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Emmetation

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Everything posted by Emmetation

  1. We'll be talking about the starter set more soon, but for now it will follow a similar line to WFRP: an adventure book, a region/city guide, premade characters, handouts etc. We're hoping to launch it very soon after the release of the corebook Sorry, yes we'll have a nice big map of the Great Parch. The other realms will come in time
  2. Actually, the base assumption is that you are not using minis. The game is meant to be as accessible as possible so we assume our starting player has no knowledge of Age of Sigmar and also no minis. Of course we know a huge part of the player base will be using minis, so we have rules for playing like this. So to answer your question, it should be very easy to play remotely without any VTT software. In the corebook, no. We want to do the maps and the realms justice, so if we were to include maps of each that would be a double page spread for each Realm. This immediately takes up 16 pages of content that could be used for further information, adventure hooks, etc. We aim to map each Realm as they become centre stage in our adventures.
  3. That is actually a very good idea. I'm stealing that for a future post. For now, I'd safely say some nighthaunts wouldn't go amiss 😉
  4. Yep. The sea along the Charwind Coast near Anvilgard is quite an interesting spot. There's plenty of others too. The Mordacious Sound has a heap of Idoneth
  5. We'll be breaking it up into regions, such as the Flamescar Plateau, Aridian, Bataar, Aspiria, etc. and then detailed important locations within those areas. We'll have sections discussing daily life, how people live and trade, where they get crops and food etc. The Great Parch has, unsurprisingly, often been shown as an arid desert, but there is a wide array of environments there. Its been a lot of fun to explore how people survive in this climate and landscape and how things have changed since the Age of Chaos.
  6. I actually don't have the Realm of Sommerlund book handy, so I'll need to check when I get back to the office. We have "hard mode" options in the GM Toolkit that presents rules for playing as more low-level characters. Our WFRP book already does a brilliant job of these type of characters so it made no sense for Age of Sigmar to have the same focus.
  7. 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
  8. 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
  9. 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
  10. Yes there will. This may be slight miscommunication on my part, but a big thing for us is the day to day life in the realms and how people survive. We also have sections dedicated to major cities likes those you mentioned, I moreso meant that its present less in a factual and scholarly way and more in a natural way that can easily fit into your game. I friggin' love the Hammerhal Herald Nope, its a completely new system so the magic system is new too. I won't get into arcane and divine magic right now, I'll save that for a later post
  11. Pretty close We want to allow people to combine Attributes and Skills in interesting ways, and what you've listed is what we envision people doing.
  12. I'll try to answer both points if I can, and give a little insight into our approach when it comes to design. With our The One Ring and Adventures in Middle-earth line what we have traditionally done is release a region guide that has information on a particular part of the world, followed by an adventure book. For Age of Sigmar, we are looking at a sort of similar approach but not quite. One thing we want to avoid is RPG-encyclopedia - if we ever find ourselves saying there are 71% humans, 12% aelves, 3% duardin then we know we've taken a wrong turn (flash forward to me regretting this sentence 😄). Basically what I'm trying to say is we want everything we create to be functional, to have a purpose, and to fuel story-telling. With everything we put in the books we look at how a GM and players can use this to tell stories. Release wise for AoSRPG what we would like to do is have a core release, like an adventure book or campaign, that has supplemental releases around it. So if we had a campaign set in Shyish for example, some supplements from that could look at monsters, players options, major cities, other side quests etc. Its not needed to run the campaign, but it adds value to it. Likewise, the supplement can be used in isolation from the campaign. Hopefully that helps to give some insight into our thought process.
  13. Hurray! Glad to hear people are getting excited.
  14. Hey folks, So shortly I'll be sharing some major news on AoSRPG. In the interim I asked a few different communities what they'd like to know about (so please let me know) and a few questions popped up that I've already answered so I wanted to collect them into one place. The communities are quite fragmented across TGA, Facebook, Discord, RPG.Net, and Reddit so I'm doing my best to keep everyone informed! And do let me know anything you'd like more info on and I'll do my best to answer. Some of this info you might know already _____________________________ Q. How much fluff will be there? I don't play AoS, so aside from what I read in White Dwarf I don't know a heck of a lot about the setting. I'm assuming this is meant to be an entry point, which is part of my interest (there is like NO AoS play here, and barely any 40k). A. The corebook is written with the assumption that players have no knowledge of the Age of Sigmar setting. We will present an introduction to the setting and how it got to be where it is, information on each of the Mortal Realms (with a major focus on one in particular), a run down of the major players and factions, some information on the gods, and then discuss what daily life in the realms looks like Q. Mini-friendly? I like minis :3 A. Options for using miniatures and theater of the mind Q. Reference heavy? As a HERO player I love not needing to open the book to play. Pathfinder drove me nuts because of all the referencing I needed to do. If there's a cheat sheet or player's book that'd be welcome. A. No. The system is built to be unobtrusive and to make it easy for new players to learn. We will have a section we're calling our "toolbox" that allows you to plug in more optional rules and complexity to your desire. Q. Are PCs always assumed to be Order? Or, over time, will there be options for Death, Chaos, and Destruction campaigns? Even if its just to make more memorable NPCs, that'd be interesting. A. Out of the gate we're going with Order only, simply because of the breadth of options available that we didn't want to overwhelm people (the same reason we are focusing on a particular realm). We certainly have plans for "unconventional" heroes (or villains) but they won't be in the corebook. Plus, Order doesn't necessarily mean good Q. What sort of game are you going for? A. As was mentioned, WFRP does low-level heroes brilliantly so there was no point in us releasing something similar with AoSRPG. Age of