We have come across a dead Space Marine, Gene-seed apparently still intact (no holes to say it was removed), and for the most part, the party says they want to retrieve the seed and return it to the Chapter for brownie points.
However, from the back story of this character, he was a World-Eater...
so wh40ks world is there are various ginormous race/culture factions constantly at war with one another in a very 1984 sense where no one ever definitively wins and its all pointless skirmishes. Humanity is ruled by a god-emperor kept forever alive by a combination of psychic power/genetic manipulation, and cybernetics.
players are going to be humans as part of a legion in a squad taking part in some holy crusade or other and will probably die in the worst possible way fighting aliens
Damn. I have seen a lot of bashing on this site but you guys are butchering this game. Surely it wouldn't be as popular as it is if it was as bad as you guys say?
Hey how do I get rid of the "This question may have an answer here" Thing on my question? The answer he is talking about quotes enlarge person which is unrelated to my question. rpg.stackexchange.com/questions/47489/…
Yes, and if you flag an answer, you can flag for a number of things, including "This would be better on another SE," or "... better on a different type of site altogether."
@JoshuaAslanSmith this one though projectmultiplexer.com/2014/09/07/… has some serious plot hooks since 5e explicitly says selling magiked loot is hard
random question: What resources would you suggest for developing campaigns out? I've got a premise(sp?) but finding how to tie the arcs together is proving difficult, and I'm running out of time.
After all, your players are going to wreck all your plans anyway, so you might as well just keep your arcs as guidelines and let the players lead into them.
aye, the trick is getting them all into a can.. in space =D The premise is that about 20-40 years in the future, fusion has been mastered (aka, society is more accepting of mage happenings), leading to the first colonization ship departing for mars, there is already an outpost setup there
the mage run ship needs the 30k+ people and permanent presence there because X, could be as simple as rounding up the best minds of the planet and sticking them together, but of course, there is an ancient vampire who has traveled the whole of the world, bored of killing and drinking blood in every city, gets his way on the ship
the WW view it as a violation of gaia, and abomination, willing to take it down
ideas / suggestions, I'm looking to fill in details where possible,
^nailed it @MadMAxJr think, new punk, with a dark twist of corpratism
I'm trying to really come up with the plots under the plots, so its easy to see why mages would want to gather all these 'cut above the experts' in one place, to snag emerging mages, and train them. Cuts out a lot of work.
but something like one of the 7 seals is located on mars...
but adapted for the nWoD setting, I haven't delved deep enough to know what should be there. make sense?
"Okay gang, it's been a year and it's time for us to take a break with another game system..." "How about X?" "No! It's too simple and impairs creativity!" "How about Y?" "No, it's far too complex!" "Then, how about Z?" "I don't like the theme of Z!" There is no pleasing players. :|
@Emrakul If I ask them that, it will be Pathfinder until I get to old age, pursue lichdom, wither to dust, migrate to demi-lich, and continue running until the souls snuff out.
I'm creating a character who is intensely Francophiliac without knowing much of the culture or the language apart from some really exaggerated stereotypes. He should have a French pseudonym, "superhero name", but I want it to have a bilingual gag (=it should sound cool but actually mean something less than glamorous)
So far I'm fond of "Pamplemousse" - it sounds kinda posh, aristocratic and very French (despite being a loanword from Dutch iirc) but it only means "Grapefruit" which comes a bit short of being an awesome bilingual gag.
I've been doing some Role-playing for awhile now, and I've noticed there are two kinds of RPGs. There are the "hard" RPGs like DnD that have a dice roll for every single little bitty thing. Every thing has a system and a storyline. Then there are the "soft" RPs where there is a GM, but his job is...
@roscoe_casita It's not a task that'll be solved in a day. I think I need to sit them down and facilitate a more in-depth conversation as to what they want out of group sessions.
I'm not getting rid of them as they play fantastically together. Voting won't work, it'll likely slide into a 3v2 skew every time leaving one side unhappy.
I'll just talk it out and find the root causes at some point.
I hope you don't have anyone that's like one of my players. He wants to play anything as long as it's D&D and it's 3.5 and it's set in the Forgotten Realms.
maybe the hat idea, maybe make something like a rule "Ok, you don't like the new and different things: Your homework: find a system you do like, and it has to be new. We play that next."
I always go for making the naysayer suggest an alternative
it comes from when protesters in berkley where on campus. The president of the college came out on the podium came out and said: "We know what your against, we know what you complain is a hardship. Tell us what you are FOR. Tell us what you will promote."
crap, I screwed that up, but it gets the jist of it
The Dark Eye (TDE, German: Das Schwarze Auge (DSA)), is a German role-playing game created by Ulrich Kiesow and launched by Schmidt Spiel & Freizeit GmbH and Droemer Knaur Verlag in 1984.
It is the most successful role-playing game on the German market, outselling Dungeons & Dragons. Many years of work on the game have led to an extremely detailed and extensively-described game world. Droemer Knaur dropped the project in early 1989; after the bankruptcy of the Schmidt Spiel & Freizeit GmbH in 1997, publishing was continued by Fantasy Productions (which had already done all the editorial work)....