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orangefruitbat

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Posts posted by orangefruitbat


  1. SUBJECT: Riots not distinguished 

    SCENARIO: Escape form Innsmouth

    VERSION: 1.0.3 (208)

    SYSTEM: iOS 9.3.4

    PLAYERS: 3 (Agatha Crane, Minh Thi Phan, William Yorick)

    DESCRIPTION: In the late game, the village mob spits into two different riot groups. These are not distinguished from each other in the app via the colour badges like other types of monsters (hybrids, deep ones, etc.)


  2. I understand all the changes to the setting and history, and the havoc that can play on older material (see e.g., Sylvannia, Bretonnia). However, I cannot think of any changes to the setting that would necessitate a change in physical geography of the Old World.

    None of the changes I've noticed are show-stoppers, but they are irrating to a GM like myself who wants to combine material from DOTR with the Gathering Storm box. For example, the detailed hex map in DOTR, which may be the finest and most useful map of the Reikland ever produced (the GS looks to have far more attractive maps). As such, I find it helpful to identifical all the discrepencies, and see how I can reconcile the the two.

    Consider a party that is in Auerswald who needs to head to Ubersreik, but lacks a river boat. If they are relying on the map from the GS, then they figure they can take the road. The GM (who is relying on the hex map in DOTR) observes that no such road exists! I could simply say that the road doesn't exist - find a boat. However, if I have taken a moment to think about this issue, I can provide a more compelling answer - the road used to exist, but washed out in the storms of '13, or that the forest grew unusually fast and simply covered over the track, etc., which can lead to a better story.

     


  3. Nice and evocative, but...

    As a map-fanatic, I'm distressed to say that the maps (both on the web previews and in the core rulebook) have some interesting discrepencies from the map of the Reikland in "Death on the Reik" (DOTR). However, many of these changes could be rationally explained by a creative GM as more than simple inaccuracies of cartography.

    1) Auerswald has migrated from the east side of the River Teufel to the west side.

    1a) Maybe the original town sunk into the swamp, or was abandonned due to an infestation of plague rats...

    2) Stromdorf apppears where the town of Steche used to be. (Stromdorf is admittedly a better name).

    2a) The von Jungfreuds hated the old name and legally changed it a decade ago, causing confusion to travellers to this day.

    3) A road has been added between Ubersreik and Auerswald not present in DOTR.

    3a) The road has always been there, but was in such poor shape that earlier map-makers didn't realize that a road was present along the riverbank.

    4) The eastern road to Nuln travelled from Ubersreik to Stimmigen, Dunkelberg and finally to Nuln. It was well south of the Great Forest (now subsumed into the Reikwald), in the relatively open land between the woods and the Grey mountains. The new text suggests that the road goes through Stromdorf and then skirts along the Reikwald, eventually making its way to Nuln.

    4a) The area used to be farmland but had been depopulated by goblin raids from the Grey Mountains. It is reverting to back to forestlands.

     

    Anybody else have map observations or suggestions?

     


  4. Logically, any talent card that is exhaustable should have a "4" in a circle, just like the action cards. Ones that don't could simply have a zero.

     

    Still looking for an official ruling on whether the "Silver Tongue" and similar talent recards get exhausted or are considered passive.

    Emirikol said:

    The talent card design is flawed.  It should have included a recharge number like all the other cards.  Ideally, you could "ink" this on the outside of a card sleeve.  What "symbol" or number would you use for always on?

     

    jh


  5. On p. 20 of the rules, it says that some talents are passive and are always in effect, while other talents must be exhausted (at a cost of 4 tokens) to be used. Some of the talents cards are clearly meant to be exhausted, "Exhaust this card to gain...", where others seems to be applicable only in certain circumstances, suggesting that these are the passive talents which do not exhaust.

    But the example on p.20 shows the "Silver Tongue" talent exhausted with 4 tokens on it, despite the fact that that talent would seem to be a passive talent.

    So,

    1) is the example on p. 20 incorrect?

    or

    2) do all talents exhaust themselves unless otherwise stated?

     

     

     


  6.  

    Text on the map on p. 95 of the Rulebook ("Political Borders of the Empire, circa 2521"). To me this implied that that is the official "start" date of 3E.

    I haven't actually finished reading Tome of Blessing yet, and there may be other dates scattered throughout the book. In general, exact chronologies seem to be de-emphasized compared to previous editions. Which is probably a good thing for most campaigns.

    Vitus_Prem said:

     What exactly makes you sure that 3E is set in 2521?

    Even though it might be a printing error, in the tome of blessing, p.25 it says "On Hexentag, 2522, the cult convened for the last time."
    This wording sounds to me like the Hexentag 2522 is already a part of the past, therefore setting 3E to a later date than Hexentag of 2522. Or am I missing something here?


  7. There are some discrepencies due to changes in the official Warhammer world between 1st and 2nd edition. Warning, spoilers to follow...

    In 1E, Karl-Franz I ascends to the throne in 2502. He is generally considered a weak emperor, as evidenced by his tolerance of mutants (His son is rumoured to be a mutant, and is kept in permanent seclusion). Power is primarily held by the Electoral Counts, who generally work behind the scenes against each other. There is also rising tension between the Churches of Sigmar and Ulric. Chaos cultists work insideously to corrupt the Empire. Also, Sylvania is still a province of the Empire, not the realm of the Vampire Counts. For more details, see _The Enemy Within_ Campaign, usually bound with Shadows over Bogenhafen. The 1E timeline in the Enemy Within campaign (TEW) will gradually lead to civil war between factions of the Empire and the death of Karl-Franz. Thanks to the efforts of the PCs, the heroic Boris Todbringer (BT) of Middenheim will triumph as the new Emperor.

    In 2E (starting in 2522), KF is still the emperor. He is a heroic leader who leads his men into battle on the back of a griffon. This revised version of KF matches the description found in Warhammer Fantasy Battles (WFB), but is jarring to those of us who grew up with 1E. BT is still around, but only in charge of Middenheim. The events of TEW are not considered to have happened (i.e., no civil war), but a major chaos incursion, aka, the Storm of Chaos (SoC), has devestated much of the northern portions of the Empire. Also, Sylvania has been retconned to be under the control of vampires, and has been for many years (also matching the fluff text of WFB). The nation of Bretonnia has also been retconned from pre-revolution France to an Arthurian pastiche. All the 2E adventures follow this timeline.

    I should point out that 1E material can be used in a 2E (or 3E) game, and many of these differences can be subtly glossed over for all but the most obsessive fans. I ran a 2E game in the 1E world for over a year with little problems, but I did avoid buying many of the 2E supplements that most dramatically contradicted the 1E setting.

    3E is set in 2521 (ie, before the SoC). The setting info in 3E matches WFB (see Sylvannia, KF on a griffon), but is written in a subjective style that makes it easy for us grognards to keep what we like from 1E ("Sure, the official line is KF fights with his men, but we know the real score.."). 3E Bretonnia blends the 1E and 2E conceptions together.

     

     

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