Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
No adverts like this in the forums anymore.
Times and dates in your local timezone.
Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
Email notifications for threads you want to watch closely.
Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.
2017/02/22 23:38:26
Subject: New Warhammer Quest - Shadows Over Hammerhal
CMLR wrote: I'm surprised for the amount of people that now are less interesed in the game because the GM. I'm actually surprised, I guess they are part from a younger part of the community.
I think some people will still manage to play this without a GM. It was easier to make a GM for ST, but I'm sure this time around it shouldn't be (much) harder to do.
I have to agree. A few times, both with original Quest and Silver Tower, I've played the role of the GM, which basically amounted to being the one controlling the monsters (rolling, moving, keeping track of wounds), and doing all the 'game' stuff (keeping track of renown, handing out cards, reading out events, exploration decks, getting the tiles, etc.).
I've done that more than actually playing as a hero in recent times. Now there's a codified set of GM rules. I don't see how that's a bad thing.
CMLR wrote: Now, what's weird for me is that you will be able to play Necromancers and Greenskinz heroes here. Seriously why?
Better yet, you can play as a Chaos Sorcerer going to fight another Chaos Sorcerer, who uses the same miniature.
This message was edited 1 time. Last update was at 2017/02/22 23:39:50
"If I kill my inferior brother and ruin this invasion of theirs then surely the dark gods will praise my power and put me in charge! It won't be easy for one even as great as I, I'll need peons to die for my superior self..."
2017/02/23 01:25:02
Subject: New Warhammer Quest - Shadows Over Hammerhal
I'm selling the miniatures and gonna convert the game into a coop game like Silver Tower. And turning all enemy's into either solo nurgle or solo undead.
2017/02/24 00:00:12
Subject: New Warhammer Quest - Shadows Over Hammerhal
spiralingcadaver wrote: People don't want GM's because the market's already bloated with 1-vs-many games, not to mention true RPGs, and ST was full co-op so it seems only reasonable that this one was, too. Not everyone who disagrees is an uncultured young'n.
I never called anyone uncultured.
I've seen far more "veterans" looking for regular RPGs while I've seen more younger players looking for co-ops. Both in forums and irl.
Zethnar wrote: I don't know why you're surprised. Not only has "But can you play it co-op?" been the number one question asked since any details about the game have come out, but it was one of the major selling points for the last three dungeon crawlers put out by Games Workshop.
Personally I wouldn't consider myself from the younger part of the community. I've DMed more than my fair share of DnD, Star Wars, Shaodwrun, Gurps, and even Dark Heresy campaigns. The thing is when this kind of game comes out it generally falls to one person to play the GM, and that's me. I'm pretty much sick of it at this point, I'd much rather be having the fun of fighting monsters and leveling up my character than pretending to try and beat the players in order to 'facilitate them having a good time'. Quite frankly I think it's poor game design forcing one player to sacrifice their fun for the good of the group. I understand that there are some people who may enjoy taking on that GM role despite the lack of freedom afforded by something more open (like DnD), but it's not the automatic default state for all gamers over a certain age.
Yes, but if you have seen far more people asking for a GM on Silver Tower, is natural to expect that that question would be the number one; because there are lots of people actively asking for a GM.
I do get the point of getting tired to play as a GM, but there is still people who rotate themselves to play the role or just don't really mind.
highlord tamburlaine wrote: Dunno if it's just me, but as a parent with easily distracted kids, I end up becoming a semi- GM whenever I can convince them to play as it is, because otherwise I'm at the table alone if I can't hook them in.
With that said, this new game isn't a huge stretch for me in regards to its new GM rules. Would I rather it have the same rules system as Silver Tower? Absolutely. I hate always being the one to run the games (as I'm the one who usually purchases them) and never get to partake in the action unless it's a co-op.
Heck, GW could have asked the community prior to committing to this game and I'm sure they'd get a lot of responses arguing in favor of keeping the pure co-op with all the bells and whistles that the Adventure book/ a GM would have provided.
Well, you could always try to invite some fellas to a poker, I mean, RPG night.
Your right about orks sneaking about as heroes don't see the citizens being happy to see them
I am not against the gm in the sense I am glad it makes some people happy, it's just for me personally I liked the pure co-op and wished they had included a deck of random room cards and maybe a adventure book to accommodate co-op as well, but I am not selfish enough to believe every game should be tailored to me.
Your right on enemy packs they would be great
Still, I've seen a notable inclination from veterans towards regular RPGs, and an inclination towards from younger players towards co-ops.
(Just a little nitpicking here: it's you're, not your. Sorry! )
Baron Klatz wrote: Well necromancers and undead are easy as you can put their background as spies for Nagash who could've infiltrated the city as regular wizards and called upon his help when chaos arrived (and thus turned undead or summoned the heroes).
