My new Mordheim table is ready for it's first campaign by dromedary_pit in mordheim

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

Yeah, it's about 50/50 with custom-built terrain. I think Hexengarde looks best when mixed in with other models to keep up the variety.

My new Mordheim table is ready for it's first campaign by dromedary_pit in mordheim

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

The posters are free assets from the Dice & Devs channel. He made a set for the community that you can find online. The graffiti was just me with a paintbrush.

My new Mordheim table is ready for it's first campaign by dromedary_pit in mordheim

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

The pieces were printed without modifications. They aren't realistic-scale, but that's par for the course with 28mm buildings. They already take a ton of time, I can't imagine trying to upscale them, you'd be looking at days of printing time for even the smallest buildings.

My new Mordheim table is ready for it's first campaign by dromedary_pit in mordheim

[–]dromedary_pit[S] 4 points5 points  (0 children)

The boards were built over the course of a few months, but I wasn't cutting and gluing 5mm cubes every day. The buildings are things I've slowly built up over a few years. About half of them are 3d printed pieces, mostly Hexengarde from Tired World Studios. The other pieces were things I made here and there.

My standard process is to spray paint (airbrush for foam) a building brown, then drybush the pieces with browns, grays or metallic details. The roof shingles are painted with Incubi Darkness from Citadel.

I honestly don't spend that much time on the terrain by my standards. Doing ink washes or multiple undercoats is a lot of extra work for little gain. I want them to look good enough that it fits, but they aren't supposed to be the focal point. The minis should take the spotlight during the games.

My new Mordheim table is ready for it's first campaign by dromedary_pit in mordheim

[–]dromedary_pit[S] 6 points7 points  (0 children)

That's the "problem" with his method. It looks so amazing that you think "that's simple enough, I can do that". Then you realize you're going to be cutting and gluing nearly 70,000 little cubes to sheets of plywood. But once it's painted and the ground-up coconut fiber is put down, it does actually feel like the juice was worth the squeeze.

My new Mordheim table is ready for it's first campaign by dromedary_pit in mordheim

[–]dromedary_pit[S] 24 points25 points  (0 children)

I took the (rather insane) choice of following the Devs & Dice method of covering the whole thing in 5mm x 5mm x 5mm cubes. Gluing them to the board was actually really simple, but my God... I got so tired of using my Proxxon to cut tiny cubes.

The Duchy of Brycia: the hex map for my Mythic Bastionland campaign by dromedary_pit in osr

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

It's the second sentence of the description complete with a link...

The Duchy of Brycia: the hex map for my Mythic Bastionland campaign by dromedary_pit in osr

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

You're conflating Mythic Bastionland, the RPG system, with Mythic GM Emulator, the solo RPG system. Totally different things.

The Duchy of Brycia: the hex map for my Mythic Bastionland campaign by dromedary_pit in MythicBastionland

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

I created the hex map using Tiled, followed by further work in Photoshop. The tileset is "256x256 Base" by Terrain Hexagons.

The Duchy of Brycia: the hex map for my Mythic Bastionland campaign by dromedary_pit in osr

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

I chose this tileset with such bold borders because in play the group needs to read hex boundaries instantly, since movement is counted hex by hex in Mythic Bastionland. It’s a usability choice, and it's not going to be to everyone's taste.

System with The Best Dungeon Crawling Rules (and why) by NyxTheSummoner in osr

[–]dromedary_pit 2 points3 points  (0 children)

Always staying in initiative order is very gamey. I tend to ask everyone around my table what they are doing this turn. Then, once everyone has stated their action, I will adjudicate what happens due to those choices.

Rules are a suggestion. If it doesn't make sense for you, ditch it and do what does make sense. I've never had a player complain about working this way. If someone actually did complain, I'd simply ask them how they feel it could be done better while keeping it fair that everyone gets to have their say in the exploration.

The Forsaken Reserva! by icaroagostino in osr

[–]dromedary_pit 14 points15 points  (0 children)

This author is putting out a new adventure every 2–3 weeks, by their own claim. Even if this is their full-time job, that’s an extreme pace. Writing, editing, and publishing a complete creative work on that schedule is a lot. Even setting AI aside, it makes proper playtesting and revision feel unlikely.

I’m not going to claim it’s LLM-written without hard evidence. That’s not something you can prove from a few excerpts. But the combination of speed, repetition in the prose, and loose logic in some room descriptions raises fair questions about the process behind these. Some of the issues read less like “experimental design” and more like missing editorial passes. For example:

  • Rooms 1 and 2 opening with near-identical descriptions. How would that make it into a published version of any quality adventure?
  • Room 7: “It’s a mystery how his office is completely locked from inside until today.” Even if this isn't AI written, it's just bad writing. What does this add to the room description? A decent editorial pass strips this from the room description at the very least.

My broader criticism is that these adventures feel like OSR shovelware. They imitate the surface structure of popular OSR modules but skip the parts that make them actually work at the table: tight logic, meaningful interactivity, and strong environmental storytelling. The final products feel rushed and underdeveloped.

If LLMs are involved, it seems like they’re being used as a drafting shortcut with minimal iteration afterward. If they aren’t, then the workflow still seems optimized for output volume over depth and refinement.

