a-wa-c
a-wa-c
1K posts
he/him, 28 y.o. Aussie. You can ask me stuff and I may have an opinionI've started making YouTube videos about Tabletop Roleplaying Games, and post about it here along with memes and mini painting. I also shitpost under the name Kunnin' Warboss.
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a-wa-c · 20 hours ago
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I have replaced God in Pascal's Wager with goth girls and I'm living a much better life
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a-wa-c · 2 days ago
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Excellent. I'll keep all that in mind.
Thank you muchly.
Hey mate, I'm looking to run Iron Sleet soon for people and I would love to know if there is anything advice that would help me running the system?
Anything to recommend to players, anything to avoid from my end as a GM, etc.
lots of enemies, players can be very tanky so the ability for enemy reinforcement is pretty critical. Also if you think the players have a little too much stamina sometimes use a flash bang on them.
Also making fun pretty overpowered bosses can be a lot of fun and will help the characters feel a little threatened.
The most important thing though is making sure your player's and yourself are having fun.
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a-wa-c · 3 days ago
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Once again, the fashion industry strikes.
No pockets in that outfit for all the bombs.
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Artillery witch
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a-wa-c · 5 days ago
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"I feel there is a certain arc that you see among tabletop gamers, especially those who get their start with D&D. D&D is, like anyone’s first RPG, the gateway to a new world, a new mode of expression and imagination. While lots of people enjoy games, some end up enraptured, vibrating at the thought of what they can do and create. So they become a DM and start writing, start doing as much as they can with the game. And they start hitting walls. Some of the walls are from the game; the sort of ‘game logic’ of D&D only tells a limited palette of stories no matter how much the marketing says otherwise. So they try another game. And another game. In most cases, game logic still prevails. Some of the walls, though, are from the other players. Even if the DM wanted to try another game, the players wouldn’t necessarily go along with it. And from the perspective of the person who was most excited by the game, it certainly looks like the other players aren’t taking it seriously enough. The stakes that our aspiring writer sees in their worlds, the other players…don’t. So how do they fix this? How do they make everything feel serious to everyone at the table? How do they make the players feel the way they feel?" - @levelonewonk
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a-wa-c · 5 days ago
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So yeah... I already have the Iron Sultanate and Heretic Legions....
...and now New Antioch and Court of the Seven-Headed Serpent are also on the way.
Lord knows I don't need any more miniatures games, though that still doesn't stop me, but I see a game that has a unit called "Artillery Witch" and has this art for them:
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...then I may not be able to control myself.
Trench Crusade is the game it's from and I believe they have a few models out for it, but it's still just in playtesting at the moment.
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a-wa-c · 8 days ago
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A grab bag of art from my recent TTRPG project Iron Sleet
I would really appreciate people checking it out. It can be found at either of these sites
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a-wa-c · 9 days ago
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Hey bro...
Nice rat.
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We can no longer live as rats, we know too much...
After a weeks of converting and painting I'm finally done with my Skaven-Cawdor gang! Here's Nicodemus my leader, name inspired by one of my favorite movies the Secret of NIMH. All of my gangers are named after various rodents from different pieces of media.
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Here are my two champions, Justin (Secret of Nimh) and Ratigan (The Great Mouse Detective) I am very excited both for my big grenade crossbow and my flamethrower chainsaw to wreak havoc!
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Here are some assorted gangers. Now I don't need more blunderbuss polearms.... but if I get another box of gangers I'm gonna build more of them!
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And here are a handful of my juves with assorted pistols and melee weapons. This isn't all of my gang. I have a good 30ish guys painted. I'll post some of the other models later. One of my friends from my current Necromunda campaign is starting his own campaign later this month so I'm gonna run these guys. I'm super excited!
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a-wa-c · 9 days ago
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A sure sign.
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a-wa-c · 11 days ago
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Knowledge is power.
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a-wa-c · 12 days ago
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a-wa-c · 12 days ago
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I think I'll run this for my RPG Roulette for a bit. It looks like a great game from the quick squizz I had of it.
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The day has come. Iron Sleet A free TTRPG about military operations in a magical world is finally available.
I would really appreciate people checking it out. It can be found at either of these sites
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a-wa-c · 14 days ago
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This is kind of a weird one I guess but do you have any recommendations for urban fantasy games with crunchy combat that can utilise battle mats or terrain? ideally ones where the general population don't know the fantasy elements exist. Something with a vibe like fighting monsters and gangs in abandoned malls and subway stations instead of dungeons.
I wanna build terrain for an urban fantasy game but all the ones I see seem to be ones where combat isn't a huge focus, or they're very rules light, or combat is super deadly so you don't have an opportunity to screw around with positions a lot.
Thanks -w-
THEME: Urban Fantasy w/ Combat.
