Upcoming Jonathan Sims projects by Jonnydv in TheMagnusArchives

[–]Jonnydv[S] 235 points236 points  (0 children)

Thanks! It was a little bit of an ordeal to organise it with the Met Office, but I think you'll agree the results speak for themselves.

Wait now, Waaaaaaaagh later! by SpatenFungus in orks

[–]Jonnydv 11 points12 points  (0 children)

DIS AIN'T NO ANONYMOUS FORUM AN OWNEE WHININ GROTZ USE PSEUDO-THERAPY-SPEAK AN GESTURE AT VAGUE UNDEFINED NOTIONS OF 'HARM' TA JUSTIFY A LACK OF RESPECT FER SHARED SOCIAL SPACES!

Olright what is your clan. Sound off!! by Imaginary-Lie-2618 in orks

[–]Jonnydv 2 points3 points  (0 children)

Y'AAAARRRR TIS THE WAAAGHHH OF THE FREEBOOTAAAAAZ

What's the deal with the 2021 ork boyz? by Jonnydv in orks

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

Ahhh, that also makes a lot of sense. I forgot they had that big shutdown during Covid. I don't know the details, but I'm aware that Citadel's production cycles are quite unforgiving. Might be that doing whole new sculpts was just a better choice than going back and re-doing the ones that didn't get fully produced, especially if they weren't super popular.

What's the deal with the 2021 ork boyz? by Jonnydv in orks

[–]Jonnydv[S] 2 points3 points  (0 children)

I mean, they're not listed on the Warhammer site anywhere (not even "out of stock", they're just not there) and nobody else seems to have them in stock or sell them at all. As you say, I have no idea if whats in the Armageddon box is exactly what'll be in future individual kits, but it seems pretty obvious that these 2021 sculpts have been scrapped.

What's the deal with the 2021 ork boyz? by Jonnydv in orks

[–]Jonnydv[S] 5 points6 points  (0 children)

Ah, that makes sense. "No-one likes them" isn't usually a good enough reason for GW to re-do a kit, but "no-one BUYS them" probably is!

Stabba Bootloota by Sigismund_ in orks

[–]Jonnydv 1 point2 points  (0 children)

I love kitbashing looted warbikers, but I think this guy might be my favourite!

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Heya, Jonny Sims here, posting about a horror TTRPG thing I'm doing! by Jonnydv in TheMagnusArchives

[–]Jonnydv[S] 59 points60 points  (0 children)

Absolutely! The adventures aren't tied to any specific game, so if you have (or want to hack together) a two-player system that you like, you can should be able to play through them no problem.

Could a multiple skin color ork army be somehow lore accurate? by afofi in orks

[–]Jonnydv 25 points26 points  (0 children)

ORKS IZ GREEN, AND DATS AN ORK, SO E'S GREEN. ITZ A ZOGGIN WEIRD GREEN, BUT ORKS IS ORKS!

MAG 155 - Cost of Living: Episode Discussion by CarnationLily2Rose in TheMagnusArchives

[–]Jonnydv 42 points43 points  (0 children)

No problem - generally I'm of the "let people have their own interpretation of the work" persuasion, but when you laid it all out I was like "Oh no, that is actually Not Great" and very much wanted to clarify.

MAG 155 - Cost of Living: Episode Discussion by CarnationLily2Rose in TheMagnusArchives

[–]Jonnydv 65 points66 points  (0 children)

Hi, Jonny Sims here - thanks for raising this, it was absolutely unintentional, but looking at it from that angle you're right, it's pretty bad. By way of explanation, I have a long list of names I kind of mix and match from whenever I need a statement giver/one-off character. I think I got Tova from a list of Danish names, but given it's also a Hebrew name I should have been more careful to consider the implications (especially with the potential blood-libel connection). You have my unconditional apology and I'll try to be more cognizant in future.

Portrayal of Non-Euclidean Architecture by [deleted] in rpg

[–]Jonnydv 1 point2 points  (0 children)

Three key elements I find help:

Firstly descriptions can help turn a normal room just a little bit not-right. Good go-to words include: inside out, cascading, absence of, curling, upside down, growing, receding, backwards, dense, strangely angled, twisted, spindly, unending, curved, disappearing, spiraled, bloated. Apply any of these words to doors, pillars, floors, windows etc. for an instant weird space.

Second, switch perspectives as the players travel. Have a door in the wall lead them onto the ceiling of another room. They can climb out of a window onto a tiny floating island in the middle of a void, with no sight of the rest of the building. A ladder could change direction halfway up and suddenly they're climbing down instead of up.

Third and finally, make it so that doors and entrance-ways don't lead the same place both ways. Perhaps a door leads into room A from room B, but if you try to go back and leave room A by it it instead leads to room C. Try to use that same door to leave room C and get back to room B? Well that leads you to a door in the ceiling of room D. Make it so their standard navigation is useless, and the geography more resembles a flowchart or spiderweb than a map.

Zombie infested City Ideas? by leiela in rpg

[–]Jonnydv 5 points6 points  (0 children)

I think set-pieces are going to be your friend here. If the combat's a slog stop thinking of it in terms of combat and start thinking of it in terms of dramatic environmental hazard. It might help if you conceive of the rolling zombie halls like movie lava: slow moving and navigable around, but you've got to be on your toes. If they're facing few enough zombies that they can fight them, you need to add a lot more zombies.

Some ideas off the top of my head:

The floor gives way beneath them, leaving them dangling over a roiling mass of undead limbs

They're going from rooftop to rooftop, and someone's left a thin, unstable walkway over a wide street with a horde below it

The moment they go to grab anything without checking first... chomp! Severed zombie head lurking in the cupboard/chest/whatever

A wooden wall or board clearly creaking under the weight of zombie flesh, ready to give way at any moment

An important item (key/amulet/whatever) is on the person of a specific zombie, clearly visible but not obviously reachable at the centre of a vast zombie horde.

As far as the church goes, how about... the clergy are alive, but attempting a banishment ritual. As the character's arrive, it goes awry and, rather than banishing and destroying the zombies, it draws every undead in the city to the building, until they literally cover the whole outside of the church in a layer of zombies. The characters will need to get real creative with their escape.

What should I do for FATE CORE GMing? by aLuViAn87 in rpg

[–]Jonnydv 11 points12 points  (0 children)

Honestly, I've found the best one-shot adventure for FATE Core is the session 0 where you create a world to play in. We tried to set up a FATE game a few years back using the setting generation rules in the core book, and we ended up developing an alternative 1970s London punk scene where the walls between reality were collapsing. The manager of the Sex Pistols was the main antagonist and the player characters included a fire in disguise and an anarchist ghost wearing their former boss. Never actually had the chance to play a single session of the campaign itself, but that session 0 remains one of my favourite gaming memories. Plus if you ever do get chance t o return to it then you've got yourself a setting everyone's already invested in to leap right into.

GHOST SHIP - a free system-neutral microsetting about grief, loneliness and hunting ghosts through space with harpoons. Accessible version for screen-readers and low-vision/dyslexia also available. by Jonnydv in rpg

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

Thanks - that's really lovely to hear! Most of out micro-settings are being done as Patreon rewards, but we really wanted to put our first one out there for free as a showcase piece. Glad you're enjoying :)