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NezziR

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Everything posted by NezziR

  1. Here's an addition I'd like to see: Change in weather. Since you are randomizing weather, it would be nice to add another line to it. The line would then read like: Here is the current weather. There will be no change during the course of the day. -or- Here is the current weather. As the day progresses, it will change to this. I love this calendar. I'll be using it in my next campaign.
  2. Katzenhandler, I read this post, and the other one you made speculating about how opposed tests work. Nice work! I think you're as close as anyone right now to understanding it. Thanks for the input.
  3. Saw this on the StS. This is great. You can make custom cards or replace cards that may get lost or damaged (though I hear FFG will help with this in some cases). Lot of potential. I couldn't figure out how to add text to it. Am I missing something or is that by design?
  4. Hrm... this brought up questions I hadn't asked. I assumed that, in an opposed test, both would roll 'positive' dice. The roll would be made, negative modifiers would cancel out things as usual, then the resulting successes of the two would cancel each other out. The answer I thought I was looking for was: Constable: 1 green (Conservative), 2 blue (Characteristic), 1 yellow (Trained), 1 black (Misfortune) -vs- Bandit: 1 red (Recklace), 2 blue (Characteristic) My thougth was that, after the constable rolled, say he had 2 successes. Then the bandit would roll. If he had, say, 1 success, that would result in a net total of 1 success for the constable. I think I was making a few assumptions here that may or may not have been correct. Perhaps it is a little early for this excercise :/ I had a few scenarios too Perhaps we'll pick this thread back up when I know more. It just seemed like the correct, the intuitive way to do it. I'm curious now, how far off I am.
  5. Scenario 1: A straight forward example A bandit (Int 3; R1) has been cornered in an old barn. He has taken a hostage and says he will kill her if he is not released. The bandit is panicked, add 1 Misfortune dice to social interaction with him. The local Constable (Fel 3; Guile trained; C1) uses 'Honeyed Words' to coerce the bandit into coming out by telling him that he will be given a fair trial and that his crimes, thus far, do not warrent a death penalty. Note: R1 means '1 Reckless'; C1 means '1 Conservative' Reference Material: Honeyed Words card: www.fantasyflightgames.com/ffg_content/wfrp/warhammer-fantasy-roleplay-action-cards/actioncards_HoneyedWords.png Bestiary Sample: www.fantasyflightgames.com/ffg_content/wfrp/warhammer-fantasy-roleplay-enemies-npcs-monsters/WFRP_BestiarySpread.pdf Dice Reference: www.fantasyflightgames.com/edge_news.asp
  6. Nashville, Tennessee Come on down, y'all Edit: You haven't played in the Grim World of Warhammer till you've heard it GM'd with a southern accent.
  7. Not sure if we're still updating this (since we're so close to release), but the 'Flagellant' advanced career is visible in the open box picture.
  8. In regards to the card 'recharge': Honeyed Words is a great example that may make it easier to explain other cards. If you are trying to sway someone to your point of view by sweet talking them, it is a very delicate process. It takes time and finesse. It's not a skill you can 'spam' over and over, it's a process that has to be carefully advanced. Think of the recharge as the time it takes to perform the skill. Now, you may also try to double-talk that person, or deceive them in some way (assuming those sort of skill cards exist). Using other skills of a similar type on subsequent turns may represent a shift in tactics as you continue to try and nudge the mark over to your way of thinking. In regards to basic actions: I have the same issue with my game group. They don't take full advantage of the range of actions they have available to them. There are a few reasons. The main reason is that the list isn't right in front of them. I've even photo-copied the page for them, yet I never see it. But, it's mostly because a few of the actions are more efficient than others. Standard and All-Out attacks are nearly always used. Occassionally (as the situation allows) I'll see a charge or a maneuver. With the cards, they will be right in front of them at all times and they must physically access them. In addition, with recharges there will be more variety in attack actions. So, though there may be fewer basic actions available, I think there will be a much greater variety in actions performed. Edit: I've also seen action results that allow the GM to place recharge tokens on player cards. This allows the GM to counter or stymie players that become too predictable. If a player is using the same action over and over an opponent would adapt to that, so adding recharge counters to that card would represent the creature countering that attack and forcing the player to change tactics. Pretty smooth system if you ask me... In regards to skills with pre-reqs: Sure, anyone could try parry, but it takes strength (or finesse). A clumsy or weak person (i.e. someone who doesn't qualify to use the card) just wouldn't be able to pull it off. No matter how hard they try, they are not going to stop that incoming heavy mace swing from a chaos knight when all they have is a 3" bicep and a dagger. Questions like this come up in every game system. Why can't I do this? -or- Why is this like that? As GMs, it's our job to interpret things so as not to ruin the game immersion. Rules like this were put there for a reason. In this case, it just doesn't seem realistic that a weak person could turn away a strong blow. The trick is to figure out 'why' this rule was included. In most cases it should be explained in the rules. If not, a little imagination goes a long way I love the idea of sliding modifier dice out as you paint the scene. Though it hadn't occured to me to do that, it probably would have when I play. I will encourage my players to do that as well. This will add a narative story element to the building of dice pools for rolls. I'm all about 'ratcheting up' tension as I build scenes and this, combined with the party tension meter, is a great tool for that! I'm really good at getting my players worked up over scenes and this will make my job easier and my efforts more effective
