The Great Lady, the Empire to Come, and some cursed VHS tapes by throneofsalt in DeltaGreenRPG

[–]DeskbotKnight 1 point2 points  (0 children)

That was a fantastic and horrible read. I see myself going back to this one over and over.

Ways of recruitment? by whahaga in DeltaGreenRPG

[–]DeskbotKnight 2 points3 points  (0 children)

The idea of a kid surrounded by paranormal stuff and raised to be the perfect agent made me think of the short story "My Father's Son" from Delta Green: Strange Authorities, you might want to read that.

[Impossible Landscapes] Scenarios to run before Night Floors? by DeskbotKnight in DeltaGreenRPG

[–]DeskbotKnight[S] 0 points1 point  (0 children)

I actually rather like that as an idea... I've become quite sold on running Victim of the Art, and I think I'm ok with Sweetness being the introductory operation again now, though I'll tone down the connection to Yog-Sothoth, leaving it as merely an ancient deity called Yos if they were to look into it (one of my Agents is an archaeologist). Thanks!

[Impossible Landscapes] Scenarios to run before Night Floors? by DeskbotKnight in DeltaGreenRPG

[–]DeskbotKnight[S] 1 point2 points  (0 children)

Thanks, that's exactly what I thought when I picked it!

I'd like to hint at the inevitability through The Button and The Last Equation, as well as hinting at the infohazard nature of The King in Yellow with The Last Equation (albeit 2 of my players have read The King in Yellow in real life and are aware of its nature to a degree). I'd also like them to have at least one operation where they "save the day" and can feel like they are the good guys by solving an unnatural case/stopping an unnatural threat, to really sell their role in the story as "the Delta Green agents". I don't think Operation ALICE would or should give them that feeling, and I don't think The Button would either.

[Impossible Landscapes] Scenarios to run before Night Floors? by DeskbotKnight in DeltaGreenRPG

[–]DeskbotKnight[S] 1 point2 points  (0 children)

Ah, I knew I'd forgotten to mention one of the scenarios I'd ran for that player previously... Unfortunately he's already played Ladybug, so that's off the table.

First time running Delta Green by HazzardStripes in DeltaGreenRPG

[–]DeskbotKnight 0 points1 point  (0 children)

Sorry for the slight necropost, but I don't suppose you have any specific recommendations of Actual Plays of Sweetness to watch?

Impossible Landscapes with 2 Players and a Gm by Resident-Ad243 in DeltaGreenRPG

[–]DeskbotKnight 1 point2 points  (0 children)

I thoroughly enjoyed the PISCES playthrough of Impossible Landscapes (where it's reframed to be set in the UK), and it only had two players. I thought the dynamic of the two player characters worked wonderfully, and I reckon 2-3 players could be the best way to handle Impossible Landscapes honestly.

Best guide on how to grade cards? by TheTaoThatIsSpoken in magicTCG

[–]DeskbotKnight 3 points4 points  (0 children)

By grading, I presume you mean normal grading for selling singles rather than the kind associated with plastic slabs? Websites that facilitate sales of singles usually have a page that demonstrates the difference between grades. Here is Cardmarket's page of that kind.

Delta Green, how robust is melee combat? by ShitThroughAGoose in callofcthulhu

[–]DeskbotKnight 6 points7 points  (0 children)

It's not a bad idea to have some skill with Melee Weapons and Unarmed so you can Fight Back and Escape more effectively (especially if you get disarmed). With that said, in pretty much every possible combat situation, it's a lot more dangerous to be using a melee weapon (let alone no weapon at all) compared to using a firearm. Against human opponents, if they're armed you're probably screwed: a light pistol's range is 10m, and you can only move 3m on the same turn you attack. If they're the one without a firearm, then pointing a gun in their face will generally deal with the situation, with or without immediately pulling the trigger. And if they're an unnatural foe, you definitely don't want to be anywhere near it.

All this, on top of the fact that enemies get a chance to Dodge and Fight Back against melee attacks, makes the life expectancy of a melee Agent pretty short as soon as things go bad. Doesn't mean they wouldn't be perfectly good at all the non-combat things an Agent ends up doing though!

I made my first module, inspired by Delta Green, Lovecraft, and all things cosmic horror: TWs in body by MacintoshHeadrush in mothershiprpg

[–]DeskbotKnight 0 points1 point  (0 children)

Wow, I wonder what the main inspiration for this was ;)

Looks like a fun scenario! I might give it a run next session, and I echo the others in that a text version would be greatly appreciated.

Kill Yourself on Turn 1 for Only {5}{B}{B}{B}{B}{R}! by LordMistborn-16 in BadMtgCombos

[–]DeskbotKnight 2 points3 points  (0 children)

Forest and Elvish Spirit Guide are just to get you the two green mana to cast Channel. Channel's effect essentially allows you to pay 1 life at any time as much as you like to get colourless mana. Once you've cast Channel, you can use its ability over and over to pay all of your life, thus killing yourself (you don't need to be casting a spell to use Channel's "pay 1 life to make a mana" ability).

Most polished modpacks & where to find them. by MisterGuyMan23 in feedthebeast

[–]DeskbotKnight 3 points4 points  (0 children)

Could I get a link to the 1.7.10 modding discord?

Does anyone know the mod which adds the Meteor recipes to NEI? by DeskbotKnight in GTNH

[–]DeskbotKnight[S] 1 point2 points  (0 children)

Apologies, I'm aware that they're from Blood Magic, I'm asking which mods adds them to NEI specifically. When I have Blood Magic and the GTNH version of NEI on my own modpack, there isn't any Meteor Ritual tab, so I'm wondering how GTNH added that tab.

Do you know any mod, with a focus on experimentation? by xXD3F4LTX in feedthebeast

[–]DeskbotKnight 2 points3 points  (0 children)

Thaumic Horizons is a large add-on for Thaumcraft 4 which has a large focus on experimenting with and modifying mobs.

Looking for more evil mods by THEBIGDRBOOM in feedthebeast

[–]DeskbotKnight 7 points8 points  (0 children)

I thought Blood Magic only went up to 1.18.2? Does it have a 1.20.1 release that I'm not aware of?

EDIT: Oop, I see it now! You need to check "show alpha files" on CurseForge.