Greenskins are a bit tougher and could be simply added as part of a traveling warband looking for a fight and heard all the fun screaming and fighting sounds from the city and decided to drop by.
Though a fun narrative would be captives in a Corsair's slave ship/exotic goods ship that busted out. Orruk mercenaries could work too.
I really liked your ideas here.
H.B.M.C. wrote: Better yet, you can play as a Chaos Sorcerer going to fight another Chaos Sorcerer, who uses the same miniature.
That's not crazy at all; you can play as another Slaaneshi CSL to try to get the "party" of a lifetime for you alone.
2017/02/24 19:41:23
Subject: New Warhammer Quest - Shadows Over Hammerhal
I don't play AoS, so I wouldnt know, but do the stat lines used on the monsters in Silver Tower line up with the ones in AoS?
If so, then converting any of the monsters/baddies, from warscrolls and the like, should be fairly simple, and it might be fun to write up some behavior tables for them to behave 'in character' with the lore behind them...shambling zombies moaning 'braaiiiins', squigs hopping around randomly, night gobbos running away and taunting the heroes from afar, etc...
That's odd, I saw the circle(pie?) with the three stats as profiles in both games at a glance...so the actual stat names and/or numbers are different between the two games? Is there a pattern to the differences? Maybe we can figure out the conversion formula?
I looked at it superficially, comparing them to their stats with when they released the ST ones for AOS, and it didn't look like anything past using a similar flow. For instance, some models with the same defensive stats in AOS had radically different ones in ST.
I kind of wish they had included rules for daemonettes, bloodletters and nurglings at the very least. If the sorcerer is trying to revive Slaanesh you'd think he'd be able to at least enlist the aid of the daemonettes. But rules for those wouldn't be hard to add via white dwarf. I don't mind the game being set against chaos as the main villain. But I think skaven could still fit in without much trouble. Overall this looks like an exciting game. I might have to trade/sell off some of my other unassembled piles of stuff for it.
Hopefully people add some video playthroughs and tutorials on youtube or something. Seeing the game actually play out would be pretty cool.
This message was edited 1 time. Last update was at 2017/02/24 21:44:07
2017/02/25 13:37:45
Subject: Re:New Warhammer Quest - Shadows Over Hammerhal
Neither rumour, nor a promise. But....asked on the Age of Sigmar FB group regarding a Bestiary so we can populate Dungeons of our own design with Gribblies of our own choosing.
I'm told it's a great idea, and they'll pass it onto the Studio.
Would love for it to happen - and whilst I'm enthused at their response, I'm still not holding my breath,
Fed up of Scalpers? But still want your Exclusives? Why not join us?
The potential for cheap-to-produce, book-only supplements is immense. Package each HB tome with a sheet of new board sections. Include a brief new campaign and adversary stats for a faction. Print money...
Stormonu wrote: For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules"
2017/02/26 21:26:34
Subject: New Warhammer Quest - Shadows Over Hammerhal
I was pestering them about unit cards and got the same response. While not quite what I wanted the SE getting some was a good sign.
BlaxicanX wrote: A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.
2017/02/27 00:40:26
Subject: New Warhammer Quest - Shadows Over Hammerhal
For people who aren't fully-versed in the lore, that's no bad thing. Fluff and crunch, one baddie a page, lots of pages. What's not to love?
Stormonu wrote: For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules"
2017/02/27 01:49:14
Subject: New Warhammer Quest - Shadows Over Hammerhal
JohnnyHell wrote: For people who aren't fully-versed in the lore, that's no bad thing. Fluff and crunch, one baddie a page, lots of pages. What's not to love?
Have you seen the adversary pages? It's not a whole page of "[f]luff and crunch". It's mostly formatting and wasted space, with giant chunks of white space between the unit rules and the AI table.
JohnnyHell wrote: For people who aren't fully-versed in the lore, that's no bad thing. Fluff and crunch, one baddie a page, lots of pages. What's not to love?
Have you seen the adversary pages? It's not a whole page of "[f]luff and crunch". It's mostly formatting and wasted space, with giant chunks of white space between the unit rules and the AI table.
White space is a good thing.
2017/02/27 03:07:41
Subject: New Warhammer Quest - Shadows Over Hammerhal
There's plenty of ways to make a page look clean and uncluttered without double spacing everything and having massive borders.
We find comfort among those who agree with us - growth among those who don't. - Frank Howard Clark
The wise man doubts often, and changes his mind; the fool is obstinate, and doubts not; he knows all things but his own ignorance.
The correct statement of individual rights is that everyone has the right to an opinion, but crucially, that opinion can be roundly ignored and even made fun of, particularly if it is demonstrably nonsense!” Professor Brian Cox
Yeah... GW ain't thinking of your budget. Just found out today that they're selling digital packs of ST skill/treasure cards at £3/9 cards. That's .33 per rule.