  9. I just sent out the demo announcement to various local game groups to help support the launch at my FLGS. Each group in my area has settled into a specialized gaming niche, with my group, the Iron Ring, being the default 'Warhammer' group. Since we head up all the Warhammer activities in our area, they trust us to keep them up to speed on what's happening. I sent out a short write up that summarized the concepts of the game, a link to the flyer, the time and date, and some spiffy links to some of the more interesting dev diaries. I also followed up with my FLGS to confirm that we were on and to make arrangements to pick up the materials so I can prepare. I want to keep the demo as close to 'as intended' as possible. In other words, I'm not bringing a huge model collection or any custom terrain pieces. I think the box contents speak for themselves and I want to present it as it's packaged. The only modification I'll be making is sound. I can't help it. I'm a huge advocate of music and sound in games. I'll start working up a soundtrack for it using 'RPG Soundmixer' as soon as I read the scenario. I'll be taking pictures to post in the forums as soon as I get back. Questions: Do we have any idea when the product will arrive at our local game stores? I need to know how much time I have to prepare. Are the contents of the demo boxes identical to the retail versions? Should I make pre-gen characters so we can squeeze in the maximum number of demos, or should character creation be part of the demo? Does anyone have any experience with creating 'fillable PDFs' that would be willing to take the character sheet on the FFG site and process it? What other swag is shipping with the demo kits, so I can plan ahead to talk my FLGS out of it ? Are there any special instructions for GMs to ensure that the product is presented in the best possible way? P.S. If you haven't checked out RPG Soundmixer, please do. It's an independent developer. I helped him translate the help manuals from German to English. it's one of the best pen-and-paper RPG tools available. www.rpgsoundmixer.com/
  10. Good luck FFG. I hope you guys have record breaking opening sales. From all the fans, thanks for your hard work bringing us a new version of our favorite game!
  11. Some of the best antagonists I've ever ran were once protagonists. In one of our campaigns I had a soldier join the party as an NPC for a couple of games. As his story developed, he told how his family line was cursed. The curse had caused the death of his loved ones and the ruin of his life. He sought the evil wizard that had cursed him so long ago. He ran with them a few times then split off as he pursued his own agenda. Over the course of the campaign they crossed paths with him many times, each time he was a little more corrupted by the things he did as he chased his foe. Soon it was clear that he had succumbed to the evil he perpetrated and must be stopped. As the campaign progressed, it turned out that the 'evil wizard' the soldier was seeking was the same Daemonologist that the players had been dogging all along. In the end they had to stop the soldier from destroying the population of a small town as he attempted to get his revenge on the Daemonologist. They had a choice. They could do away with the big evil they had been chasing the whole campaign right then, but it would cost many innocent lives. During the course of the game my players came to identify with the soldier. They understood why he was doing the things he did. They felt sorry for him and left him alone to chase his quest until it was almost too late. When they finally put him down, it was a bitter kill for them. In another game I had a retired knight that carried around with him a small retinue of squires. He worked against the players, constantly in their way and trying to defame them. Taking credit for their accomplishments, etc. He was very arrogant and very hard to deal with, but they were loathe to do away with him for fear of how it would make them look. I carried this out for months until they grew to hate him. They finally challenged him to a joust. The old knight allowed one of his squires to second him. During the course of the event, the squire was killed. It only then came out that the squires were the sons of the old knight and he was teaching them to be strong so that they could best serve the Empire. That really threw my players for a loop. P.S. Loved the Bray Shaman story
  12. Actually, the old Mauraders are chaos knights that were converted into centaurs. We used 'mounted maurader' rules for them. They were fast calvary, ranged troops. My opponents hated them. The beastmen are actual 'Pestigors' (Beastmen of Nurgle). You don't see them too often anymore. It's mostly metal too. The only plasic there is the horse bodies of the centaurs (and the bases). The cultists (behind the Nurgle Knights) are probably the oldest figures in the lot. The 10 piece set was one of the first sets Citadel release back in the day. Most of my figs are old like that. I bought them by the box-load back when they were cheap. Now a-days, they are too expensive. I limit my purchases to single figures and then only if they are amazing.
