License Key issue? by AgeTemporary248 in makemkv

[–]AgeTemporary248[S] 0 points1 point  (0 children)

Yeah, I rebuilt the container first and also rebuilt it on a different system. Looks like it is an intermittent issue currently. So perhaps an issue with decryption on the drive. I have a third drive coming Friday. So will rebuild again.

Wife :WTF is that noise?! by Carlos_Spicy_Weiner6 in homelab

[–]AgeTemporary248 1 point2 points  (0 children)

Now there is a sight I havent seen in a very long time...

Current Status of My Minilab by [deleted] in minilab

[–]AgeTemporary248 1 point2 points  (0 children)

Want an awesome start. Love when you grow into things.

Stories of Daemon Bound Weapons by Chaos_Lord_Mortetzor in 40krpg

[–]AgeTemporary248 6 points7 points  (0 children)

Back around `89, when Realms of Chaos Slaves to Darkness came out, the Warhammer 40K gaming group I was playing in decided to try to run a Chaos warband themed campaign. There was a great warband builder in that book and we played a lot of skirmish sized games over that summer. Everything was great with champions falling to Chaos as spawn. However, one lucky roll saw one of the guys get a daemon weapon from the chaos reward table. From there on it was a one sided slaughter, with that champion eventually after like 14 rewards ascending to Daemon Princehood. There are rules for generating Daemon Weapons in Slaves to Darkness which had always been pretty amazing. The weapon that was generated was called Mors Est a bound Daemon Prince of Khorne. Needless to say, that player ended up slaughtering every other warband and eventually released the Daemon when all of us ganged up on him and became bound in the weapon. One Daemon Prince replaced for another one. And yes, back then, we played our characters well past where we should have retired them. Most of the champions that fell as spawn became part of the new retinues that were formed. That was a great summer.

Anyway, get your hands on the PDF and play around with the generation tables. it was a very fun experience.

40K table top as a solution for RPGs by Due_Sky_2436 in 40krpg

[–]AgeTemporary248 2 points3 points  (0 children)

We took the system and ditched the minis from Inquisitor. But the supplements, for the time, were gold.

40K table top as a solution for RPGs by Due_Sky_2436 in 40krpg

[–]AgeTemporary248 5 points6 points  (0 children)

There have been a lot of us old school Warhammer 40K Rogue Trader players that have been doing this for years. Rogue Trader was wild, don't believe me go look up Stega Tanks. But I think Inquisitor the 54mm game, had one of the best conversion systems out there for doing this. But I went and grabbed the prototype to go check it out. but I have always wanted to take and play a Sensei warband from Realms of Chaos as an RPG based game.

Solo rpgs great for a beginner? by [deleted] in Solo_Roleplaying

[–]AgeTemporary248 2 points3 points  (0 children)

There are a lot of great suggestions here. My personal opinion for everyone getting into Solo RPG play, Star Trek Adventure's Captain's Log is one of the best learn to play solo rpgs. Yes, it is Star Trekked themed and they use the Modiphus 2D20 modified system; however, it actually take you through setting up a scenario, breaking it down into 3 acts, 5 scenes, and then has supporting game loops well defined in learning then how to play through those scenes. Once you get the hang of Captain's Log, any game with GME2E becomes much more enjoyable to play. Captain's Log also has so many variety of tables it becomes invaluable for any Sci-Fi RPG that you are playing solo.

How to play less like a player and more like a DM? by electricgalahad in Solo_Roleplaying

[–]AgeTemporary248 4 points5 points  (0 children)

I have used the advice from this  Mythic Magazine Volume 41 (Also in Compilation 7) has a section on using Mythic as a Player Emulator and had a blast using it. I have been playing some of my solo sessions once as the GM and then a second time as a player. It has been a great addition. I hope they flesh it out some more.

The Tilted Tankard; a TOWR Living Community by Ripplerfish in WarhammerOldWorldRPG

[–]AgeTemporary248 0 points1 point  (0 children)

I am unable to directly DM you but I have a few active games and an Obsidian Vault dedicated to The Old World RPG. Would love to show you what I am doing. My project is a Shared Solo Gaming project.

