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Emmetation

Age of Sigmar RPG

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Uh. There never were references to "each of the realms suns" whatsoever.

About the linked  orbits of the two Realmspheres, it's not just "metaphysical", it's really two Realmspheres in the Aethierc void that shed light or darkness on the other Realms. Phil Kelly said it here in the video : "And as the Realms Light, Hysh, is in front of the Realm of Shadows, that forms day for the Realms."

It also p. 80 of the Core Book, and p. 110 explains that Hysh's light reach all the AOS cosmos. 

 

 

 

 

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One of the things about a tabletop rpg is that you can modify the setting and lore as needed for your table. While it's harder for an established setting like AoS, I've changed minor details around in published RPG settings forever. The nature of the sun is something you can set for your table as you believe is correct - it's unlikely to have an impact on play and the stories you tell.

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@Emmetation is there a release date for the PDF of the GM screen? I'd love to get more lore bits like the adventure hooks.

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30 minutes ago, LoopyZebra said:

@Emmetation is there a release date for the PDF of the GM screen? I'd love to get more lore bits like the adventure hooks.

In the next few weeks. Shouldn't be too far off

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I am a tad confused by an example on page 150 :

"Darach attacks and hits the Troggoth, getting 2 successes. His Kurnoth Greatsword deals 2 + S Damage, so he deals a total of 4 Damage. The Troggoth’s tough hide gives it a natural Armour of 2, meaning it takes only 2 Damage (4 – 2). The Troggoth’s Toughness is reduced by 3. "

Why is the Toughness not reduced by 2 ?

And is the "2 + S" meant to be "2 x 2" ?

 

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18 minutes ago, Ninelives said:

I am a tad confused by an example on page 150 :

"Darach attacks and hits the Troggoth, getting 2 successes. His Kurnoth Greatsword deals 2 + S Damage, so he deals a total of 4 Damage. The Troggoth’s tough hide gives it a natural Armour of 2, meaning it takes only 2 Damage (4 – 2). The Troggoth’s Toughness is reduced by 3. "

Why is the Toughness not reduced by 2 ?

And is the "2 + S" meant to be "2 x 2" ?

 

Sorry yeah, that last line is an error. The Troggoth's armour was changed from 1 to 2 late in the game. I thought I had amended the example but I missed that last bit. The Troggoth's Toughness should be reduced by 2

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20 minutes ago, Ninelives said:

I am a tad confused by an example on page 150 :

"Darach attacks and hits the Troggoth, getting 2 successes. His Kurnoth Greatsword deals 2 + S Damage, so he deals a total of 4 Damage. The Troggoth’s tough hide gives it a natural Armour of 2, meaning it takes only 2 Damage (4 – 2). The Troggoth’s Toughness is reduced by 3. "

Why is the Toughness not reduced by 2 ?

And is the "2 + S" meant to be "2 x 2" ?

 

I believe 2 + S means 2 + successes. 

So basically any successes over the minimum required is extra damage. Assuming I understand this accurately.

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Posted (edited)
3 minutes ago, Emmetation said:

Sorry yeah, that last line is an error. The Troggoth's armour was changed from 1 to 2 late in the game. I thought I had amended the example but I missed that last bit. The Troggoth's Toughness should be reduced by 2

Ok great! And the +S is meant to be a "times 2" correct?

Edited by Ninelives

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No, + S is plus successes. So any successes you get are added to damage. 

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1 minute ago, Ravinsild said:

I believe 2 + S means 2 + successes. 

So basically any successes over the minimum required is extra damage. Assuming I understand this accurately.

 

1 minute ago, Emmetation said:

No, + S is plus successes. So any successes you get are added to damage. 

Ohh I see, sorry my bad.  I thought the successes were multiplied by the damage value, 😅 with this example the maths were still working.

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6 hours ago, HorticulusTGA said:

Uh. There never were references to "each of the realms suns" whatsoever.

