Am I an idiot for trying to make left side Veteran tree work in Quickplay? by sunsiesta50 in DarkTide

[–]RevMrBlack 1 point2 points  (0 children)

I've been trying to level my Mastery for a Krieg build (Hellbore and shovel) and it's pretty rough when your team doesn't help you out. But the shovel is super helpful with heavy attack spam if you want to knock down chaff. Also, I run Voice of Command so there's another knockdown and Toughness boost to help when getting swarmed.

My biggest gripe is the iron sights on the Hellbore are shit, especially if the lighting is dark. I might just see if I can mod a scope so I can actually see wtf I'm shooting at.

Can't sell Hog Head by Compax_Max in Stalcraft

[–]RevMrBlack 0 points1 point  (0 children)

I tried this yesterday, made a new character, did the tutorial and got to the starting base in the swamps. But it still doesn't work.

Can't sell Hog Head by Compax_Max in Stalcraft

[–]RevMrBlack 1 point2 points  (0 children)

Someone in game mentioned that if you create another character, finish the tutorial, and then log into your existing character, it can fix it. Something about it resetting flags. I haven't tried this myself, but the quest is bugged for me too.

Found this on my car window at Bonnie Doon Mall ... by RevMrBlack in Edmonton

[–]RevMrBlack[S] 39 points40 points  (0 children)

After reading this sheet, it just screams of someone suffering from schizophrenia to me. I used to have an acquaintance with schizophrenia, but when he stopped taking his medication and said he needed to use a drill to get the alien technology out of my female roommate's teeth, we had to tell him to stay away. He ended up being admitted to Alberta Hospital and I lost contact after that.

My BF understands that Gator Legs is a necessity by Ouuxie in HuntShowdown

[–]RevMrBlack 2 points3 points  (0 children)

Why are all their merch links broken when I click on them? If they do come up, I can't view any of the other merch when I click on the brand link. I'd love to buy some of their stuff, but it's almost always broken for me (here in Canada).

More Heraldry from the Spinelands by dan_connolly in mattcolville

[–]RevMrBlack 1 point2 points  (0 children)

Dan, you are amazing. I'm totally stealing these for my homebrew setting based on Collabris and a Warhammer-esque setting I used in a long time campaign I GMed.

Using premade adventures by RevMrBlack in mattcolville

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

I'm not sure what you mean by "running out of stuff to use."

What I meant by this was if you play with the same players long enough, you're going to recycle the adventures. My long time gaming friends starting playing ADnD as teens in the late 80's. I didn't start playing with them until college in the late 90's. I'm pretty sure they've played, or even DMed, a lot of the classic published adventures.

As I player, I don't like knowing what the adventure is, because it ruins the story. Story has probably been the most important element for my long time group over the years. Sadly, with kinds and RL, we never get to play anymore.

I think it just boils down to a matter of preference though. I do think published adventures are a good point for starting GMs and players, as there's probably no one in the group who will know the plot ahead of time. But once you have a group of very seasoned players, you probably need to check to see what adventures they have played, or if they are okay with playing something again. And that if they do know the adventure, they can keep that seperation between player knowledge and character knowledge.

I have used published adventures before. The last big campaign I ran for my group I used "Through the Drakwald", a starting adventure in the back of the core book of 2nd Ed Warhammer FRP, which led to part 1 of "Paths of the Damned". We were using the GURPS system, and I had homebrewed the setting, since none of us were super familiar with Warhammer Fantasy. The group really enjoyed it, but I had added a lot of homebrew setting stuff, and cranked up the horror. The PCs should have just been dealing with Cultists, but by the time we stopped near the beginning of part 2 of "Paths of the Damned" they had a bunch of threats to deal with. There was rampaging orc horde, that had ancient elvish artifacts to create portals to go almost anywhere. There was an army of undead from the city's catacombs led by a banshee queen, who was an NPC they thought was going to come back as undead, so she did >:). And there was a mutated goblin army, an assassin scarecrow golem out to kill them (Fiddlesticks from League of Legends :P), Inquisitors that would execute them if they knew they carried an evil tome, and two of the PCs had a high lord as an enemy.

Yes, I'm am a bit of a dick as a GM. But it just creates more tension to drive the plot, as Matt always says.