Spice is best known for its line of male grooming products like deodorant and cologne, but it appears that someone on their marketing team has a geeky side as well. Earlier this week, Old Spice announced via their Twitter that they had created a new playable class for Dungeons and Dragons....yes, THAT Dungeons and Dragons. The tweet included a link to a four page PDF that contained a surprisingly detailed set of rules for a new Gentlemen/Gentle-Lady class built around extreme over-the-top confidence in one's own abilities.
The Gentlemen class is basically a bard on steroids, with a few overpowered abilities mixed in. Not only does a Gentlemen get an increase in their Base Attack Bonus every level, something that's usually reserved for martial classes only, they also get to add their Charisma and Dexterity modifier to their Armor Class whenever they wear a fancy suit.
A Gentlemen's default abilities are the catchphrase and punchline - abilities that can either inspire allies or damage their opponents. As a Gentlemen levels up, they also gain abilities like turning into an intelligent dog, spontaneously summon a horse, or heal allies with their pleasing scent...which comes from a Gentlemen using Old Spice products, of course. Eventually, a Gentlemen also earns an MBA and has the opportunity to marry and can instantly level up his party by getting a new haircut. If a Gentlemen reaches Level 20, he becomes a being of pure energy and can make anything explode...but at the cost of ascending to a higher plane of existence.
Obviously, the Gentlemen class wasn't play-tested for balance issues and is likely to drive a Dungeon Master insane. Several of the Gentlemen's abilities involve either subverting the DM or undercutting his decisions, so it's unlikely no sane DM would ever allow this to actually be allowed in the game. We should also note that the new Gentlemen class is compatible with the "3.5" edition of D&D and not the current 5th edition. Still, we're very impressed that Old Spice actually tried to use tabletop gaming to market deodorant...which is an insane change from how D&D was seen a few years ago.