Hello! This is a pretty tall order, and I think that what you're looking for is closer to a war game than a ttrpg. I'm going to include a few tabletop games here, since that's my thing, but I'm also going to show you a little bit of what I found from the Wargame Vault, in case you find that to be a little more in your wheelhouse.
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CAIN, by Tom Bloom.
Humanity is cursed, host to a roiling psychic sea barely understood or controlled, a phenomenon arising purely from the darkest portions of the human soul. While most humans are blissfully unaware of its presence, others are more sensitive. When it grows wild in these hosts, SINS appear, terrifying supernatural monsters that are anathema to reality itself.
CAIN is the solution, the global supranational shadow organization dedicated solely to the hunting and execution of sins. It’s mission is clear, its purpose steadfast. Is there anything better than a good hunt? Just think, you’re all set to slaughter to your heart’s content.
YOU are an exorcist, a powerful psychic soldier and tool of CAIN, honed and wielded for one purpose: WIPE OUT THE STAIN.
From the same person who brought us Kill Six Billion Demons and Lancer, CAIN is definitely focused on the hunt of something that regularly, everyday people can't see. The game uses d6 dice pools, and draws on a lot of narrative cues that I've seen in places like Blades in the Dark, so I don't know if it's necessarily as map-oriented as you'd like, but there might be something tactical in the choices your characters might have to make.
CAIN also puts a fair amount of stock in something called a Category, which is a scaling system to help you determine how effective any given action might be, depending on your character vs the type of supernatural power they are up against, as well as an exorcist's level of skill, the number of people involved, or how much of an area one might need to cover. The game definitely feels like it will reward you if you manage to attain some system mastery, so if you like that kind of challenge, you might like CAIN.
Majestic 13, by Snarling Badger Studios.
MAJESTIC 13 is miniatures-agnostic tabletop wargame where you command an elite team of alien hunters in a secret war to protect the Earth.
To the public, the modern era of alien encounters started in Roswell, New Mexico, on July 8th, 1947, with reports of a downed alien craft, which were quickly retracted and replaced by the story of a weather balloon. The public remains suspicious but accepts the story and moves on. Conspiracy theorists claim the government absconded with alien bodies and technology and hid everything from the people. Both stories are, of course, wrong.
Secrecy? Check. Monsters? Check. Terrain & combat? Absolutely check. Majestic 13 is not necessarily an urban fantasy game, but I think that you could swap out the aliens for fantasy monsters and you'd be pretty darn close. This is also a war-game, so it's definitely focused on the logistics of a drawn-out fight, rather than narrative beats. I think perhaps one of the biggest drawbacks of this game is that it's designed for only 1-2 players, so it would be difficult to bring this to a larger table.
Mad as Hell, by SoulMuppet Publishing.
Mad as Hell is an anti-capitalist demon-hunting exploration of activism and community. Play as Radicals, members of various Communities, banding together to fight the literal demons of capitalism.
The only way to kill demons is to understand what quiet violence created them in the first place, work out how to solve that problem, and turn it into a weapon. You might kill a demon of mouldy water with a purifier, a demon of poison-laced diet drugs with its own reflection, or a demon of bigotry with a pride flag. Unless you address the root cause of the problem, the wound in the world will continue to fester, and the demon will be reborn, free to wreak havoc. To defeat the demon truly, you need to make meaningful social change in your communities and help those around you.
Mad as Hell is rules-light, but it's also a combat game, where demons are representative of the evils that have arisen from a wounded world full of damaging power structures. You hunt these demons to protect the communities you are part of, and also to help combat the distress that arises from living in such a fraught environment.
I'm recommending this game mostly because it carries the fantasy setting that you're looking for, as well as focusing much of the game on conflict, although the conflict is probably less about a strategically-managed battlefield, and more about using what resources you have to solve what problems you can.
Right now the game is preparing to kick-start later this year, but the quick-start (linked above) is free to download. You can also download the Radical's Handbook if you want some in-world commentary from various contributors.
Dark Streets & Darker Secrets, by Old Skull Publishing.
Dark Streets & Darker Secrets is a Street & Sorcery Rules Light Role-Playing Game with an Old School spirit, just like its predecessors: Sharp Swords & Sinister Spells and Solar Blades & Cosmic Spells.
It’s a game about modern adventures in the world we live today, only with a layer of supernatural weirdness and horror. Characters are people who have found out about the mysteries and horrors that exist in the world and have decided to do something about it, be it battle it, join it, or simply explore its possibilities in any way they see fit. They will battle evil cultists, corrupted ghosts, bloodsucking vampires, and frenzied werewolves, or maybe they will be the horrors of others.
