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7 hours ago, xking said:

DT6idq9WkAE5F1s.jpg

It’s a joke tome. Spanish blog says so.

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13 minutes ago, Barkanaut said:

It’s a joke tome. Spanish blog says so.

Bro, I know it's a joke.   Somebody made it because some people were complaining that there were no farmers in the lore. 

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10 minutes ago, xking said:

Bro, I know it's a joke.   Somebody made it because some people were complaining that there were no farmers in the lore. 

Just checking lol. 

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8 hours ago, Emmetation said:

We've tried to strike a balance in what we present to people. Take the simple task of visiting a shop. Some cities in the Age of Sigmar have a currency (glimmerings), some use bartering, some use favours (like the swathling system). In the book we present a few options for this. If you want to feel more "in-world" you can engage in bartering and trade in favours when in a place that doesn't have a currency. A lot of people find this fun and it makes the world feel more real.

On the other hand, we present rules for basic currency. Both of these systems can be used together, but if you and your players aren't interested in engaging with the mechanics and roleplay of bartering and just want to buy a big pointy sword to stab someone with, you can just hand-wave it and use coins.

The most important thing is how it feels, and I think that will be different for each player. Our goal is to present all of the information and tools that people need and to allow them to play the game their way

Will archetypes have some kind of class abilities?   How will a "Lord Castellant" be different from a "Knight Questor"?

In the there is mention of multiple lesser gods in the setting, like Kurnoth.   Will this be exploed?

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When are we go to start seeing more previews?  And what is the art going to look like compared to warhammer fantasy RPG?

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On 2/6/2019 at 10:07 AM, xking said:

DT6idq9WkAE5F1s.jpg

I would love the chance to play an army of farmers that are just tired as sh** of all these massive battles messing up their idyllic countryside.

Edited by Euphanism
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Can we expect a translated version of the game in the future? In my case i'm from Spain.

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Just now, Mungrun said:

Can we expect a translated version of the game in the future? In my case i'm from Spain.

As an addition to that question - if a translated edition were to come about would it translate just the rules or the additional supplemental information and lore. Being from the UK I never encountered it before, but I've heard from many who are abroad that translated Battletomes and Codex do not contain the lore and story information that the English ones do. I can appreciate that translation of lore and stories is often much more complex and expensive (time consuming) than rules and fairly standard language; GW sort of gets away with it in the game it seems, but I'd wager it would be much harder for an RPG to miss out in that background information. 

 

 

 

I must admit it surprises me that GW doesn't translate more of the Battletomes/Codex - I can appreciate why and it wouldn't' surprise me if the costs are quite substantial (I've on real understanding of translation fees); but it does seem like a fairly major letdown for overseas customers who are not English reading. 

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9 hours ago, Mungrun said:

Can we expect a translated version of the game in the future? In my case i'm from Spain.

Being also from Spain and not being done from GW, I expect some spanish distributor (Edge, nosolorol, etc) to do the translations. 

However, expect a long delay after the english release. 

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On 2/17/2019 at 12:17 AM, Mungrun said:

Can we expect a translated version of the game in the future? In my case i'm from Spain.

We have translation partners for some of our other lines (WFRP, The One Ring, Adventures in Middle-earth etc) so it is something we hope to continue with Age of Sigmar. Nothing confirmed yet though

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Hi all,
 
Exciting news! The cover for the Age of Sigmar RPG will be revealed live on Warhammer TV on Twitch this Thursday the 21st at 4pm GMT.
 
Following the reveal we'll be sharing some more details about the Age of Sigmar RPG on our website and social media channels, so keep your eyes peeled! After the reveal and the news, feel free to send any questions my way.
 
I'm really excited to finally be able to share this with everyone! Can't wait to hear what everyone thinks.
 
All the best
- Emmet
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image.png.aa0c6cbdb812990440cbb652ac9babbf.png

 

Awesome cover. They also mentioned it's coming out Q3. I expected Q4, so this is a nice surprise.

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I loved the old WFRP back in the day, I haven't checked out the new edition but their LOTR game is awesome and I think this game is going to be great.  I am glad they have a new system for it because the mortal realms is a very different place than the old world.  Also I just love the Nighthaunts in this, the look great (although I know we can't play them yet).

