Update 2024-03-27: Greatly expanded the "Samples" page and renamed it to "Glossary".
Update 2024-04-04: Added 5 million mid-2011 posts from the k47 post dump. Browse (mostly) them here.
Update 2024-04-07: Added ~400 October 2003 posts from 4chan.net. Browse them here.
I'm thinking about making a Mono-Green/Artifact aggro deck.
I want Thrun and the Troll Ascetics from Mirrodin, Fangren Marauder, and Engulfing Slagwurm to be the main creatures, as well as weapon artifacts like Darksteel Axe.
I also want to include the Overrun, Mirran Metal, Lead the Stampede, and the Green Sun's Zenith spells.
Can one of you experts make a deck list for me? I can't seem to get the right mana cost balance, and I'm a noob when it comes to artifacts.
I'll start DMing a new campaign soon, and all my players are fantasy-buffs, from books to playing RPGs, etc.
I want the first session to contain the biggest amount of anti-cliches possible. I've got some ideas, but most that I can think of would involve players and their backstories, not things that a DM does.
For example, I will introduce a seemingly-Mary Sue DMPC who will seem overpowered compared to the players, but have them be pathetic and die. A werewar will ask them to go kill 10 humans who are plaguing its basement. If the players end up in the tavern, there will be no fights, no one will come in asking for 5 adventurers to help him retrieve his caravan or any of that shit. It will be completely uneventful. One NPC will literally have a 'dark' past, because he used to be a miner and they only hired races with darkvision so they could save the money used in torches/light sources.
Sup, /tg/. My friends have convinced me to start running a Battletech: Time of War game. I have all the most recent hardbacks, I'm familiar with the BT rules, and quickly learning the TOW rules. Seems like an okay system. One problem: I'm not that familiar with the Battletech *setting*. I know the basics, and I played Mechwarrior 2, 3, and 4 way back when, but I'm not sure I've got enough of a grip to run the kind of game I want to.
I'm planning on setting the game in 3048, in the Federated Commonwealth, near the Lyran/DC border. The initial game will be a guerrilla war fought against a successful coup d'etat, young duke trying to regain his throne thing, leading (eventually) to the Clan Invasion of 3050.
Can you fa/tg/uys recommend some book set between the Fourth Succession Wars and the Clan Invasion? Specifically any dealing with Lyran/Draconis conflicts?
Who would win in a three-way combat situation, Tigurius, Mephiston or Draigo? Tigurius is the strongest psyker of the three, but his body and skills are weaker. Mephiston is physically the strongest and his psychic powers augment his physical prowess. Draigo is the most skilled of them, and his sword destroys other psykers, but his psychic powers are lackluster.
i'm just starting to get into Blood Bowl with a couple of friends. One plays Necro's the other plays Skaven. I chose a more bashy route and went with Norse.
I'm having trouble with my starting lineup. I know that I would like to have at least 3 re-rolls, seeing as how the Yhetee is kind of a dick. My team would look like: 8 Linemen, 2 Ulfwereners, 1 Yhetee, 3 rerolls and 1 apothicary.
The question I ask is should I completely forgo the Yhetee and go with something more like:
Been making a psyker for my game and I ran into a snag: How do you determine the number of powers you have? He's got a psy rating of 2 and a willpower of 40.
Where do you go to learn new techniques with the brush, washes and all that jazz ? All focused on minis, of course. I want to step up my painting a little, plain colors are starting to look really boring.