About the linked  orbits of the two Realmspheres, it's not just "metaphysical", it's really two Realmspheres in the Aethierc void that shed light or darkness on the other Realms. Phil Kelly said it here in the video : "And as the Realms Light, Hysh, is in front of the Realm of Shadows, that forms day for the Realms."

It also p. 80 of the Core Book, and p. 110 explains that Hysh's light reach all the AOS cosmos. 

 

 

 

 

References to different suns were made in books, Ghur had an wild and predatory sun and the  gloomspite gitz battletome says something about multiple suns and other celestial bodies.  

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Just now, xking said:

References to different suns were made in books, Ghur had an wild and predatory sun and the  gloomspite gitz battletome says something about multiple suns and other celestial bodies.  

As I said in the very post above, Hysh's Realmsphere being the sun of the Mortal Realms doesn't prevent the existence of other celestial bodies. It's just that they do not function as generic suns for all the Mortal Realms, only for portions of them, and in usually strange ways (like chained Ignax).

And if older fluff contradicts the new, updated AOS2 one, the later will take precedence, of course. 

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Anybody would know why the Black Ark Corsair (page 50) has an asterisk (*) after the Silver Tongue Talent?

My understanding was that the asterisks come when there is a required condition (often skills) to have that Talent, but can't see any in the description of the talent page 89.

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11 hours ago, Ninelives said:

Anybody would know why the Black Ark Corsair (page 50) has an asterisk (*) after the Silver Tongue Talent?

My understanding was that the asterisks come when there is a required condition (often skills) to have that Talent, but can't see any in the description of the talent page 89.

I think you are right, either they forgot to add the condition or to delate the asterisk. I would ignore the asterisk for the time being. You could add this to their errata file, they'll try to update the PDF within this week if I remember correctly: 

https://docs.google.com/forms/d/e/1FAIpQLSd0dNjz_0WdCUe49Ys5XPDjfEEB9dNWwPCyl1E8yBcpxwIFZA/viewform 

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Posted (edited)
4 hours ago, LuminethMage said:

I think you are right, either they forgot to add the condition or to delate the asterisk. I would ignore the asterisk for the time being. You could add this to their errata file, they'll try to update the PDF within this week if I remember correctly: 

https://docs.google.com/forms/d/e/1FAIpQLSd0dNjz_0WdCUe49Ys5XPDjfEEB9dNWwPCyl1E8yBcpxwIFZA/viewform 

Thanks for the link! I was waiting for it, did not know it was already live. I have spotted quite a few mistakes haha :D

 

@Emmetation actually, is there no way to submit more  than  one issue per form? I have started working on a Google Sheet listing them...  If I use the same format would that be okay to share with you guys?

Edited by Ninelives

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16 hours ago, Ninelives said:

Anybody would know why the Black Ark Corsair (page 50) has an asterisk (*) after the Silver Tongue Talent?

My understanding was that the asterisks come when there is a required condition (often skills) to have that Talent, but can't see any in the description of the talent page 89.

Yes that's a typo. Silver Tongue did have requirements but they were removed.

1 hour ago, Ninelives said:

Thanks for the link! I was waiting for it, did not know it was already live. I have spotted quite a few mistakes haha :D

 

@Emmetation actually, is there no way to submit more  than  one issue per form? I have started working on a Google Sheet listing them...  If I use the same format would that be okay to share with you guys?

If you could use the form it would be great, but any help is a appreciated, so feel free to DM or email the sheet to me. Thanks

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Hi all. I'm brand new to RPG gaming and have a couple of noob questions. 

1.  Can this be played on a small board, say 2' X 2'?

2. In a typical 2-3 hour session how far would the RPG advance? By this I mean how many maps / game boards would be required for each gaming session?

Thanks in advance from a complete novice to RPGs.

I've picked up the PDF and I'm impressed with the content in there. I've always loved narrative stories in my AoS campaigns and would love to bring my worlds across to an RPG setting.