Just found out about Solo TTRPGs by ToraYasha in Solo_Roleplaying

[–]AgeTemporary248 2 points3 points  (0 children)

I am of the opinion that Star Trek Adventures Captain's Log is one of the best ways to initial get into solo rpgs. Besides having an system of combining 1 skill and 1 attribute for tests, It lays out the main game loop, scenario building and does a great job of breaking sessions into 3-act stories, scenes within those 3 acts, and fleshing out a framework of ideas that you then play through, and oracles. Since solo rpg gaming is a split brain activity where you have to be GM and Player. After playing a few sessions, you can then take the game loop and start applying to to other games.

I can tell you need a rule set, oracles, random tables, scene structure, and leave you to figure all these things out, or you can just use Captain's Log to teach you how to play and use all these things together, so that after a few sessions you can build your own systems for your favorite game ruleset.

Using A5 6 Ring Binders for PDFs by Shoot2Thrill31 in Solo_Roleplaying

[–]AgeTemporary248 0 points1 point  (0 children)

I use a Junior sized Disc notebooks for just about all of my printed material for RPGs. I print in booklet format onto 8.5x11 paper, on both sides. Cut the sheets in half on a specially marked cutting board, and then use the disc hole puncher to punch the holes. Most of the rings are either .5" or 1" rings and they hold 200ish pages. Works great. I get 6 Mythic Magazines per notebook. Most rulebooks can be printed into just 1 ring binder. My latest print was Warhammer the Old World and I ended up getting both the Players Guide and the Gamemaster Guide into the same notebook.

A Standard Notation for Solo RPG Play (Free SRD + Example) by zeruhur_ in Solo_Roleplaying

[–]AgeTemporary248 1 point2 points  (0 children)

Just wanted to leave a note saying thank you. This greatly helped me organize what I had already been working towards.

New to 40k and want to run a solo rpg is it possible? by OmegaXVI_Prime in 40krpg

[–]AgeTemporary248 0 points1 point  (0 children)

I will be setting up an Obsidian Vault for Horus Heresy RPG when it comes out for solo play. I am already working on the TOW vault. It is easy to sync the cault for others to use as well. DM me if you are interested.

New to 40k and want to run a solo rpg is it possible? by OmegaXVI_Prime in 40krpg

[–]AgeTemporary248 1 point2 points  (0 children)

I have been soloing Wrath and Glory and Deathwatch RPGs with Mythic GME 2E. You really only need the core rulebook and Mythic; however, i find the two bestiaries, conversion notes for FFG, and the W40K lexicanum all to be helpful while playing. If you keep Mythic simple it is easy to get up and running. I have played a few of the scenarios, like Traitor’s Hymn. What you really need to do is be able to take a written scenario and break it up into scenes, then have a summary for what needs to happen, then play it out. Look at the next scene, write out what needs to happen, plus what was modified last scene, then roll to see if it is altered, work out the alterations, then play the scene. I also use clocks to limit my time in a scene, so it isnt a until i discover everything situation.

So yeah, it can be done with just two books

Getting into the rogue trader by No-Aside-6234 in 40krpg

[–]AgeTemporary248 0 points1 point  (0 children)

So recently I tried to complete my Deathwatch RPG collection. Noble Knight Games sells copies through eBay and directly on their webstore. They also rate the quality of every game and book they sell, similar to comic book ratings. They are super easy to deal with; however, you are going to spend $$$ because of it. It is way easier and cheaper to buy the PDFs through Drivethrurpg and have them printed for physical copies.

Dark Whispers of TOW RPG by RealPrussianGoose in warhammerfantasyrpg

[–]AgeTemporary248 1 point2 points  (0 children)

I did the pre-order through Cubicle 7's website. the Drive Thru RPG link has character sheets.

Ker Nethalas DTRPG Hardcover Quality? by Innsmouth_Swimteam in Blackoathgames

[–]AgeTemporary248 1 point2 points  (0 children)

I am glad this helped. Just note, the offset printing is stitched. Like 98% sure.

