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Flames of War SCANS database:
---Includes our Late War Leviathan rules!
Official Flames of War Free Briefings:

Current /tg/ fan projects - Noob Guide &FAQ, and a Podcast
Quick Guide on all present FOW Books:

Archive of all known Panzer Tracts PDFs: http://www.mediafire.com/folder/nyvobnlg12hoz/Panzer_Tracts

WWII Osprey's, Other Wargames, and Reference Books

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guys, my bud doesn't really know German WWII uniforms outside movies, and he wants to paint germans
can we get rare posts of ref photo's and charts? mine seem to be missing!
i'm going after google as we speak
Check in the Scan Database, there should be Art of War 2 which is all about how to paint Germans.
art of war 1 is not...what is it labeled, i only see 1 art of war
What do you mean? What is it?
but Colors of War: germans tends to die at page 20 or so...the PDF is wrong somehow.

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Cool familiar ideas? One of my players has a giant firefly that serves as a light source for the party members without darkvision.
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The Cane from Citizen Kane
Or a human from the future.
They're less intelligent but can use cool technology.
Great idea, now everyone can see that you're coming!
A colony of Clostridium Botulinum. Evokers got the flash, I just get rid of trash.
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Wizards pair with psuedodragons, so I say Druids pair with Faerie Dragons (aka best dragons)

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> He's using book covers again.

That's right boys, I'm bringing sexy back... edition.

> Resources (Crunch, Lore and Warhammer Fantasy Role-play)
WFB: http://www.pastebin.com/8rnyAa1S
WFRP: http://www.pastebin.com/0e6RuQux
Novels: https://mega.nz/#F!9Lw1WIRZ!eKxkOlAQwuZO3_8pHOK-EQ

> We're looking for these novels for the archive

> Alternative Warhammer Miniatures and Manufacturers

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Are you calling me an AoSfag? Why? Because having a 'the world is going to end in war and fire' in the background of a setting is a thing, and it shouldn't have actually been fleshed out and looked at?
>defending End TImes
>not AoShill
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>only a lot worse executed
>it shouldn't have actually been fleshed out and looked at
>"defending End Times"

Are you retarded?

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How do you GM's handle scenarios where there are like 4 or 5 npcs talking to each other? If the PC's are there it's basically you just sitting there talking to yourself.
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Describe the subject they are talking about, maybe making note of sides being taken. If the Players ask for more info, i'll generally describe the NPC's position on the matter and whats causing them to be at odds if its also likely to come up in the discussion.

If these NPCs are very note worthy or are doing something that affects the story, I'll likely have planned ahead a piece of the conversation with each NPC's exact dialouge. After having told the players that, I'd probably just say 'their conversation continues in that manner, a stalemate with no side giving in' or 'each having voiced their piece, (a)the group falls quiet, intently thinking over the others arguements/(b)the once heated discussion escalates into a fervent shouting match as each reprimands the others' approach'.

How the fuck do you get in that position?

Also, screw dialogue, abstract the fuck out of it.
>Short, summarised accounts rather than doing the full dialogue, only switching back to the latter when the PC's have a chance to be involved.

Just say what's important, your players don't want to listen to you basically talking to yourself for 10-15 minutes. It's best to just avoid such a situation all together if you can or it's at all possible.

>Don't these two kind of kill immersion?

Listening to you do your 1 man impression of "Yes Minister" will kill their immersion.
Just contrive a way to avoid it. Maybe they find the minutes of a meeting, or they run into one of the NPCs complaining about it at the local alcohole. Maybe there's someone willing to spy on the meeting for the PCs and who tells them about it afterwards. Never just do it outright, though. Fantasy novels can get away with it, but our GM archetype is a multiclass with performer.

Alright, rule lawyers: Let's see some snake-in-the-grass style powers or abilities that can be exploited on an absolutely dramatic scale while appearing comical, or weak. As long as it's not some sort of instakill power, it should be usable. Magic permitted.
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bag of holding
As long as my eyes are closed, my ears covered, I'm not speaking and I hold my breath, I'm completely invisible and undetectable
Oooh, that's good anon.
A cursed lockpick that can only close locks, whatever lock it closes can never be opened again
>The animal understands you as well as a human does.
>No one can understand a drunk Welshman.

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So /tg/, while there are a plethora of pirate and privateer supplements out there, what is something YOU as a player would hope to see in a pirate themed campaign? As a backdrop, I am GMing for a group of 3 (dirge bard, forgemaster cleric, bladebound magus) in a PF ruleset. Thus far, they've built a sea worthy vessel and recently a combat capable ship, and are doing favors for pirate lords on their respective islands. But, I feel I haven' truly captured the feel or atmosphere of pulp piracy, the reason everyone wanted to play, I imagine.

So, what would you hope for your GM to have in your pirate sandbox?

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/dcg/ Dropzone/Dropfleet Commander General

Voluntary Conscription edition

Last Thread:

>Hawk Wargames website, with links to models, rules, and forums

>DZC rules, units, errata, etc

>DZC Phase 2 Rules and Scenarios

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>play match with zero ground combat
Either I set up this map poorly, or me and my UCMbud are overly fixated on fleet combat.
how many nawlins is that? I'm only seeing two on the mat.
You're overestimating armour and underestimating pure hull numbers. A Moscow will be crippled with one turn of fire from the Akuma, and needs 2 turns on average to do the same back. Not to mention that people don't tend to want their Akumas killed and will focus fire on anything approaching them, which is especially easy if a ship has put a major spike on itself.