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18 minutes ago, Azlak the Damned said:

Hi all. I'm brand new to RPG gaming and have a couple of noob questions. 

1.  Can this be played on a small board, say 2' X 2'?

2. In a typical 2-3 hour session how far would the RPG advance? By this I mean how many maps / game boards would be required for each gaming session?

Thanks in advance from a complete novice to RPGs.

I've picked up the PDF and I'm impressed with the content in there. I've always loved narrative stories in my AoS campaigns and would love to bring my worlds across to an RPG setting.

I think the correct answer would be: It depends. 😄

Seriously, RPGs are veeeery freeform and variable when it comes to scale of encounters , number of encounters and speed of story progression. You can actually play whole evenings without a single fight, or you could play one with a lot of encounters. Many combats start at close distance or in confined spaces, where only the immediate surrounding is of interest. For my WFRP sessions, I had just a block of paper of maybe 60&40 cm (like you‘d put them on a writing desk for scribbling notes) and quickly drew important terrain features on it. 
But maybe the AoS rpg has more elaborate systems for this. 

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Pretty excited for this.  Only experience with pen & paper RPG is a few drunk sessions of D&D back in college many years ago.  Going to participate in a learning session Sunday and hopefully I can find a dedicated group shortly after.

Skyrigger will be my first character and damn it was hard to choose. 

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Posted (edited)
1 hour ago, Azlak the Damned said:

Hi all. I'm brand new to RPG gaming and have a couple of noob questions. 

1.  Can this be played on a small board, say 2' X 2'?

2. In a typical 2-3 hour session how far would the RPG advance? By this I mean how many maps / game boards would be required for each gaming session?

Thanks in advance from a complete novice to RPGs.

I've picked up the PDF and I'm impressed with the content in there. I've always loved narrative stories in my AoS campaigns and would love to bring my worlds across to an RPG setting.

Basically what Beastmaster said.

One easy way to check out how it's done (or much better said one way to do it) is to look at YouTube/Twitch videos. This weekend there will be some people starting to do adventures and post them. One will be on Twitch from Foxfyre22. I think at least one of C7 writers, who worked on Soulbound will take part in that one. You can already look at their character creation video. But again, this will be only their style. Just have a look at a few games (if you look under D&D you'll have the largest variety of videos). 

In the end it's up to you. You can play on a board or without a board. A 2 to 3 hour time slot could bring you through a whole small adventure (like a small dungeon), or you are all still talking about who buys what at what price and why at your local weapons smith. It all depends on what your group enjoys. 

Edited by LuminethMage
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Posted (edited)

The big difference to a Tabletop game is, I think, that the players don’t and shouldn’t have a General‘s view over the whole surrounding. So the area of interest only reaches as far as they can see at the moment an encounter takes place. An area of 2x2ft would approximately correspond to an area of 100x100 ft in real life. In many areas, like dense woods, winding town streets or inside buildings, you cannot see that far, so a small board should do. For more open areas you can always switch to narrative time and pure verbal description.

ps.: For dungeon fights, I recently made this (actually for Mordheim, but should work in RPGs too): 

850058F1-272C-48AC-B5B6-D022B9FACA1C.jpeg

Edited by Beastmaster
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On 5/11/2020 at 10:22 AM, Azlak the Damned said:

Hi all. I'm brand new to RPG gaming and have a couple of noob questions. 

1.  Can this be played on a small board, say 2' X 2'?

2. In a typical 2-3 hour session how far would the RPG advance? By this I mean how many maps / game boards would be required for each gaming session?

Thanks in advance from a complete novice to RPGs.

I've picked up the PDF and I'm impressed with the content in there. I've always loved narrative stories in my AoS campaigns and would love to bring my worlds across to an RPG setting.

There are a few things to take into consideration here. RPGs can be played with a small board of this sort, a larger one, or no board at all. The sky is the limit and it will depend on how you and your players want to handle combat.