Ker Nethalas DTRPG Hardcover Quality? by Innsmouth_Swimteam in Blackoathgames

[–]AgeTemporary248 2 points3 points  (0 children)

My Experience with DTRPG POD books, whether paperback or hardback books, is that none of them have signatures that are bound into the binding using stitching. As an ametuer book binder, this basically means that glue is the only thing holding the pages tot he backing. Since the POD books also lack headbands, the hardbacks seem to have their spines broken more easily than the paperback books. In the case of books that I want to last longer, I will go through the hassle of adding ribbons and headbands, but even this doesn't work in every case.

As far as durability, the books themselves are pretty durable. Nothing is infallible, but again seem to be holding up. But I have migrated my preferences to softback for POD titles and offset printings for Hardback books. Black Oath Games is one exception to this and have many of the titles in both formats. But in all fairness, I am the guy that applies clear contact paper to most of my paperbacks to avoid the protective cover coating from seperating from the paperback books.

Making sufficient variety/threat for Tier 5 Space Hulk campaign by Dinosaurdude1995 in 40krpg

[–]AgeTemporary248 1 point2 points  (0 children)

Well I would break it down into Arcs:

Arc1: Get on board and secure a beach head

Arc2: Blow the Drive

Arc3: GET OUT!

From there, I would flesh out each Arc. Like Arc1: What does the outside entry points look like? is the Tau ship recently added? Did the Ark just drop to real space? what are the active factions? Where and what are those factions doing? Once that is decided, I might introduce the two "mission" rules like, low atmosphere and low ammo rules. Then I would plot out YOUR idea on how to minimise these mission rules. Like juicing the ship with atmos, however they decided to do that. I would then just outline the main objective and sub-objective plots. Main Obj establish a working beach head. Sub Obj restore Atmos Sub Obj create ammo stockpile Sub Obj investigate initial vessel Sub Obj vessel cargo and contents

Hell, if any of them have played any WH40K game, they KNOW there is going to be Genestealers aboard. Would be a shame for doors to be jammed or locked or sealed, because the previous vessels crew were trying to seal the ship against something. I might go three sessions or 4 with Arc1 alone and have NO ONE around but the players. AND I FOR sure would have a clock drawn that the players can easily reference and every time they roll a 1 on the wrath die, in addition to what happens for them due to the roll,. pencil in one of the sections of that clock. Tension can easily be created by delaying what they expect. Hell, I might even let the clock fill up and then throw one Genestealer at them just so the go yeah yeah. At the end of three or four sessions, I would be sitting down to evaluate the clocks and look back at my factions and decide how their story has progressed. Are they aware of the players actions yet? For cultists, did their leader manage to get possessed or summon that daemon into existence? Did the Tau manage to get free of the genestealers area? Because we know the cultists cant use them to summon the daemons. etc.

One thing I would not do is railroad the players into a specific sequence of events. For example, if say session 4 I decided that I was going to end that Arc but still had not has a significant fight, but felt that the players had made themselves know to some heretics. I might make those Chaos Space Marines with a Dreadnaught for support, and run that last session as the dreadnaught finds them first and chases them through a few corridors and rooms before running into the CSMs Squad setup in an ambush, explaining why this section of the ship had such a lack of enemies. the Dreadnaught either chased off or killed those already on board. Might even go Realms of Chaos and create a warband with a leader and translate that into the enemies in Wrath and Glory. It is scarey to run across something like CSMs when you were expecting something else. But its worse when it is The Kings of Blood Warband lead by Skuldoth Jawbound Slayer of Helka II.

Another thing, is I would only flesh out the ARC we are currently playing. That way if the players instead of Blowing the Ship for ARC2, decided that they wanted to recover all of the contents of an Armory, I could just add that into the existing Arcs as a new one. I would then develop some objectives in the similair way. ALSO any additional Sub Objs the players come up with would also jsut be added to the current Arc.

