I think any sane person has to accept that we'll never see an "end" to the plotline of WH40k. As long as the franchise continues to be popular and make money GW will want to keep it going, and if it becomes unsuccessful and starts losing money GW will simply stop publishing it, not put together some big climactic event.
So if we accept that, it means the true Time of Ending will only happen in our own imaginations. So, if it were up to you guys, how would you want to see the WH40K universe come to an end?
>>47338597
>the only way to end chaos is to send the emperor to the eye of terror
>turn holy terra as a whole into a giant warship and send it flying across galaxy
>>47338597
I don't have an imagination so the guy who did 50k and 60k seems as good a candidate as anyone else
>>47338597
In Valedor the Eldar has a prophecy that they join humanity in the final battle against chaos.
I'd like to see a Eldar Revival/Human Psychic Master Race alliance good endWith the tau valiantly sacrificing themselves to fend off the Tyranids. The Emperor and Ynnead reign supreme over the defeated chaos gods.If it was up to GW though Chaos wins to herald in the Age of Emperor.
Can anyone recommend me a system with a post-apocalyptic setting that is not Apocalypse world? I talked to my players about what setting they preferred and they agreed on post-apocalyptic, but the Apocalypse world system wouldn't fit our group. If it would help as a group we've only ever played D&D 5e. I'm familiar with a few more systems but overall we're pretty new to the whole roleplaying thing.
I guess also post-apocalypse art thread.
What exactly are you looking for for your Post-Apocalyptic system?
>>47337835
Twilight 2000 and its sequel, Twilight 2013, are really good post-apoc systems. It's Stalker, it's Mad Max, it's The Road. It's a lot of things rolled into one and it works great.
Apocalypse World is garbage and you're right to avoid it.
>GM or Player
>System(s)
>Time availability
>Text or Voice
>Contact Information
>Additional Information
>GM or Player
Player
>System(s)
Anything superhero related
>Time availability
EST -5
>Text or Voice
Voice/roll20/skype
>Contact Information
totallyrandomuser
>Additional Information
>GM or Player
Player
>System(s)
Mutants and Masterminds (Any edition) Willing to play DnD (5e) or Pathfinder if no one is running M&M
>Time availability
EST, Can play on any day except for Tuesdays.
>Text or Voice
Voice
>Contact Information
darkspineryenx on skype, VadeAway on roll20
>Additional Information
Really looking to get into M&M, never played before...
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>GM or Player
Both
>System(s)
40krpgs, PF, and WHFRP2e
>Time availability
Everyday except Sundays and Fridays
>Text or Voice
Voice pls
>Contact Information
Scivir on Skype one who isn't in South Sudan
Scivir on Steam
Scivir#2720 on Discord
>Additional Information
So basically I was thinking over some stuff and recently Lionhead Studios being shut down made...
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As a run-of-the-mill /tg/ autist I've been looking at the homebrew system threads and thinking about existing systems...What purpose do attributes serve in a game design sense?
Context: D&D has Str/Dex/Con/Int/Wis/Cha; Exalted has Str/Dex/Sta Cha/Man/App Per/Int/Wit; Numenera has Str/Spd/Int; etc
In all systems having only one stat gate your ability to hit or not makes it automatically next to (if not actually) the most valuable stat. Even saying you make it more fairly distributed (say Str gates melee accuracy and Dex ranged, for instance) Attributes...
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>>47337351
Attributes are the qualities of a character that are present at birth and through all stages of life, and cannot be taken away except through permanent death/disability. Contrawise, they are never learned abilities.
>>47337351
Wait, do you mean you're better in a job when you have natural qualities for it? Who would have guessed!
If you don't like that kind of attributes allocation, consider playing a game without classes or something better, a system where characters must act as normal human beings as well.
>>47337390
That's more of a "what" rather than a "why," even if it is pretty accurate. There's plenty of "unlearned" traits on a character though, other than just their ability scores. Sorcerers and their magic is the most obvious example.
>>47337445
What I'm saying is that in the current setup in, say, D&D, if you want to play a Wizard, you MUST allocate your abilities in a particular way (typically Int, Dex, Wis in...
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>It's a Red dragon encounter
>he spits fire
>it's lyrical fire
>Player: ''I perceive the dragon''
>DM:''You notice he is about to drop the most lit rhymes of 1491 DR''
>you have to survive the dragon's shitty mixtape
I bet he only speaks in ebonics too.
>>47337267
I could see this working in a viking setting, with flyting. https://en.wikipedia.org/wiki/Flyting
>>47337280
>YEAR THIS ONE
>not being fluent in AAVE
Fo' realz?
Are Skaven real?
Don't know. Did they made it into AoS?
>>47337248
Absolutely absolutely not, man-thing. We're all pink hairless man-things around here here.
>>47337248
I'm planning on having a Skaven Invasion from underground the theme of my next End of the World RPG.
It'll be awesome.
What's your favorite RPG company?
>>47337066
Pro tip: Don't say Games Workshop.
>>47337218
Games Workshop doesn't make RPG's. FFG makes the 40K/Warhammer RPG's.
>Rodents have gain genius level intelligence
How does this affect your setting?
Everyone wants to kill them more
>>47336952
They go on to form a country called Isreal.
>>47336952
Are they all Jewish?
If so, gas them.