Basically there are two different approaches to running a game. The one that will seem most familiar to tabletop wargamers is to use minis and treat each combat encounter as a small, skirmish style game. The other approach is called "theatre of the mind" (TotM) and doesn't use minis, instead relying on descriptions alone. In my experience most GMs use a mixture of the two approaches.

In most cases TotM is used for almost all of the non combat encounters. In most groups if the GM starts laying out a board, the players are going to start wondering whether a fight is about to happen. However this doesn't have to be the case. I find that miniatures are very useful when the party are exploring an area, be it ruins or a traditional "dungeon" of corridors and small rooms. It gives the players a clear idea of where their characters are, and what features are around for them to interact with. Some players will be able to keep focused easily, and keep all of your description in mind. Others wont, and will benefit from a visual aid to assist in visualising the scene. The best rule of thumb is that if the players start asking you to repeat details, or getting confused about the layout then its time to bring out the minis.

Consequently, where TotM style play excels is in situations where the broad strokes of the scene are more important than the fine details. You can describe the key elements of the scene, and then the players can fill in the blanks with their imaginations, or important details can be made up as they become relevant to the story. For example, I would use it for shopping trips where the characters are mainly talking to NPCs, and interacting with items rather than locations. It is also very good for wilderness travel, where it would be infeasible to set up a large enough board for days or weeks of travel overland, so its better to narrate the scene.

When using a board and minis, you can be as elaborate or not as you like. RPG boards range in complexity from a bit of paper with some coins or dice acting as tokens, to beautiful dioramas with fully painted minis. There is no right or wrong way to do it. I know folks who love to have a whiteboard on hand, so that they can quickly draw out maps and room plans on the fly. Others like to use ready made locations. The flip mats which Paizo sell for Pathfinder are great for this purpose and should give you an idea of the kind of size and scope typical of an RPG. https://paizo.com/store/pathfinder/accessories/maps

3d terrain of the sort used for wargaming can look great for an RPG, a lot of players won't be used to using it, so it can also be impressive to roll some out. However it also has some drawbacks. The first is set up time. When an encounter starts, you want to get into the action as fast as possible. Ideally most GMs like to be able to set up a board in the time it takes the players to make an initiative or priorty roll, or get their characters ready for the action. This means that spending half an hour setting up terrain, as can be the case for a wargame will totally kill the action, and bring the players out of the game. I'd say aim to spend 1-5 minutes setting up if that.

The other problem is blocking line of sight... for the players. When playing a wargaming its common for players to stand up, walk around the table, and bend down to get a better look at what is going on. There is generally room around the table for 2-3 people to easily find a good vantage point. This isn't the case when playing an RPG when a more typical group consists of 4-8 players plus the GM. Players will mostly remain seated, and the small size of most battle maps means that it can be challenging for players at the far end of the table to see whats going on. Particularly if their view of where their character is is blocked by buildings or trees.

One thing that helps is actually for the GM to sit in the middle of the long side of the table, rather than at one end, as you usually see in media. This puts the board dead centre, and means that most players are equidistant from it and the GM. Terrain also goes a lot further in an RPG. If you have a forest scene then it can be good to just put a few trees at the edges in order to hold down the corners of the map, and give the impression of the forest getting thicker. Then you can rely on a printed map, or small scatter terrain to mark the positions of things in the middle. I have some tree stumps to use for this purpose, and really only put large trees in the middle of the map when I want to suggest a really deep and tangled jungle, where the players and their characters both struggle to see what's creeping up.

