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Nova Nagilum

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About Nova Nagilum

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  • Birthday 01/10/1980

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  1. I usually run it just like a normal conversation, but just have the dice determine the outcomes. Sometimes you might have to come up with something extremely clever to fit the situation, and you always want to stick with the direction of the plot. But actually utilizing social rules will demonstrate to the party how important the diplomatic and social skills are. But no, I wouldn't make people wait their turn to talk - unless it makes sense to do it that way. I can picture people jumping in, and I recall many conversations I've had in real life where I never got to say what I wanted, or get my point across. Furthermore, there have been many times I recall where the one in a conversation doing most of the talking was actually the one with the least relevant information to present to the discussion, or did so in a way that was obnoxious and relatively un-charismatic. So it might depend upon your own interpretation as well. But, no, if something doesn' t feel right after you've given it a genuine try more than once or twice, then yes it's part of your job to tailor it to suit your own (and your players' own) interpretations of what would be more realistic or fun or at least less nonsensical. I hope this helps.
  2. Beautiful! Wondrous! The powers of Chaos knows no bounds! Slaanesh's blessing must be coursing through your artistic hands!
  3. It seems like A TON of loyal Warhammer fans (maybe most of us), are on the fence about the new (3rd) edition. If you can find the books for them, certainly keep playing 2nd, and later on, if you feel like it, use some of the 3rd edition material. As people have been saying, there's still quite a bit of controversy over 3rd edition. I agree with what phobiandarkmoon said about the dice being cool - and there are a few other things about 3rd edition that seem pretty sleek and simplified. The hundred-dollar price tag might be something you want to consider as well. If you can get 2nd edition books (PDF or otherwise), I'd say get them. There's alot of sweet material in them. phobiandarkmoon also mentioned the Tome of Corruption - that is a sweet book that I totally recommend (I wrote a little review on Amazon for it). Generally speaking, yeah it doesn't matter which edition you play - as long as you're having fun and not getting too frustrated by anything. Nice icon by the way!
  4. "I thought you were a woman Airk!" (I mean Necrozius) Oh! And totally right on about Hero Quest! I have such good memories of HeroQuest, that after D&D officially killed itself I started looking into WFRP. It only was just a couple years ago that I even first discovered that that old boardgame was based upon Warhammer, which led me to WFRP, and then to Dark Heresy, and then here. I like your quote too by the way.
  5. I actually really like the new abstract measurement system. It seems ideal because I can use a range that seems appropriate for what I'm picturing without having to designate specific dimensions and ranges in numerical format whenever a fight or encounter breaks out. It seems much more simplified, and I absolutely adore simplification. But I can totally see how your group, that originated in tabletop gaming, might appreciate more specific information. Maybe you could eventually delineate more specific guidelines (maybe even look up some statistics on sound clarity over distance if you really want to break it down to the exact foot), but yes, I think you already have a really good idea of it. I think though that yes, the new abstract system can only be more versatile to give the GM more control, and keep the players a little more on their toes.
  6. At first I totally agreed with Cynical Cat, but now I think I understand both sides of the discussion. Yes, the system is good, but anytime you have humans wrestling ogres into submission, you have to step back and take a look at the statistics. GM improvisation and control are always good, and necessary at times, but I think that many cases may call for too much of a stretch. Maybe there should be a change in the difficulty factor, or it could just be ruled as impossible or automatic (in either case, no roll). (The party in the ogre situation would still have a good laugh, but for different reasons.) Not that the whole rule system needs to be revamped, but maybe there should be some clearer, different modifier somewhere, specifically for some of these issues. Overall, I like what I've seen so far of the 3rd edition rules. I'm not sure how it will play, but I'm optimistic.
  7. Yeah I really don't know what's going on. I think a ton of other people are sort of scratching their heads. I hate to be a pessimist here but like, yeah - what? FFG's whole strategy is really weird. It's like, they deliberately sort of kept this under wraps because they couldn't come out and say 'we're doing 3rd edition, only there are cards and boardgame props and (for some reason) a limit of 3 players to 1 GM'. Oh yeah, and it's a hundred bucks. That's what really gets me. Like, most board games (or books) are something like - 50 dollars? Maybe 60. A hundred dollars is like, like what? This isn't even a collector's edition or anything. And in their little picture the rulebooks look like pretty thin paperbacks (I'm sure they would have indicated if they were hardcover). With Rogue Trader and Dark Heresy they've been completely forthcoming - because you can tell that they have a ton of ideas and enthusiasm to share for those product lines. I'm a big Warhammer fan, but this is sort of WAY out of left field. Also - is A Ratcatcher's Tale still a real, actual thing? Or was that just some weird prank? Was that just supposed to awkwardly lead us over to this new game? Like, what are they doing? lol
  8. Yeah WOW! I was expecting something far more amateurish and was totally blown away by your entire site. Fantasy Flight should hire you. Thanks very much! I will certainly be using some of this material in my own game - and definitely the map.
  9. Uh- OOPS! I meant Adeptus Astartes. I'm still relatively new to the Warhammer 40K setting. Thanks for the correction.