  13. Talking about Nurglings has made me all nostalgic for the little buggers. I unboxed the warband and took a picture. You can see several stands of nurglings up front. Scattered amongst the various figures you'll find others. I used them to counter-balance most of the banner bearers (the banners are made from toilet paper and super glue and are pretty heavy). On the hill in the back, by the Chaos Sorceror paliquin, you can see a Nurgling familiar, complete with disgusting slime. In the background is a 'Lost and the Damned', a 'Slaves to Darkness' (fudged by the flash), and an old copy of WFRP1. home.comcast.net/~nezzir/rpgpics/nurgle.jpg Edit: Doh! I forgot the greater daemon :/ Next time.
  14. Yeah, I know what they are. I had a Nurgle warband. Back when Slave to Darkness and Lost and the Damned came out, they had rules for chaos warbands. We ran a game similar to Mordheim, but with chaos warbands (we made it up on the spot). My Nurgle warband was 15-1 thanks mostly to my plague hounds. I have about 40 or 50 nurglings left, plus two paliquins carried by Nurglings.
  15. Ok, don't throw anything at me... This calendar is from Warhammer Online. vnmedia.ign.com/warhammervault.ign.com/wiki/5/50/Imperial_Calendar.jpg It has a lot of entries missing off your calendar, and from all I can see, it's pretty accurate. The problem is, I think I see a few entries on the calendar that may be specific to Warhammer Online (not 100% on that though). Either way, they are very 'Warhammery' and would be cool entries.
  16. Wow... Nice! No, really. That's nice. Typo: Day of week, not Day od week What are the dividers (like the one that says 'Hexenstag')? They break up the calendar weird and trigger my OCD! Oh wait, I see, they are days that don't fall in months? It's been so long since I've looked at a WH calendar I don't remember that. Love the random days for full Morrslieb!
  17. McClaud said: macd21 said: McClaud said: Everyone wants to blame FFG for this - it's GW's license. They tell FFG how to do it. It looks like the special dice system was already in place before it came over from BI, on request from GW and their myriad of "use special dice for commands/misses/etc." What gave you that idea? I got the impression GW just said "yeah that sounds cool, whatever" and left it up to FFG. The fact that Jay Little still has to clear every change with GW before they put it to print. It was rather obvious from the FFG presentation at GenCon that GW still has tight reigns on the project. He stated they set the format the game should come in (3 books, expansions, etc) and what the expectations are. Little even says they clear every change through GW before they go to development with it. I could be wrong, but I think Jay and Co. designed the system. They had to run certain things through GW to make sure that they didn't violate the 'cannon' or bleed into an area they are not authorized to use (ones that may be reserved by GW for future expansion), but I think the game mechanics are all FFG. GW would probably reserve the 'final word' on things, just to make sure no one devalues their property, but I think purchasing the license gives you certain privilages.
  18. ynnen said: NezziR, if you don't mind my asking, where is your FLGS located, so folks online who may be nearby can look forward to the demo if your store is selected to participate in the event. It'd be great to see how many folks have contacted their FLGS about the demo kit and pre-release event, or how many people heard about it from their FLGS. If you've done so and are excited about the event, please let me know! www.thegamekeep.com/ 3952 Lebanon Pike Hermitage, TN 37076-2012 (615) 883-4800 Know what would be nice? A fillable PDF character sheet. That way, we can fill out and print the demo characters from the adventure on some spiffy sheets!