 

In terms of material for an evening of gaming, it can be very variable. I would generally prepare a few big "set piece" encounters, where you will use elaborate boards and minis. Maybe count on one of these in a 2-3 hour evening, and perhaps 3 in a day of gaming. However don't be surprised if you spend entire sessions without reaching one of your planned encounters. Players like to explore, interact, and make conversation (both in and out of character). This is really what drives the story of an RPG as much as the details of the fights and battles. Plan on most sessions starting with a lot of theatre of the mind stuff, using that to lead into a planned encounter. It can be tricky to wrap an encounter up before the end of the session, so don't be afraid to leave it on a cliffhanger. If it becomes clear that they won't finish in the night, then throw in a couple more enemies and say "the door bursts open, more beastmen charge through... and that's where we'll leave it for tonight. See you next week!"

This then lets you start the next session with a bang too, and keeps the players guessing during the week. It also means that you can set up something a bit more elaborate for them when they come back, as you can build a board before they arrive and have it waiting.

RPGs also tend to be less static, so often encounters might take place over a string of small locations, rather than one open board. I did a chase through a city, where we had houses on the table and moved them from one side of the map to the other as the players advanced through the streets and across the rooftops in a running battle with assassins. We started out with a bit of scatter terrain, and NPC figures, but most of those got "left behind" as what was important was where the next set of buildings would be, and how the layout of streets and alleyways would look. However the players now had the "crowded market" scene in their heads, so we didn't need as many props for them to keep imagining that as we moved the buildings.

A similar thing can work well with dungeons. Wizards of the Coast sell sets of "dungeon tiles" which are small cardstock pieces which can be arranged to make rooms and dungeons. They let the GM build a layout on the fly, and move pieces around as the PCs explore the area, opening up new rooms and locations. A similar idea, but more elaborate are the Dragon Lock 3d corridors. They look great, although I've never tried them out myself. http://www.fatdragongames.com/fdgfiles/?page_id=2567

Basically the possibilities are unlimited, its just a case of how best to convey them to your players, and how much effort you want to put in, and when and where it is best spent. That can take a bit of practice to get right, but GMing is a learning experience too. If you feel like there is too much terrain the first time, you know to scale it back next time and so on.

I hope that essay on GMcraft helps, and that I've at least somewhat answered your questions rather than just raising loads more. Happy gaming!

 

 

 

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Posted (edited)

@Emmetation some little bits for the FAQ / update : 

P. 201 : the second paragraph before "Sigmar's Storm" : the part about Khorne smashing down Aharmanentia from the sky is missing. The paragraph makes no sense as is, as it starts by introducing the doom of the Agloraxi but stops with the mages blasting a Khorne army with laser. The crucial part (Khorne's revenge-by-uppercut) is missing.

P. 338 ; Troggoths clearly belong to the Greenskinz Hordes, but the Dankhold Troggoths shouldn't be labelled (IMO) as "Greenskinz" themselves. As Greenskinz are those creatures (Orruks, Grot, Snotlings, maybe Squig) described as sharing a fungal nature in Orruk Warclans Battletome p. 4 (last paragraph).

I'll write here if I found other parts in editing / interpreting the lore that feel incomplete or incorrect. Of course some may just be my own interpretation, as YOU are the creator and lore master. Anyway your book is truly a GREAT work, worthy of the God-King himself, not only with the rules but with the great lore introduced or expanded upon in the book.

Edited by HorticulusTGA
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Posted (edited)

@Emmetation another tidbit for the FAQ / Update (feel free to ignore if I missed the answer) : 

P. 164 (of the Soulbound PDF) : the part about "flowers from Southern Shyish", and in general about compass and directions in the Mortal Realms : 

As you did with the Azyrheim calendar, it could be good to integrate a paragraph somewhere about how directions work in the Mortal Realms. On a "2D" map like The Great Parch one, north means edgeward (direction Cotha), south means coreward (direction Vanx), etc. so no problem. 

But I'm not sure one can say "flowers from Southern Shysh" -  or that would refer to a concentric area around the core of the Realm, or the central area of the Realm itself. Which now is occupied by the Shysh Nadir...

Edited by HorticulusTGA

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Did the PDF for the starter characters get put out? Someone had mentioned it was going to be this week.

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