Dark Streets & Darker Secrets feels like a great option for GMs who want a bunch of tools to help them generate interesting adventures for their players. The game itself feels liked it draws from quite a bit of OSR sensibilities, which means that if there is strategy, it will mostly revolve around creative uses of your environment and the items on your person.
I'm not entirely sure whether or not terrain is something that would add to OSR-style games or not, but combat in this game system is pretty comprehensive, with rules about movement, cover, multiple attacks, and using spells. If you want to learn more about this game, you can check out this review on Questing Beast about the game!
The Secret World, by Star Anvil Studios.
An age is ending, and the darkest days are already here. Ancient enemies cast their avaricious gaze upon our world, threats both mortal and cosmic–once thought merely myth, but horrifically all too real–reveal themselves as the clock counts down towards apocalypse. Now, the “Bees,” the Chosen of Gaia, must step forth to defend the Earth against these dire threats. At the same time, they must work with secret societies who support the bees in their efforts to save humanity from unspeakable horrors.
In The Secret World: The Roleplaying Game, the players are those bees.
The Secret World requires the Savage Worlds core rulebook in order to play; it's a setting more than it is a standalone game. It's all about secret societies fighting against apocalyptic forces. Mechanically, I find Savage Worlds to be "crunchy" and I certainly wouldn't call it rules-lite… but it's also not exactly tactical in nature. Mechanical bonuses are awarded to characters depending on how you as a player role-play, and characters are built through a point-buy system, rather than through an advancement path often seen in class-based games.
That being said, the fact that the game tracks movement through pace means that having some kind of map or terrain to track your progress would be very helpful. The kind of weapon your character holds determines how much damage you might be able to do, and you roll for damage, meaning that you can't count on dealing the same amount of damage every time. If you like trad games, I think there's a lot you might like in both Savage Worlds and The Secret World.
When Nightmares Come, by Osprey Publishing.
When Nightmares Come is a tabletop miniatures wargame about modern day monster hunting and occult investigations. Players will form a team of paranormal vigilantes; self-taught occult specialists and monster hunters who call themselves the Nightwatch. These self-appointed members of the ‘watch look to tackle the supernatural horrors and investigate the strange disturbances that plague their city.
The core of the game, using the Action Dice Pool with its multiple die types, is fast and bloody, with tiered enemies, flexible player classes, quick combat resolution, and straightforward mission objectives.
When Nightmares Come also contains a roleplaying element that allows for non-combat challenges and dramatic encounters. This system uses the same dice types as the core game’s Action Dice Pool and emphasizes quick resolutions. This narrative system adds a fresh dimension to the core miniatures experience, particularly in longer campaigns where the promise of different foes and new story lines encourages long-term play-ability.
This looks like an excellent game for folks who like to play the underdog, combining the combat of monster-hunting with an investigation that point to plenty of mystery and hidden enemies. The publisher of this game also mentions a narrative system, which allows for dramatic encounters that might allow this game to straddle the line between war-game and TTRPG. Another great thing about this game is that appears to be some supplements designed by to community to help you get started, such as The Loa of Lockwood Court, and Gang Tags and Elder Signs.
Finally...
If you like what I do and want to leave a tip, you can check out my Ko-Fi!
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a-wa-c · 14 days ago
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Been a long time coming for this boi.
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a-wa-c · 14 days ago
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I keep making new OCs and you won't stop me
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a-wa-c · 14 days ago
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I kinda reminded myself of the post about kids playing a game like "Killer Baby" and being concerned about the content of those interactions while swim teaching.
This little girl wasn't kicking as well as she normally does, so I turn the silly up a little and the interaction went like this:
Me: "What are these things attached to you?" *wiggle her legs*
Her: "MY LEGS!"
"And what should we be doing with them?"
"KICKING!"
"And were you kicking?"
"no" *the most adorable little cheeky smile*
"Are you going to?"
"I dunno" *another cheeky smile with shrugged shoulders*
"Well then... if you won't kick then I'll have to cut your legs off and give them someone else!"
"Nuh-uh"
"Absolutely. [Other Child in Class] can have four legs and you can have none, how does that sound?"
"Noooooooooo" *giggling*
"Well then what are you going to do with your legs?"
"KICK MY LEGS!"
*let her go and she kicks properly*
I love that my job allows me to say some strange shit to small children.
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a-wa-c · 15 days ago
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5e gives GMs 95% of the workload, and then doesn't give players the idea that they should appreciate that.
I couldn't say where exactly that sentiment comes from, but I'm sure it originates from the same place as the "I'm just going to play my blorbo and ignore everything else" sentiment.
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a-wa-c · 16 days ago
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Azeb Jeb and Jan'issary request a morsel of wisdom from the mighty sphynx
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But their request was too demanding, disrespectful to a magnificent titan such as She. They have paid the ultimate price.
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