>What is Exalted? An epic high-flying role-playing game about reborn god-heroes in a world that turned on them. Start here: http://theonyxpath.com/category/worlds/exalted/
>That sounds cool, how can I get into it? Read the 3e core book (link below). For mechanics of the old edition, play this tutorial: http://jyenicolson.net/exalted/. It'll get you familiar with most of the mechanics.
>Gosh that was fun. How do I find a group? Roll20 and the Game Finder General... Comment too long. Click here to view the full text.
>>44078262 >What kind of craft charms would you all like to see out of Infernals and Lunars? I'm not convinced that Lunars should have Charms specifically for Crafting, though obviously they should have Charms that can also be used to help with Crafting. As for Infernals, I'd kind of like something that lets you use the Craft Ability to 'craft' living beings. It just seems appropriate to me.
>>44078674 Mainly because I don't see how such specific Charms could feel like Attribute-based Charms rather than Ability Charms in denial. Obviously I'd had nothing against it if the devs or someone else came up with Lunar Craft Charms that feel thematically appropriate for Lunars, but I don't see Lunars having a set of Craft Charms as all that important. Something like, say, a Charm that lets you complete the design part of any project in your dreams, shortening the time actual execution takes, maybe giving... Comment too long. Click here to view the full text.
>>44078209 [Andrew Johnson] 1. Your father in law and the other tribal leaders inform you of the going-ons of the camp. At first, before you arrived, times were difficult. An influx of refugee's from the other nations, gigantic bugs roaming our hunting grounds, we were running out of space, out of food, and out of hope.
Then things changed when prophet showed up. His messengers came with great supplies of corn, corn which has so far sustained the tribe for a long time, and calling all able bodied men to war allowed... Comment too long. Click here to view the full text.
>>44078222 2. The original officers that greeted you earlier have left, as of right now Captain Harland and Lt. Greely. Thanks to your previously military experience, coupled with the fact that you served under Colonel Buster and are, after explaining, the acting Chief of the village, the welcoming they give you is relatively warm. You all know the Union prefers to get straight to business, so excessive cruelty is unnecessary. They're only job is to pacify occupied territories, and make sure the railway gets through and... Comment too long. Click here to view the full text.
>>44078050 Maybe. It shares two colors with each of the decks you mentioned, so it might not be immeasurably different. I think you could just slam good BW removal/ efficient creatures into a deck and then use Oros or Gisela as your win con. I'd probably be almost more of a control deck without the counterspells, which would be kind of a problem. I think it could be done, but there are probably JUST better options.
Slightly longer answer: Medieval mob ball crossed with gladiator combat from the coliseum.
Long Answer: Guild Ball is a table top skirmish game for a fantasy sport. You win by reaching a set amount of points before your opponent, which are gained by taking out his team, scoring goals, or a mix of the two. Playing Football or focusing entirely on combat are equally viable ways to win.
Teams represent one of the various trade guilds, currently there are 8 playable guilds with more being released next year. Guild ball is simple to pick up but hard to master. Teams are composed of six models, fielding a team for a full sized game costs <$100 USD.
Rules and templates for proxy models are available for free http://guildball.com/#downloads
Abridged Lore: > Stupid humans are stupid humans and start fighting amongst themselves. Conflicts continue and escalate, strings of wars break out across the entire continent that become known as the Century War > Century War is fucking ruining everything. The various trade guilds realise this is ultimately going to do nothing but bankrupt them and leave all their customers dead. > Guilds unite behind the political scenes and simultaneously lean on all the weakened countries to eventually broker a peace. > Realising that humans are fucking stupid ass animals, if they don't give them something to channel their aggression and nationalistic pride into the peace will be shortlived and the wars will resume. > Guilds nationalise mob football, a popular peasant game in every country, as Guild Ball. Guild Ball essentially becomes Europe's The Premier League + Roman Gladiator fighting. > Guild ball is keeping the peace but also now making the guilds a fuckload of money.
I want to get into wargaming, /tg/. I'm thinking about giving it a whirl with the "Little Wars" rules set, as written by H. G. Wells. Is it any good? Also, what would be a suitable (affordable) gun to use in the game? Those naval gun replica's seem to be quite pricey :/
So I want to a campaign. >One of the first manned deep space missions launched by humanity >Players are, of course, the astronauts(? considering calling them something else) aboard this ship. >They will land on an alien planet where strange radio signals emit >To the untrained ear, these radio signals are nothing, just random noises produced by radiation >But they form a very clear pattern, a repeating message maybe Comment too long. Click here to view the full text.
>>44076445 Is it unclear because you don't know what it is yet and you're making it up as you go (The X-Files technique), or have you actually worked out anything to back up the mystery?
By the way, if you want something to back up >To the untrained ear, these radio signals are nothing, just random noises produced by radiation check out >http://linas.org/theory/seti.html which talks about exactly that - why "apparently random noises"... Comment too long. Click here to view the full text.
So I have a plan with the campaign I am going to be starting where I start the players off as next to nothing, wearing only rags and starving, unable to get food, but then slowly over the course of the campaign building them up stronger and stronger (obviously). As the campaign goes on the weapons and armor they receive are going to reach ridiculously over powered levels. Things like a sword with infinite length and deapth. Stuff like that. I'm going to end the campaign with them ascending into godhood and giving them the option to change whatever they want about... Comment too long. Click here to view the full text.
I think you're thinking a little too big at this point.
Campaigns are fragile things. Most end well before you'd like them to, and they never end the way you expected they would.
From what it sounds like. you've got a really, really, really long campaign in the planning stages, and my major recommendation is to just look at the idea realistically. It's probably better to plan more things for the beginning of this campaign, rather than focusing on the far distant potential future.
>>44075857 This is standard for me. Works pretty well, however, since you haven't even played the first adventure and are already planning for the next campaign, the campaign you're going to run is going to be shit because of it.
You should look up dawn of worlds, which is a minigame for setting creation. Do that instead of waiting twenty levels to do something which should be standard
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