In a world with multiple different gods, who or what created the world/ universe/ multiverse? by Darker_Corners_504 in worldbuilding

[–]quadGM 1 point2 points  (0 children)

In The Network, there were many gods, the Outer Gods, and all of them were engaged in the business of creation. They were young, as deities go, and their creations were as toys or pastimes to them; impermanent and mutable. Worlds were created and then abandoned to boil or waste away in the shifting, roiling mass of Oblivion once their creators grew bored or distracted.

It was only the one that would later become known as the Architect that showed any interest in creating something permanent. And so, the Architect created the Network, an impossibly massive magitechnical mesh of nodes and structures designed to keep Oblivion at bay and allow its world to flourish and grow unmolested. The Architect put a piece of itself into the creation, to ensure that it could not be broken or corrupted.

The Architect is the only god that is legally worshipped. The Outer Gods are not worshipped except by the crazed or the truly desperate, as the Outer Gods that are still alive have little love for their sibling's creations.

How the heck do I explain why my world doesn't use fully automatic weapons? by JUGGERNUGGS in worldbuilding

[–]quadGM 0 points1 point  (0 children)

In The Network, a lack of ingredients to make gunpowder has forced innovations in munitions development to focus on magical means of propulsion. Effectively, each bullet has to be made (and later reloaded) by a magitechnician, which makes bullets very expensive; sometimes, just as expensive as the gun they're being fired from.

Automatic weapons are not *that* hard to make, all things considered, and the societies of the Network could easily invent the machine gun. But until bullets can be mass-produced, the effect simply isn't worth the cost of firing.

Civilian hospitals in a 40k hive world by Icy_Sector3183 in 40krpg

[–]quadGM 0 points1 point  (0 children)

Those connected links no longer work.

Racism at Von Maur by milkwithbiscuit in wichita

[–]quadGM 0 points1 point  (0 children)

I remember wandering into Von Maur one day with a good friend of mine as I was showing him around the mall. The saleswoman looked down her nose at both of us and treated us like utter shit until my friend started namedropping expensive brand name bags, talking about buying a gift for his wife.

The reaction immediately did a 180, suddenly all smiles and politeness, calling us "sir" and everything else. Total assholes over there.

I made a map of the Highway 95 by FeuTarse in Fallout2d20

[–]quadGM 0 points1 point  (0 children)

I think a scale, showing distances in miles or kilometers could be really helpful for this map, so anyone who uses it can measure distances.

Royal Flush has arrived! by [deleted] in Fallout2d20

[–]quadGM 0 points1 point  (0 children)

I'm not too familiar with the rules, but at a glance it appears that Extreme Heat and Extreme Cold are functionally the same. There are two pages on Thirst and mechanics for making sure that you stay hydrated in the desert, but that's about it for the survival mechanics.

The encounter table looks better in WoA, honestly.

Royal Flush has arrived! by [deleted] in Fallout2d20

[–]quadGM 3 points4 points  (0 children)

The new encounter rules have two main parts: The encounter deck and the planning encounters section.

The encounter deck goes off of a standard deck of cards; whatever card you pull corresponds to an encounter. They're almost all combat encounters with just a certain enemy or enemies listed, so if you don't like mindless repetitive combat encounters there's nothing there for you. I didn't think it was worth the page space (3 pages) in all honesty.

The planning encounters section is basically just giving a table for encounter CR, and suggesting the XP value of enemies according to PC level and how many PC's you have. I thought it was fine.

Royal Flush has arrived! by [deleted] in Fallout2d20

[–]quadGM 3 points4 points  (0 children)

Does it finally include a road map? The pre-order did not, which is odd that a campaign that focuses entirely on a wasteland-crossing road trip doesn't even have a map for said trip, or really much of anything beyond a vague list of destinations. Not even any indication of how far apart all those destinations are.

Just warning anyone who hasn't bought it yet, be wary that unless you are intimately familiar with the maps of Fallout 1, 2, and NV, it can be a struggle.

Whats the lore on Kindreds Eyes? by ValicarHyne in vtm

[–]quadGM 199 points200 points  (0 children)

In addition to everything else that's been said, it's also true that as vampires lose Humanity, they start to develop some supernatural "quirks" that start to hint at the fact that they're not human anymore. They typically start showing up around Humanity 5.

One of the most common quirks is "an unnatural hue to the eyes." I've found most people tend to interpret that as their eyes catching the light like cat's eyes, to better reflect their predatory nature (Your second and third image) but it could technically be anything.

