Guys, I want to talk about HELLPIERCERS. I bought this game a bit ago because I thought it looked cool, and I've read it, and I don't know enough people weird enough to play it with me, and I can't stop thinking about it, and I just have to talk about it with someone.>First up: what the fuck is Hellpiercers? And why do you spell it in all-caps? Do you have autism?HELLPIERCERS is a tactical tabletop RPG developed by SandyPug Games alongside a few people who did some dev work on some of the Lancer supplements. It casts the PCs as gnostic demigod heroes and veterans of the War in Heaven, who aided the forces of humanity in regaining their stolen gnosis and slaying the Demiurge, his Archons, and angelic generals. Having conquered Heaven and liberated the mortal plane from the tyranny of false divinity, they now cast their eyes downward, into Hell, where countless human souls remain enslaved by the demon lords below. Hellpiercers, armed with their god-slaying weapons, clad in armor forged from the corpses of angels, lead a war of liberation against the forces of Hell, to free the enslaved souls of every human who has ever lived.I spell it in all-caps because it's title is rendered in all-caps. I'm pretty sure I'm not autistic, but I've never been tested, so who even fucking knows?
>>97235095>That didn't answer my question, faggot. What the fuck is this game?HELLPIERCERS is a grid-based tactical tabletop RPG where you not only control an elite strike team of demigod heroes in battle with the forces of Hell, but also control the whole course of the war against the demon lords. Play is divided into three phases: RECON (reconnaissance), wherein PCs explore humanity's forward operating base in the City of Dis, plunging the depths of its catacombs and ancient, chthonian passages in search of knowledge, power and treasure (and also some journeying outside of Dis sometimes), STRATCOM (strategic command), wherein the players take a commander's view of the progress of the war, charting a course through the hostile terrain of Hell, marking objectives, spending resources to build new buildings and fortifications to unlock new subsystems and powers for the PCs, and attempting to predict and outmaneuver their enemies, and TACCOM (tactical combat), which is mechanics-dense, grid-based tactical combat a la D&D4E, Lancer, BEACON or ICON, where the goal is to destroy your enemies, push the frontlines of the war forward and capture resources to use to your advantage.
>>97235099>So the PCs get to be crazy-strong DOOM Guys. How the fuck does the GM get to have fun?In STRATCOM and TACCOM, the GM plays the role of the forces of Hell, three demon lords chosen at the beginning of the campaign (it's assumed that the ones who go unchosen were defeated by the others before the game started; demons fucking hate each other) with their own factions, their own unique units, their own upgrades and special terrain. The PCs gotta beat all three of them to complete the liberation of humanity, and they have to whittle away at the resources of whatever demon lord they're fighting this time, often crossing swords with the demon lord's generals and sometimes even the demon lord themselves, before they can have the big, bombastic final battle in the demon lord's stronghold to take that faction off the map. This creates its own sort of pacing, because taking the fight to one demon lord necessarily means ignoring the others, who can use that time to get access to stronger and stronger units and fortifications and solidify their position on the board, so they'll keep pace with all the new tools the PCs get along the way. It ensures that the last demon lord they fight will always be the strongest one, because they've had the most opportunity to establish their power base while they were being left alone.All the while, the GM is also building up resources, having the demon lords use them to construct their special facilities and activate apocalyptic rituals to always keep the players on their toes. I like the one where the demon lord takes Mars as their new headquarters and can just attack the FOB if they feel like it, almost as much as I like the one that just puts a fourth demon lord into play.
>>97235104>Okay, that does actually sound pretty cool. Where do I get it? Also, if you post a link, you're a paid shill and need to buy an ad and kill yourself.I'm not gonna do your fucking homework for you. You have a name. That's good enough for Google.>Why make this waste of a thread in the first place?I don't know. I got it on a lark and happened to think it was pretty cool, but HELLPIERCERS is a pretty small game and no one's really talking about it. I want to talk about it.
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>>97235104why would the player characters being strong prevent the DM from having fun?
Is it fun solo?
>>97235113>NOOOOOOOOOO! YOU'RE NOT ALLOWED TO TALK ABOUT RPGS ON /TG/
>>97235138If it were, I'd be playing it right now. As it stands, it's hard to wrangle four other people into the same time slot to play an obscure game with a tense tactical ruleset that asks players to think about the long-game right from the beginning.
>>97235095>It casts the PCs as gnostic demigodStopped reading right here. Into the trash it goes.Granted, I should have stopped here> people who did some dev work on some of the Lancer supplements. But I was feeling generous today.
>>97235148no, you're not allowed to advertise, actually. buy an ad.
>>97235108>You have a name. That's good enough for Google.And his name was OP, and he was thus proven a faggot, and the saddest of shills working overtime on Christmas Eve.
>>97235119Some GMs get mad if PCs are considerably more-capable than the things they're expected to fight.
>>97235353why?
>>97235360I don't know, man. Mundanefag shit? They also want to be able to do cool shit with their guys?