  10. Uh... Forgive me if I'm wrong, but isn't power armor the sort of thing typically worn by the Adeptus Arbites!? It's 'very rare' and it makes you "hulking". Also - a non-military power cell (which is the size of a backpack) only lasts for one to five hours. I'm guessing it also probably makes a ton of noise even when you're just walking around normally in it (and perhaps expresses an electric hum even when you're standing perfectly still). (The errata says: "Any armour that offers 7 or more APs inflicts a -30 penalty on the wearer's Concealment and Silent Move tests.") Why on Holy Terra would anyone think this is acceptable undercover garb? Why is this even up for debate? Also, carapace armor is typically worn by the Imperial Guard (and similar-looking to modern armed forces as well). You can't exactly walk into the local grocery store wearing either of these sorts of armors without drawing attention (power armor is practically like driving a vehicle). I really think that the Dark Angels over-robes and capes are meant to be more sort of ornamental - like a heraldic surcoat. The average Imperial citizen might be able to more easily recognize the shape of power armor - most have never seen Orks, robots, mutants, or Xenos, but the image of the space marine is something just a little closer to home. I think Necronomicus had a really good point about the importance of superstition and ritual. It may be hard for most of us to understand, living with the technological conveniences that we have. I discovered a way of relating to that mentality recently when I was waiting for my car to 'realize' that it was in gear. Alot of people don't know anything about cars (or computers), and so talk to them sometimes - get angry or ticked off, or plead with them at times. Though it's difficult to imagine an expert actually believing in the mechanical value of such rituals, I'm sure that they have imperitive social merit - they're just something that people do. arcona said: To counter-act some of the arguements presented here so that you see my dilemmas more clearly. I will start with the mechanicus comment and how the view the world and technolodgy as the "its not the button pressing that makes it work, its the prayer". While on the first hand I get it on the other hand it seems ridiculous because through force or accident someone is bound to have pressed the button with any preparation and the thing still turned on. .... According to disciples anyone with Forbidden Lore Daemonlogy can create wards against daemons and hence I am pretty sure that making wards of this type would require Forbidden Lore Warp and Psychers. Hence on one hand we have a device that has a high relative cost and is unique while on the other hand you have something that you can create given time and resources (2500 thrones worth of materials). .... Last but not least. Say you are a very very higly paid bounty hunter, you have contacts and allies in many facets of the Imperium (adepta, underworld etch) And your "client" asks you to take care of a psycher target... do you seek your underworld contatcs to provide information about the corrupt pedophile Ecclesiarchy official and then blackmail him to inscribe your armor with wards on not? I certainly would! One might discover that the button really is the main thing in the process - that it might work once - but I think that that button-pusher would be nervous and upset the whole day that the thing's going to crash, do something harsh, or that it won't be so generous the next time (you've apparently caught the machine spirit on a good day). Furthermore (and maybe even more importantly), anyone around who notices you treat such a being like that might be a little offended, shocked or scared, to say the least. Forbidden Lore is exactly that - forbidden. You're lucky (or unlucky) if you can find a person on the planet with such skills. I also think that blackmailing a corrupt Ecclesiarchy member might be highly risky. I do agree that it's quite tricky to get the whole people-being-superstitious-about-technology thing - if it doesn't make sense logically, perhaps you could just look at it in a social sense. As for the initial concern, the prices are probably only a guideline; under certain circumstances they could be modified, and whatever your GM determines (whether it seems reasonable or not), is probably what you're going to have to go by.
  11. I think everyone here has some really good suggestions. I find that my group usually mellows out a bit after they see the consequences of their actions; and I don't mean the consequences of the GM 'punishing' them - that's not a GM's job - but it IS his/her job to make certain that the creatures and peoples of the game world react appropriately as their personalities would indicate (whether that means suffering graphic deaths at the hands of the PCs {Graver's descriptions in reply#2 will haunt my nightmares tonight}, pleading for reason, or pressing charges). I also agree that that your style of GMing should indicate to them how the game is 'supposed' to be played, more or less. Perhaps their Inquisitor wants proof of heresies committed and not just a body count. So far have their methods been successful? If so, then I agree with Xathess Wolfe as well as others - just put them in a situation where combat isn't especially useful - only when they look the monsters in the face should it make sense to fight, right? How are they successful otherwise? Overall, I would suggest talking to them first - not with a lecture or demands, but just let them know how you feel - ask them for their input on how they feel about how the game is going. Maybe they sense something similar. Blowing things up and gunning things down certainly has its place against the enemies of the Galactic Imperium, but it shouldn't produce results in most cases - the enemies are just going to hide deeper when they hear gunfire. You don't even need to worry really about giving them what you think they want, so much as you might worry about what makes sense in a realistically-, dramatically-portrayed game world. The more in depth the world is - the more it makes sense (in terms of motivations and feelings as well as physics and dice), the more meaningful it will be (and the actions taken within it). Good luck.
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