I've killed Akumas. I know the counters. They're just unreliable and inefficient, and can be countered themselves by a good player. Battlecruisers are things that must be focused fire upon in order to be killed with any speed, and full cloak takes a huge shit on that while the Akuma's guns ensure it doesn't need to get close. The only thing that even comes close is unshielded Shaltari ships, but even they're about double the Akuma's sig with a major spike added.

Shaltari fuckery and PHR troopships are their own issues, nerfing Akumas does not preclude nerfing them.
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Two Nawlins and an Atlantis standing in for a San Fran. I guess the assault troopship spam meme falls apart when your opponent loads up on combat cruisers?

We ended up completely even on VP (go figure) and called it a tie since we didn't want to bother calculating kill points.

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Welcome to the Old School Renaissance General!

>Sweet Sweet Trove:
>Online Tools:

>Previous Thread:

What's your favorite obscure or homebrewed monster?
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Fuck I love Reviewbrah, that dude always cracks me up, even in meme form

Okay, as you were
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More snake-ladies!
New thread lads
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>avant garde """"art"""".
Looks stupid.
Just roll 3d6 for each score. Your character is allowed to have flaws, you know.

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"The Troll Feeds Us" edition

>Savage Worlds Troves


>Web Tools

>Previous Thread

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Fair enough, I actually think wild attack would be more balanced if it didn't combo with other things. Kind of hard to have -2 parry be a downside when a wild sweep cleared every mook around you off the table.

That way it would keep its utility as a finisher, and a means of making untrained mooks a threat in a bar brawl, but the downside would actually come up.

I could see that. Like some fraction of the gang up bonus becomes a to hit bonus, like half round up. That way you'd be getting +1's pretty often, but not all of the time.
It's because d4s roll like shit.

Savage Rifts has retarded range of power levels. Rifts has always had this issue. Add in the shitty "all or none" toughness mechanic of SW and look what you get.
Found it just for you
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Anybody know of a Weird War I collection download anywhere?
Is the ruthless drawback appropriate for non-supers games? I was thinking of requiring that casters pay for their arcane background at least in part with the minor, or fully with the major version for a more Conan flavour, but it strikes me as the kind of drawback that's really only noteworthy in a supers setting (as far as I can tell, everyone is expected to be kind of ruthless in sword and sorcery).

What alternatives might work to achieve the desired flavour?

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Full Metal Baguette
>Sit down and look at the camera
>But I love you
That old lady looking at his ass like DAAAAAAAAAAAAAMNNNNN!
Woody Harrelson?

Dr. Contempto.


How do you develop a villain in a ttrpg? Most if not all development will happen off screen. Most villain development happens when the characters can't see anything that happens to then. How can I develop off screen characters in a ttrpg without basically just writing a short story? This has to be the main thing that makes me get upset about ttrpgs in comparison to books or movies when it comes to their ability to tell a story.
Wait to have these off-screen events take place until certain "trigger" events, involving the PCs, take place, so that the players feel more involved and the villain's development feels more natural to them.
Could you give an example? Are you saying to have the characters cause all of the villain's development? That doesn't work very well.
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A few simple maxims.

Show, don't tell. Let the players piece together the identity of the villain and their motives. It's actually pretty fun if various NPCs actually believe the villain is a good guy or couldn't be responsible, but the PCs keep on stumbling on evidence that points in their direction.

Set a strong theme. There's hundreds of types of villains, and it's a good idea to be able to really cement who your villain is in as little as a single sentence. That doesn't mean to make a shallow character, but to make one that has strong thematics like "Fire mage who serves a dark god's dream of being reborn from an empire's ashes" or "Undead Knight who makes minions out of the friends and families of his enemies", so that the player's can begin to recognize their handiwork with more-or-less subtle clues.

Leave things to the imagination. Don't worry about charting the villain's entire life and plan from birth to the end of time. A few clues are enough to create a mental image, and it's sometimes better to let the players fill the gaps for themselves.

Feel free to switch out who's in charge or otherwise change your villains. It's not always apparent who's actually in charge if you're just dealing with the bottom end of different villains' plans. Feel free to test out different villains, and when one seems to connect with the players, go ahead and have the story focus more on them, even to the point where someone you initially imagined as a lieutenant to a powerful archmage actually ends up as the master general with the archmage as their vizier. Just keeps things fluid, and be ready to adapt the villain to how the players react to them.
There are six questions you should ask yourself when creating any kind of character to help flesh them out. Simple, short answers to the questions work best as it gives you a bit of wiggle-room and prevents you overthinking.

1. Who?
Who is the character?

2. What?
What is the character?

3. Where?
Where is the character (currently, originally from, etc)

4. When?
When did the character start doing what they're doing?

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How do you like your assassins?
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forgot my pic
It was pretty fucking cool at first, but Ubisoft should have given up after 2. Fuck Ubisoft.
Did....did the Spy put piss in his cup when he wasn't looking?
Edgy, but amusingly so.
It does say number one sniper right on the cup.

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What's the best system to run this in?
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This or maybe Exalted
Maybe. How would you stat a blubbering bag of babyshit in FATAL?
Pathfinder was made for this.
yup, Pathfinder. probably a prestige class specifically for it too...


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what's your favourite thing about DMing?
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that's right brother
that gaming group ain't ready yet
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Running Beholders
When you're a DM, it's always easy to find a group, no matter how much of a fag you are.

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Do you have a recurring comic relief NPC?

Tell us about him
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The context is WIZARD
They're all true, simultaneously.
gods that sounds fucking hilarious

He throws the bones a lot
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He's a pervert that often times stalks us and is walking about the town harassing children. He rubs his nipples out of habit. Often times he gives us tips and hints on our quests. Mainly, he's just there to fuck up our shit.
Young AJ was a top-qt, also a better wrestler


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