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I really hope the gryph hound is a playable character 🤣🤣🤣

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Can't wait to DM this. Realms are a great setting for RPGs, I think it's going to be really cool to see adventurers in it!

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20 minutes ago, Carnelian said:

I really hope the gryph hound is a playable character 🤣🤣🤣

They did say PCs will be able to take them as pets! 

1 minute ago, michu said:

Cubicle 7 updated their site.http://cubicle7.co.uk/age-of-sigmar-cover-reveal-update/

One of archetypes is "Realmswalker". Maybe it's that unaligned monk from Malign Portents videos?

There's a character in The Silver Shard that I believe is referred to as a Realmswalker... basically a legendary adventure who travels across the Realms.

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33 minutes ago, michu said:

Cubicle 7 updated their site.http://cubicle7.co.uk/age-of-sigmar-cover-reveal-update/

One of archetypes is "Realmswalker". Maybe it's that unaligned monk from Malign Portents videos?

Interesting mix, will be curious to see how they keep them on the same level. Like, there's a big difference between a Stormcast or Deepkin Hero and a Witch Aelf or Freeguild Soldier. I assume it comes in with extra feats/skills/stats or whatever.

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It could be similar to 40k Wrath&Glory - you can have a group with both space marine and guardsman but, to be not overshadowed by SM,  the guardsman is a veteran with lot of experience (and a really big melta gun).

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But how important is intra-party power balance really? If it's basically something like Warhammer Quest with a few more rules then maybe but if it's an actual roleplaying game then should it matter?

Sure your normal sized, looking and powered human might want to make himself look busy at the back of the party if you're up against a rampaging Bloodthirster but if you're writing interesting adventures then there will surely be plenty of situations where they can do a lot of things that your 8ft tall murder monk or a sentient tree can't.

I saw this come up on a board the other day, someone complaining, at excruciating ****** length (of course), that Cubicle 7 had ****** the bed with 4th ed. WFRP because Elf PCs were stronger than humans, who could never catch up on power levels. Seriously if that's what matters shouldn't you just be playing something like Witcher or Dark Souls?

Like I'm not sure that a game where you can start off as a Halfling beggar or a High Elf Noble is really worrying about that kind of thing.

Plus it ignores all the interesting stuff it throws up, sure that Elf Noble might be all kinds of badass in a fight compared to your pox ridden human rat catcher but if 90% of your games are set in and amongst a backward, superstitious, fearful human population then again that throws up loads of situations where ol' pointy ears might find himself constantly getting stiffed, distrusted or even attacked.

Edited by JPjr
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I agree power balance isn't important in RPGs if they are run the correct way.  The way I always play my heroes is that they must remain true to themselves, even if that sometimes means doing stupid things, ignoring buffs, and getting beat up and running away if the situation calls for it.  If you want wish fulfillment/powertrip play video game rpgs, if you want to be someone else for a couple hours tabletop games are the way to go.  That said AOS lends itself to a more combat heavy experience than say WHFP, in which fighting was always deadly.

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I think power balance has to have some sensible limits on it, you don't want to get to the extremes where (unmodified) one player is able to wipe out whole armies whilst another is still having trouble with a clanrat. 

The other angle is to equip the book with examples and tools to help the person running the game to predict and plan for power inbalance within the party. Give them tools, ideas and present the concept to them as something to be aware of and work with. 

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Okay that art is great, love the Warhammer Quest throwback.

I love how you can play both a mighty Stormcast Heroes, a former solider of the free people AND a huge treeman.

Good news about the fluff (and the very expected Great Parch focus), but I sure darn hope we'll have ARTWORKS and MAPS of all the Realms (I fear I'm repeating myself here but... including Azyr!), and more details on the Great Parch than what we have in the Core Book as of now (which is already very good ; I just want to know more about Hammerhal Aqsha, based on the excellent WHQ Shadows Over Hammerhal "novel").

Any comments on that last part  @Emmetation ?? (and thank you for the news) :P:P

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