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I may or may not have homebrewed everything.
making your own TTRPG is a fucking pain
I may or may not have homebrewed everything.
It is pretty hard, yeah, all I actually did was slap 40k Kill Team mechanics into DnD 5e. I didn't actually have to do all that much, really. It's just time consuming.making your own TTRPG is a fucking pain
It is pretty hard, yeah, all I actually did was slap 40k Kill Team mechanics into DnD 5e. I didn't actually have to do all that much, really. It's just time consuming.
I had originally wanted to do a S.T.A.L.K.E.R TTRPG but couldn't find any models for it.
Probably wouldn't be too hard being honest. It's just taking the time to do it.i know of people who still want to make a HL2RP TTRPG
A project I have been thinking of doing. I just don't know if I'll ever use it or share it haha.i know of people who still want to make a HL2RP TTRPG
i know of people who still want to make a HL2RP TTRPG
Anyone got any Dungeon Master tips? Gonna be doing it first time soon-ish (if we can beat the real boss of DnD - finding the time to do it).
@MaXenzie is my favourite DM I've ever had.fun comes first, always
anything that initially seems unbalanced probably is balanced.
if everyone at the table is having fun, including yourself, then you're doing DMing right
This!@MaXenzie is my favourite DM I've ever had.
That being said, him and I run things very differently.
My advice bottles down to:
• Never be afraid to say no to something. Be that homebrew (which is almost always broken), an action taken by a player, or someone asking to roll something.
• Encourage everyone to RP. Even if they're not used to it, it'll take some time, and when they come out of their shell, it's a much more enjoyable experience. (This being said, don't push people further than they actually want.)
• Start simple. I recommend Lost Mine of Phandelver, a 5th Edition DND campaign.
• Don't be afraid to kill characters. People developing the idea that their characters are immune to punishment, repercussion and death - is problematic after a long time.
• Remember, it's not you versus them. You're all telling a story, together.
This 100%.This!
and also every DM is different, some people have different styles, so don't try to copy someone's style that might not fit with you, so try to find your style and what you are most comfortable with and when you have players see how the party interacts with each other, some party's might have some members who do not have a good cohesion with the party, and while rare it can happen so it's ok to talk with player's individually to sort those issues.
I've really been looking forward to it for this reason. I also like the idea of RP potential while we're face to face, mostly because I know my irl gremlin friends will be more than capable.• Remember, it's not you versus them. You're all telling a story, together.
Anybody have experience with Dark Heresy?
Is it worth playing the 2nd edition I've been in the mood for some 40k shit
i heard wrath and glory is more wackyi have experience with trying to play it and then stopping at character creation.
i recommend Wrath & Glory for something less insane
i heard wrath and glory is more wacky
and i know 40k is VERY wacky but i do enjoy when you sit down and take the world seriously and appreciate the dystopian horror
can you get that tone from wrath and glory?
my grims are darking and shit rn you feel me?just set it somewhere dark
Wrath & Glory is very open-ended because it has rules for playing basically everything up to inquisitors, orks, dark eldar, commissars, space marines, and inquisitorial acolytes
but you can just run a Tier 1 campaign for something grittier
Anybody have experience with Dark Heresy?
Is it worth playing the 2nd edition I've been in the mood for some 40k shit
i heard wrath and glory is more wacky
and i know 40k is VERY wacky but i do enjoy when you sit down and take the world seriously and appreciate the dystopian horror
can you get that tone from wrath and glory?
Dark Heresy is definitely the most flexible and freeform out of the 40K games in my experience, but yeah - the 'wacky' factor for plotlines and what you 'actually' do in the game. It's Mission Focused, Low-Power, and has a mix of dungeon crawling and social interrogation.
Wrath and Glory is lauded as having a system that's more steamlined and much better mechanically than the d100 system you see in other 40K games. Though tbf the d100 system, while it has a small learning curve, is easy to understand and get used to. But one of the big appeals is that W&G condenses and boxes in the math in a tighter way, which makes for more consistent results. It's also very easy to get off-rails with W&G and improvise as need be, even though you can do that well with any system if you have a good core fundamental understanding of what game you're playing. Also, you can pretty much play any of the older 40K games in W&G to my understanding, since it's trying for a more modular approach.
Personally, even though I don't play 40K a lot, my favourite tabletop 40K game that I have played is Rogue Trader. You're basically playingPirateCorporate Star Trek in an incredibly dangerous, deadly universe where everything tries to kill you. It's very player and narrative focused, and - while the mechanics aren't really that great with certain subsystems - the setting is incredibly fleshed-out and fits almost perfectly with the more 'serious' and truly 'grimdark' aspects of 40K, because space travel is fucking horrifying. The PC's are immensely competent and very powerful from the get-go, so they tend to face more of the bigger and more harrowing threats within the universe.
Plus, giving it a read-over will prime you for the Rogue Trader CRPG coming out in like two days by the same people who made the Pathfinder games.
Hope I can run an all guardsman party.Plus, giving it a read-over will prime you for the Rogue Trader CRPG coming out in like two days by the same people who made the Pathfinder games.