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Noahjacob

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  1. Hello everyone,, Specifically Lord of the Night(Warhammer 40,000) by Simon Spurrier 2005. But also Night Lords Omnibus 2014 by Aaron Dembski-Bowden. After finishing my excellent Night Lords trilogy NLT (go read!), I tried the equally (almost) excellent Lord of the Night novel. If you haven't read it please do. Solid book told well and if you're a night lord fan it expands on many of the NLT ideas regarding their leader and his fall and what became of his forces. Imo the 4 books nicely complement each other and as a fan of the dawn of war games I continue to feel familiar with the universe. I always wondered how the Night Lords of NLT ended up as the chaos monsters we fight or play as in the games. And the arc of the book and ending explain this in a tidy way to some extend as did NLT at times reversephonelookup.onl/ curated.onl/nba-reddit/ pcbuilder.onl/pcpartpicker/. SPOILERS Lord of rhe Night ends with an epilogue clearly explaining that the female inquisitor lead lives and almost certainly so to does the talonmaster and heir to the Night Lords and now keeper of the corona nox. They both some how escape against all odds. How they found a warp shuttle in a full invasion , especially with a wounded human female and an armless relic without a chaos taint..Is beyond me haha but that would likely be explained briefly in the sequel. The sequel we don't seem to have had a decade plus on.... The reviews are all positive for this book and the Night Lords trilogy is adored so I imagine there be a demand. And the two series could easily interlink and complement each other if the authors saw fit. Also I imagine for a new night lord commander with prophetic abilities a crown would help cement their joining of the splintered night lord legions. So my questions are...are sequels planned ? Any news? Anyone want to see a sequel to either series ? Especially lord of the Night ...as it has yet to conclude .... Shout out below if you liked these books and maybe why. And if you want or know anything about the stories continuing.. Also are there any other quality night lord books? Thanks for reading...
  2. Hello everyone,, I have yet to formally introduce myself - for cyberspaces' sake, names' Urliam. And I would like to talk to you about Adventure. Most veteran players are familiar with the renown epitomes of sophistication and design called "Twilight Impreium", "A Game of Thrones" and (if I may) "Through the Ages". Those same players are, most likely, also familiar with their would-be counterparts on the other side of the Board-Gaming arc. I speak, of course, of Adventure Board Games. Yes, yes... these mildly entertaining, somewhat repetitive, yet annoyingly addictive games such as "Talisman" and "Descent". These games offer a fast, easy to digest, let's-get-it-going sort of fun a few friends could enjoy at an easy afternoon. But here rises a rather curious point: These games, these... Achievements, appear somewhat lacking when forced to confront the major achievements of the Strategy Boardgaming design productions previously mentioned (and others not mentioned). I mean not, of course, to pass any foul judgment on these wonderful products of endless entertainment. I played my first game of Talisman at age 6 and am not the least surprised at how it has remained such a strong presence in Board Gaming all these years. No, What I rather mean to say is... That there has yet to come to being an adventure game of Epic proportions such as strategic board-gaming offers. World of Warcraft? while brilliantly done and highly entertaining - it tends to lose flavor after just a few games, and offers little in terms of Freelance Adventuring. Runebound? perhaps the closest thing to the mark, if you add all of the expansions together, but that's quite an expense - and still lacking in free will. Perhaps I should better define my definition of "Epic" in the boardgaming sense. In many way, an Epic adventure game IS your average tabletop pen-and-paper RPG. A game which allows you to consider multiple angles and define your own objectives and act either singularly or with a group. A game that offers you the ability to commit any act you can envision, while having the game respond to your action accordingly and in a sensible manner. A game where you more control on the outcome than the roll of the dice. Certainly, this is no menial task. After all, what I have defined here IS your everyday roleplaying game. However, there is a fair distinction: A Role Playing game would last for days, weeks, months and possibly years continuously. It will offer no real visible endgame agenda and no clear definition of "victory" other than what each player defines for himself. Lastly, It requires one player to actually sacrifice much of his free time and actual playing experience so he may (excuse my french) "Dungeon Master" it and describe the outcome of every action made by players openweb.vip/whatsapp-web/ https://19216801.onl/ routerlogin.uno/. An adventure board game would last several hours at most, describe tangible possible victory conditions and will determine dynamically the result of each players' action throught the game through its' mechanics. *flip-tosses a round silverpiece into the wishing well* I wish for a boardgame that would offer the liberating experience of freelance adventuring, in a wide-scale open world, fully dynamic and never similarly replayed. A game that is prepared to comply with nearly any wild whim your plastic character may possess and attempt to claim with it's particular set of skills. A living world, where the players are not always the core of everyday happenings - but where merchants, nobles, rivaling kings, insedious thieves and other adventurers shape the world constantly, and only characters who commit themselves to a certain aspect of the world (be it economics, crime, nobility, clergy or the arcane) can affect it directly. Yet, with all this staggering depth and width - a game that will only require a part of a casual players' day. Where instead of fully realizing the game in all of it's aspect in but a few tries... He would have to come back to it a thousand times more. And each time, would be 100% different from the last, only the rules stay the same. And, most importantly, a game where you as much control as possible over the definition and abilities of your own character. Perhaps I have somewhat exceeded in my little list of demands here. Even the mighty Twilight Imperium doesn't fill any of these strategy-counterpart requirements. But as they say, if you aim at the stars - you'll reach the sky. It is about time a truely epic and unmatched boardgame adventuring experience has presented itself. Urliam out..
  3. Hello everyone,, Recently purchaced Talisman the not long after Arkham Horror. Prefer Arkham although I am always having to look in the rule book which slows the game down. Looking for a new FF game. I prefer something with dice 100001.onl/ 1921681254.mx/ acc.onl/hotmail and not having to hold alot of cards and also a nice board to move around on, don't mind about length of game as long as it's good and interesting and don't have to wait ages between turns, 2 player or more but 3 or more if need be, what do you suggest ? Thanks...
  4. Hello everyone,, I live in Canada and I must say that the distribution for this book sucks! I finally went with amazon.ca but I'm still waiting the book to be delivered (after 2 weeks). Can't wait to read it but if you wish to succeed with your new line of books, you should have a better distribution.snaptube.cam/ syncnet.onl/telegram-web/ 9apps
  5. So, for my upcoming EotE session, my players will be returning to their homestead, an orbital refueling station, only to find an absolute mess. Turns out they've unknowingly ticked off a particularly devious pirate gang. This gang has managed to use the station by pretending to be normal customers, then while their freighter refueled, a few crew members came aboard to stretch their legs and window shop. Oh, and sneak in a few people to shut down the station's security systems and take hostages. Now, my party's face is coming back to the homestead only to find this mess. She will be challenged to a few hands of sabacc by the pirate captain. For every hand she loses, the captain will claim one station crew member as a slave to be sold off, and he already has one in a Thalassian slave collar. While the captain has several of his men watching the party's ship to make sure no one sneaks out to cause trouble, he's looking in the wrong place. Last session, the rest of my crew stowed away on a mysterious enemy's ship, having no idea it would lead them here. My general idea for the session is to let the face use her wiles and abilities to keep people focused on the sabacc game, winning where she can and cheating where she can't, always trying to subtly buy time and keep the enemy's eyes on her and their blasters in their holsters. Meanwhile, the rest of the party can focus on what they're good at. There's a long-range comm jam to disable, a security droid to repair, small patrols to deal with (quietly), a refueling enemy freighter to sabotage if they're feeling gutsy, etc.
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