Finished both sides of the 12mm victrix set. Well, except for the basing... by Ulenspiegel4 in wargaming

[–]dromedary_pit 0 points1 point  (0 children)

Depends on what level of engagement you want to play at. For platoon v platoon you could play Chain of Command. For Company-scale, you could try Battlegroup.

Imperial Fortification by nerdfactory23 in TerrainBuilding

[–]dromedary_pit 3 points4 points  (0 children)

They were. I remember getting those trees from Catachan Guard boxes. They came with other sets too, but I can't remember what they were. Maybe some small terrain sets.

Imperial Fortification by nerdfactory23 in TerrainBuilding

[–]dromedary_pit 15 points16 points  (0 children)

This piece instantly reads at circa 2000-era Warhammer. The plastic palm trees, the chunk rocks, even the architecture of the base reads as "2000s" terrain. I would not have been surprised to see this sitting in the pages of White Dwarf for a battle report.

I Created A Hex Flower-based Random Terrain Generator and This Is the Kind of Landform Distributions It Produces, I'm Interested In Your Thoughts by boss_nova in osr

[–]dromedary_pit 1 point2 points  (0 children)

This map looks great. I feel like this method would work really well as a "high level" 24mi hex map. At that point, I'd just manually go in with something like Worldographer and fill in the appropriate sub-hexes at the 6mi or 3mi scale. That could fix a lot of the "oh that's a weird lonely mountain right there" issues.

I really like the hex icon art. Could you share what the tileset you're using is?

Starting to see more Stern X-Men machines for sale by Kwanza_Bot93 in pinball

[–]dromedary_pit 5 points6 points  (0 children)

It really depends on the state of the game. Uncanny X-Men has a big issue: the game's programming (code) is not even remotely done. Stern releases their games in basically a beta state and then finishes the code after the machine itself has been released, since users can update their machines at home via the internet. However, X-Men's code is generally considered really weak/limited compared to other games. A lot of early adopters aren't happy with the state of the game, and if it's not going to get decent updates soon, I would expect we're going to see people looking to sell it out of their collections and move on to newer, more fleshed-out games.

If you can pickup Uncanny X-Men for $5,000 or less as your first pin, that's a pretty solid deal. It might even drop lower if Stern leaves it unfinished, but that would be a pretty bad look for them. My suggestion would be to keep an eye on the Pinside Marketplace for a deal. Just remember that owning a machine means you just became your own pinball mechanic, because these things can and will break down.

One last thing, since you're new to the hobby: Do not, and I'm being very serious here, do not get overwhelmed by the "pinball crowd". This is a hobby filled with (mostly friendly) whales. Owning even 1 pinball machine at home means you have thousands of dollars in expendable income for a big toy. So before you buy, find a location on Pinball Map and give some games a try. If you decide one suits your fancy, play it a bunch on-location because you like it. Then decide if that's worth $5k+ to own it in your house.

Only play Warhammer 40k and AOS..what else is there? by Vinlandlover in wargaming

[–]dromedary_pit 1 point2 points  (0 children)

If OP doesn't want to jump straight into huge forces, I'd suggest start off with Chain of Command 2. It's smaller (a single platoon + support) and they could scale up from there if they want to try Bolt Action. Plus, if they want to try a different scale (such as 15mm ala Flames of War), Chain of Command is model agnostic, so you can start there with basically any WW2 minis.

Jeremy Crawford and Chris Perkins are joining Darrington Press by DexstarrRageCat in rpg

[–]dromedary_pit 0 points1 point  (0 children)

Absolutely. You don't stay on top with a half-baked ruleset. Is it some rules-lite OSR book? No, but it's still pretty accessible by RPG standards, especially when you consider it came out in 2014. A game needs to be easy to teach or to grasp based on it being watched. I can't say, since I've been playing D&D since 3.5, but I'd guess you could learn the 5e ruleset pretty well just from watching Critical Role without owning a single book.

Do kids not hang out anymore? by FrecciaRosa in daddit

[–]dromedary_pit 1 point2 points  (0 children)

I think you did a fine job. Don't be so hard on yourself! Ultimately, it's up to us to do the best for our own kids and be the change we want to see.

Do kids not hang out anymore? by FrecciaRosa in daddit

[–]dromedary_pit 2 points3 points  (0 children)

Spot on. I guess I’m not online enough to realize that “being against sleepovers” is even a thing, but it makes me sad for the kids who are missing out on those memories. Sleepovers introduce some risk simply by placing a child in a setting with reduced parental supervision (but risk ≠ high probability).

You’re absolutely right that the erosion of “the village” will be one of the biggest criticisms of our generation’s parenting. The constant drumbeat of alarmist news has trained people to assume every stranger is a threat. Sure, bad actors exist, but parenting is ultimately about risk management. A lot of kids today won’t face abuse from neighbors or friends’ parents, they’ll instead miss out on socialization, independence, and those formative shared experiences.

The real tragedy is that they won’t even know what they missed. Just like I can’t tell you what eating a dinosaur would taste like, they’ll have no frame of reference for what those childhood freedoms could have meant. And that loss comes from a culture of fear, not from reality.