Sigmar is heroic fantasy, with some post-apocalyptic steampunk horror throw in. You start as competent heroes able and willing to face down the forces of Chaos, Death, and Destruction. The question isn't if you'll win, its how long can you keep winning against overwhelming odds. The players will be beacons of hope in the world, but the ravages of the realms will take their toll. Q. A couple sample PCs would be nice. Preferably one baseline human PC and a more advanced PC such a Stormcast for example. A. I'll see what I can do Q. I think more archetypes would be great. I think people are going to be generally curious what character options the core book will provide. I think a general discussion of power level the game is geared towards would be nice too. Maybe just describing what kinds of threats that a starting group of PCs should be able to comfortably face contrasted with what would be a hard challenge. A. See above in relation to threats. Character options, we're hoping to provide at least from from each major Order faction but we'll see. Q. What kind of characters do the designers forsee us as playing? From lowest level to highest? A. See #5 above. You start as competent heroes. I liken it to levels 5 to 10 in DnD 5th Edition to start, going up to being able to face down a Mortarch or Chosen of Chaos. Q. What kind of things are the opposition? A. All kinds! I had a two-hour meeting yesterday trying to nail down our bestiary. Corrupted of Chaos, daemons, undead, monstrous beasts - all the greatest hits. Q. An example of a plot/story outline for a game? What kind of things do characters get up to? A. I'll try to address this in a later post, but our goal is that the heroes are these beacons of hope. Order and the Stormcast Eternals are stretched thing, particularly following the necroquake, so now more than ever they need heroes. Players will help push back the darkness and their actions will affect how settlements and the lands develop and change. ________________________________ Phew! Right, I'll try to keep this updated as more info becomes available. All the best - Emmet
  15. Yep. The game is set after the events of the Necroquake. There are some optional rules that will utilise some of the weirder/more fun stuff from Malign Portents. Insanity point system - not quite. It won't be "you are 17 points of crazy" but there will be a way to measure decline. It'll be a little more holistic or abstract. Non battletome armies, and races/species - unfortunately I can't share details right now. But soon! D6 system - It is Attribute + Skill but that's probably where a lot of the similarities end. Amount of questions - No problem In relation to WFRP - I love WFRP but AoSRPG is a brand new system built to support play in the Age of Sigmar. As mentioned in another comment, complexity level probably starts lower than D&D 5e with the option to add complexity as the game progresses. EDIT: Sorry my keyboard is acting up. The RPG is set after 2nd Edition and the events of the Necroquake. And on human-centric PCs, unfortunately I can't share right now. Hope that helps!
  16. Definitely significantly less crunchy than both of those. Out of the box I would say probably even less so than 5e DnD. The core mechanics are simple and easy to grasp but we have a toolkit of optional rules you can plug in to add complexity to your taste. Our goal was to make an easy to play, welcoming RPG that allows for a tonne of customisation and personalisation for those that want it. I know that spiel gets peddled a lot but I think we are very close to achieving our goal.
  17. Howdy, I can't speak about Idoneth and DoK just yet, but we have plans to support "unconventional" (i.e. evil) characters in the future, but some may not make it into the corebook. For WFRP, those guys have a huge roadmap ahead. Next up I believe is one of the first adventure books, and then I think its the "HD Remake" of Enemy Within.
  18. For maps, like everything, it has to serve story-telling. Maps can be great for looking at something and going "I want to go there!". We take it from the point of view of an in-world cartographer. How would they see it? We aren't going from an omniscient, almost satellite view, its the realms as the people there know and understand it. For morality, it always works better more holistically rather than something like "alignment". And you can serve any god you want... maybe just keep it hidden from the Order of Azyr
  19. I think this is true for a lot of people. Age of Sigmar has seen a huge influx of new players, many of whom have never played an RPG either, so its our chance to introduce a lot of new people to the hobby. We have a long roadmap for our product plan. There's so much scope in the Mortal Realms its difficult to decide what to focus on! Shortly after the corebook launches we'll have our Starter Set. Following that we'll have adventure books, campaign books, and then supplements to support those books. Plus character options, more monsters... there's a lot! We'll be doing a lot of PDF releases as well, so there will be a steady stream of content coming. We will absolutely maintain AoSRPG and WFRP. Obviously there is a huge bond link between WFRP and AoS, but they are different lines manages by different teams (though obviously we work together too!). In the same way that Age of Sigmar wouldn't affect our work on Lord of the Rings, it also won't affect WFRP. Those folks have a lot coming down the pipe! Tonally Age of Sigmar is heroic fantasy . While in WFRP you are scrounging for everything you get, in AoSRPG you'll already start as a hero. When speaking to people I always say that the question in Age of Sigmar isn't if you'll win, how much can you win and keep winning. You can defeat 3, 4, 5 or more foes but eventually you're going to be overwhelmed. To me there's also a huge element tragedy or sorrow to the setting, so we want to let players tell those personal stories. You will be taking on the role of heroes who are tasked with maintaining hope in a bleak world. How long can you keep going before it becomes too much? For monsters, and the rules in general, we are building a toolbox that GMs and players can use. You can plug in as much or as little as you want, but its built to allow you to create those permutations. As was mentioned, we could release half a dozen monster books if we wanted, so we need to ensure people have the tools they need to customise their game.
  20. Brand new system built from the ground up, specifically for roleplaying in the Age of Sigmar. We'll be using d6 dice pools at the core, but we''ll get more into the details over the coming weeks.
  21. Oh yes! We are all about Warhammer in the office. We have stacks of Age of Sigmar, Warhammer Fantasy, and 40k in the office. Its just a matter of finding time to play! (I go for anything undead myself. Flesh-Eaters are my fave, but love the Nighthaunts too)
  22. I can't bee specific, but yep, there will be locations that you've seen before Unfortunately I can't be any more specific than "this year!". But we will keep you updated
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