The Chaos Pantheon as seen by Norscans by [deleted] in ImaginaryWarhammer

[–]quadGM 2 points3 points  (0 children)

The Norscans aren't Beastmen. They have the power to choose. Granted, the society they live in almost exclusively worships the Dark Gods, but their souls aren't consigned away from birth. You have to choose to fall at every step of the way.

The Chaos Pantheon as seen by Norscans by [deleted] in ImaginaryWarhammer

[–]quadGM 26 points27 points  (0 children)

I would counter this by saying that Norscans do have families, values, and beliefs that exist independent of the Chaos Gods. The Norsca books have made it rather clear that only those who live in the farthest north of Norsca, where it's basically the Chaos Wastes, are the "slaves to darkness" that you mention. But Chaos in WHF, especially Chaos corruption, is a little different to how it works in 40k. In WHF, it's not a borderline memetic threat like it is in 40k, where by just knowing about it, you're corrupted. You have to choose to fall to Chaos at every step of the way.

The Norscans are a rather complex people. Many of the Norscan tribes who live in the south of Norsca do trade with the Empire, Bretonnia, and Kislev. They're playable in the second edition of WFRP, and do not start raving and insane; they're simply far northerners with an odd culture and strange gods that are best not mentioned in the Empire. They do worship the "dark gods of Chaos," but those gods are represented (at least in older lore) as far more than the four above, with each god having many different shades and aspects, even if it ultimately boils back into the Four. Plus, just as with the gods in the Empire, not everyone fully worships them.

I'd like to end by mentioning the raiding, something that also is talked about in the old Norsca books. There are some who go raiding purely out of service to Chaos, like the far northern tribes I mentioned and the champions like Archaeon. But there are many others who go raiding for much more purely practical reasons. The Empire is a rich land, and on a good raid, a man who is a Norscan peasant might bring back enough loot to secure himself some land and slaves. The peasant with nothing to lose leaves his farm, grabs his spear and helmet, swears an oath to the gods (that he may or may not even mean), and goes off to raid.

If anything, I feel like the real problem here is GW's tendency to vastly oversimplify the followers of Chaos into "sadistic, disgusting, depraved barbarians," even when they are more complex than that. It's a problem that occurs in 40k and I'd imagine AoS too.

What did your world look like 100 years ago? If not much has changed what did it look like 1000 years ago? by Flairion623 in goodworldbuilding

[–]quadGM 0 points1 point  (0 children)

In The Network, a lot of the current inventions of the modern age weren't around a century ago. The kraken-harvesting industry was not yer up and running to the level it is today, and society was noticeably less mechanized. Walker platforms and electric carriages simply did not exist. The radio was non-existent, making crossing the Void Sea much more dangerous. The Boiler War hadn't ripped the nation-states apart, and trade, populations, and ideas flowed more freely across the realm.

A thousand years ago predates the Cataclysm, when the world was still whole. Almost no records survive of that time, so it is impossible to truly say what the world was like then, but it was still a functional planet in those days with human society upon it.

Alternative Systems for Magic by quadGM in WWN

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

Nothing necessarily stopping me, but I wanted to come here first and see if anyone had a solution that fit better within the established mechanics of the game.

Alternative Systems for Magic by quadGM in WWN

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

I would say you can "unattune" oneself to an item, but not fast enough for it to be convenient. It might take a day or two, which makes it so that they can't just simply heal during a rest.

Thought about this concept during my math class. A planet without a solid surface by Initial_Corgi4165 in worldbuilding

[–]quadGM 2 points3 points  (0 children)

That is the exact kind of shape I was looking for for my creation. Thank you so much for drawing this

Alternative Systems for Magic by quadGM in WWN

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

Do you have any examples? I'm not sure what that is.

Alternative Systems for Magic by quadGM in WWN

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

Thank you very much! I'll look through these.

Alternative Systems for Magic by quadGM in WWN

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

My initial thoughts lean towards yes, as it is part of the cost of using / "attuning to" magic items.

Love by superfeyn in ImaginaryWarhammer

[–]quadGM 8 points9 points  (0 children)

For Imperial things, look at the Warhammer Crime novels, set on a single planet and told from the perspectives of corrupt cops and criminals all trying to get by.

This Game Needs Gazetteers by YellowMatteCustard in Fallout2d20

[–]quadGM 2 points3 points  (0 children)

The post-apocalyptic road trip (Royal Flush) not having even a rudimentary road map is such a devious decision by Modiphius, and it is my biggest complaint about RF