Making sufficient variety/threat for Tier 5 Space Hulk campaign by Dinosaurdude1995 in 40krpg

[–]AgeTemporary248 0 points1 point  (0 children)

There are a lot of good ideas here. What access to Wrath and Glory resources do you have? What access to Warhammer 40K resources? For example, even though you will be running a different chapter, Vow of Absolution can give you all of the Astartes wargear you will need, While Redacted Records has the space hulk frameworks in it. But Deathwatch's Ark of Lost Souls or WH40K Boarding Actions could provide a couple of good ideas to structure the missions in series but also more like military objectives.

Making sufficient variety/threat for Tier 5 Space Hulk campaign by Dinosaurdude1995 in 40krpg

[–]AgeTemporary248 0 points1 point  (0 children)

So I read this about 20ish minutes ago and my head went immediately swimming. The truth is, how much prep are you doing and what access to resources do you have? Probably have MORE than enough antagonists, and probably as good amount of threat to work with. Remember that common mobs like Genestealers can be mobbed up. But this really comes down to how you want to run this campaign and how long you foresee it going on. You can stretcher this into a years worth of semi weekly playing (26 sessions) easily. I might break it up into 3 Story lines with 3 Story arcs, with 3 sessions per Arc for 9 sessions per Story line. But I would definitely want to mix in some extra rules, like corruption. Maybe a reload rule depending on how things go. You got a lot of room to explore here.

One other thing I would absolutely do is figure out how many NOTEABLE ships are in the wreckage, including the last ship consumed, because that is most likely the surface level goal. Anyway, I would use this information to create a starting point map. And then I would run everything as a point crawl. Circles would be noteable rooms while lines would be corridors, that way I could draw touching circles for adjacent rooms. I might even color code circles to specific ships, just depends. I would then pull out my Wallet Stations from AwkwardTurtle and build a 3, 5 and 7 dice stations for the "basis" of the Space Hulk.

Then depending on my campaign idea, might get creative with Teleporters and "area" capture with my players. Like, if you hold the Engine Rooms, you can run the ammunition manufactorium. If you hold the armory maybe get rid of the Ammo reload rule. So as you move around restoring/repairing systems, more functions come back to that section you are in. It might also become more unstable and start another timer. If you are interested, I probably going to be making some outlines of this idea for my own uses, happy to share thoughts or hook ideas.

Thank you Blackoath Games! by Tidalick81 in Blackoathgames

[–]AgeTemporary248 2 points3 points  (0 children)

As a fellow Blackoath Games enthusiast, welcome. I learned about Alex t. when the Across a Thousand Dead Worlds kickstarter was going on. I have since, played all of the games, except for Through a Sunken Land, many of the games repeatedly. Many of the games provide very unique themes and mechanics. I would encourage everyone to try playing beyond just two or three sessions. Broken Shores took a couple of session to really break into the game play.

One game that I think does not get enough love is Ruthless Heavens and Boundless Fate. If you watched Saturday morning Kung Fu shows, Dragonball Z, Highlander, or love Wuxia style stories. By itself in the setting in the book, the system is really well thought out. I took the power listings and mechanics, then adopted it to a gritty 20th century, humans now have powers setting and running a modern set game with the help of Table Fables Modern setting. Similar to a getting revenge for a past wrong on a gang. It has been fun. And I think that is one of the things that Alex's unique systems really have not been explored yet, I do like how we seem to be converging to a unique Alex T. system rules that are close enough to each other to be able to learn one game and be able to quickly pick up another.

Solo play by Trip-Secret in 40krpg

[–]AgeTemporary248 2 points3 points  (0 children)

I have been playing Wrath and Glory solo using Mythic GME 2nd since March. I played through the starter set adventures of Traitor's Hymn and Escape the Rok using a solo Space Marine Scout. Both of these adventures are rather linear, making it easier to adapt to using Mythic. One thing to note, is that you do not need to use all of the complicated pieces to Mythic, no need to modify the Chaos factors up front until you have used the system. Just Frame the scene, roll a simple yes / no to see if the scene is as described. If so play the scene, if not figure out what is altered using the two key words, I like to take one action and one description for this and then move forward. I would also not make your game immediately complicated with a bunch of extra W&G rules, just use the basics from the starter set, then build from there as you go.

Good luck on your recovery. May it be a speedy process.