I used to play MTG back in college and I always enjoyed it. For the last few weeks I've been thinking if I should return to it. The thing is I don't intend to play at shops. Just want to play kitchen table / casual magic with my lil' bro. He is vehemently against it because he remembers how much of an addiction TCGS where for us both (and my rational brain agrees with him if I'm honest).
Should I get back? One idea I had was getting into Commander and have us each start with a precon deck or two each and just upgrade. Commander has another benefit, single cards cuts cost of buying singles. Not interested in Pauper magic with while cheap.
You shouldn't get into Magic at all. It is a waste of money where you pay 20 bucks for a bunch of cards with shitty 3D art that you can't even see cause the cards are so damn small.
The game has little tactical depth, likes to create mechanics that require you to remember eight different status effects, and in general is full of autism. The game is basically "attack with creatures when you have the advantage unless you think your opponent's going to get some shit out onto the field with haste" and generally just counterspell guessing and bluffing...
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>>47336379
Kamigawa was my favorite because of theme
>>47336334
Get into an LCG like Netrunner or Deadlands Reloaded.
The princess has been kidnapped! are you a bad enough dude to find her and bring her back?
However, unbeknownst to the public (and of course, the players), she's cursed with fire powers (due to her father being cursed by the witch-king, the last ruler of the land, when he slew him in his rebellion) with which she accidentally killed her sister and mother when she was just a little girl
She was then brought to a distant tower and guarded day and night, for her "protection" (more like the king couldn't bring himself to kill her, but hated her...
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>witch tribes which aren't too happy about the current monarch
What are their grievances? Do they have foreign support?
Sounds like frozen with fire.
I know it's actually pretty different, but thats what stands out.
>>47336120
Literally a mix of Frozen and Tangled.
How do we fix turn based tabletop combat?
>>47334475
Dynamic initiative like Traveller does
you can make reactions like dodging attacks, diving for cover, or parrying but you lose 2 initiative next round only and become -1 to everything you do for each reaction.
You can also boost initiative next turn by using leadership skills, or boost the whole parties initiative at the start of a combat using the Tactics skill.
>>47334740
Yeah, I've been thinking something like that too. But there should be a software that would keep track of who's turn is it, since the math can get bit too complicated for GM to handle.
>>47335190
>needs soft to think for him when tokens work just fine
Am I the only person that can't find any sane, rational people to play RPGs with? Be it IRL or online, I can't seem to find a party with even one rational, level headed, sociable person to game with.
Wargames and card games are a little better, if only because they happen at stores and conventions, so you can walk around and pick out the handful of okay people swimming with you in that figurative shark tank. Even if you end up not playing you never have to waste time testing to see if the people are worth playing with, you can just speak to them fore-hand, or stand around and listen to them talk.
With RPGs though you've basically got to reserve an entire afternoon to playing with a bunch of people who you may have, best case scenario, met one of already. Which, in my experience, the rest of them are "okay," at best, and one hundred percent anti-social sperglords at worst. So often even that one guy you've already met turns out to be a completely different person at home/at the table/in-game (if online).
Then you've either got to give them the benefit of the doubt and sit through another game or two, which they're going to expect of you (and I perosnally feel obligated to do if they were mid-campaign since the GM was nice enough to write me in), but you inevitably have to make that super-awkward call of excuses or flat out lies and then you think to yourself, "I'm never going to do that again; I'll just wait until it's a party of people I know."
And then weeks go by, then months, maybe even a few years. You get desperate, you've got that itch that needs to be scratched. You want to make a backstory, you want to roll some dice, you want to have those cheers and jeers of an adventure.
...so you call that one guy that said he needed a new player, and the cycle begins again.
Why is it so hard to just find normal funking people with my hobbies?
> inb4 they're not normal hobbies
> inb4 gtfo normal fag
Chances are you're the problem and you refuse to acknowledge it.
>>47334126
Jesus mate, I feel sorry for you. Of the 5 groups I've played in for more than 1 session, 4 have been good to great. They might have had the odd player or 2 that were a bit spergy but never so much as to make our gaming nights unenjoyable.
>>47334126
You're talking about a hobby that requires very little effort:
>sit a comp desk
>download skype or similar "social" program
>download pdf of game system
>pretend to be mighty hero
>roll to sex
Of course ttrpgs are going to appeal to the less social among us. If rpg nerds could make real friends they wouldn't be rpg nerds.
Background
> Senior in Computer Science
> Live and breath code
> Truly realize game rules are just programs
> Obsess with this realization
> Attempt to write new rules for games in code.
> Attempt to translate board games into code, such as Space Hulk
Then it hit me.
I'm not a gamer.
I love everything else. Theorizing, list building, deck building, rules...
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>>47334029
What does /tg/ think of the new space marine design?
Looks like the Orks stole all the red paint.
>Player: "I want to do X so Y happens!"
>DM: "Roll Wits/Wisdom/whatever."
>player fails the roll
>DM: "You proceed to do X, but you fail to notice a flaw in your plan that I've already noticed before I made you roll, so Y doesn't happen."
>player succeeds the roll
>DM: "You suddenly realize that even if you do X, Y won't happen unless you also do Z. Do you still want to proceed with X?"
Is this acceptable?
>>47332657
So uuuh. So what about that?
It's a good method to help players play characters that are smarter than they are.
>>47332657
Sure, may be warn them ahead of time saying 'this is going to be complicated though, but roll away'.