  19. I've volunteered to run the demo for our FLGS. Hopefully we can get a demo in here. I wonder if we'll get the box in a bit early so I can read through everything before D-Day (Demo-Day ?
  20. Mal Reynolds said: hmm some good recipes out there. Might try one of them btw I think Obama deserves the nobel price. Not that it matters but I am from the country that awards it. Its our way to influence the big countries. From a peace loving nation watch this wonderful commercial: Beautiful poem. Thanks. It was nice to be able to read it on English, but more powerful for having heard it in its native language.
  21. Greets, There are a lot of old school players on this board. Let's see your game rooms! I thought I'd post a few pictures of mine. This is the result of over 30 years of collecting. Here's a shot of the game table. This is the view players see. There's a lot going on in this picture. Behind you can see the shelves. The gray metal shelves are bolted to the concrete wall and hold the most commonly used figures. The green plastic bins on the sides hold commonly used terrain and paper buildings, trees, rocks, etc. In the center is the book shelf, it's bolted to the gray shelves. In the top shelf are the campaign folders. The big one in the center there is 'Wolfmont'. This campaign ran for 5 years until the players managed to run out of fate points and explode themselves. Under that are the WFRP 2nd edition books. The next shelf is the WFRP1 books. The table itself is pretty nice. I built it years ago and it's very solid. The top is made of outdoor grade marine plywood and sealed with outdoor enamel paint. The under-shelf is for drinks and other stuff. NO DRINKS ON THE TABLE! Each player has a drawer to keep his stuff in and plenty of room to spread out. On the GM side, there is an old 400W Kenwood receiver. It connects to the 200W speakers under the table on the floor (you can see them to the left and right - woodgrain). The Kenwood hooks to the laptop (to the left of the DH screen). I run 'RPG Sound Mixer' on the laptop. It provides sound scapes and sound scenarios for my games. You can also see a 21" monitor to the far left. That's also hooked to the laptop and used to display pictures to the players. I use 'The Keep', a campain database, for game planning and it supports the 2nd monitor. The table is fully wired for electricity and has a printer (2nd shelf left), a network hub that connects to my wireless router, and a mini-fridge to the right. Edit: We also have a 8'x4' battle mat that covers the whole table. It's called a 'Megamat' (by Chessex I think). home.comcast.net/~nezzir/rpgpics/gametable.jpg This is my display table. I keep the games we play the most stored here. I display some of the nicer models I've made on the top. If you look closely, to the right of the socket with the orange extension cord plugged in it, you'll see the 'Blind Cyclops Inn'. I built this using Hirst Arts blocks. There has been a 'Blind Cyclops Inn' in every fantasy campaign I have ever run. It was originally inspired by a 1979 model made by Dragontooth. You can also see the original model on its box on the shelf. Edit: Above the table, you can see pictures of some of the tables we've built and our players. The picture in the center is from Bugman's Bar at Games Workshop and was signed by the GW crew. home.comcast.net/~nezzir/rpgpics/displaytable.jpg here's a shot of one of the storage closets (to the left of the display table). There's all kind of junk crammed in here. It's a tight area, so the shot is a little zoomed. To the right are two layers of storage boxes full of old or unused minis. Below this picture are tubs with magazines, comics, and books. home.comcast.net/~nezzir/rpgpics/closet.jpg This is my workbench. I call it the dirt table. I use it to mold bricks, drill, sand, etc. It's generally a mess. My wife was kind enough to tidy it up recently. You can see my paint tray stored on the table. On the right is another shelf for storage and display. On the extreme right you can see trays that store unused Hirst Arts blocks while I plan what to do with them. home.comcast.net/~nezzir/rpgpics/workbench.jpg Edit: Pics removed and linked - they broke the tables.
  22. As great as Drach was, and as much and I would love to see remakes of it and the EW campaigns, I've played them all - more than once. I'd really like to see something new.
  23. Hahahah - best flame yet. That was almost as good as some of the flamers that try to be all serious and wise. There are so many grognards on this board it's a wonder we don't all burst into flames from the concentrated awesomeness. Edit: I give up on the quote system.
  24. As for the careers, I think they have covered the spectrum pretty well. Begger and student are the only ones I miss. I'm not seeing a lot of advanced careers in the list. Perhaps there will be an 'Advanced Careers' supplement.
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