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>brings Magnus to a 1000 points casual game (when everyone agreed not to bring psykers to overwhelm newbies)
>makes up rules ("m-my Magnus can fall back and charge over terrain and hang over your miniatures!")
You know some tolerant folks then. Both stores I've played and run tables at would tell him to act like he had some sense or hit the bricks right then and there.

As for 4e, totally forgettable for me aside from The Warlord class. GOD that one speaks to me so well.
 
>go to the LGS I hadn't checked before
>hang out with buds, good times all around
>that guy arrives
>easily identifiable by his massive gunt
>brings Magnus to a 1000 points casual game (when everyone agreed not to bring psykers to overwhelm newbies)
>makes up rules ("m-my Magnus can fall back and charge over terrain and hang over your miniatures!")
>makes up your rules too if you didn't know them
>"dude, let me teach you the game. Only I can teach you"
>after 40kek he starts talking DnD
>tells us all about his DMing adventures
>nigga unironically uses his DMPC wizard level 16 to "help" his level 1 players
>his DMPC is his character from another game
>his wizard OC apparently chokeslammed Strahd like a bitch at some point

I left the store after that so I didn't get to hear the rest of the story. Don't think the guy is a lolcow considering fuckers like him are dime a dozen but it's always a surreal experience to watch spergs in their natural habit.
See this is why I always bring 2 army lists just in case. A long time ago there was this Imperial Guard guy who brought a baneblade to face newbies in another 1k point game and these were guys who just bought a starter boxset. I offered to help the newbies and just took out the old anti tank classic devastators in a drop pod with melta and the guy had the balls to complain about how weak imperial guard are versus space marines. Of course months later he did the typical IG fanboy thing rant about how shitty Warhammer 40k is and then goes into historical specifically Flames of War.

Side note I kinda hate how WW2 seems to hold a strangle hold on historical tables I found a neat modern combat miniatures game from a company called spectre miniatures. However, I have to make 2 armies myself if anyone wants to play with me.
 
See this is why I always bring 2 army lists just in case. A long time ago there was this Imperial Guard guy who brought a baneblade to face newbies in another 1k point game and these were guys who just bought a starter boxset. I offered to help the newbies and just took out the old anti tank classic devastators in a drop pod with melta and the guy had the balls to complain about how weak imperial guard are versus space marines. Of course months later he did the typical IG fanboy thing rant about how shitty Warhammer 40k is and then goes into historical specifically Flames of War.

Side note I kinda hate how WW2 seems to hold a strangle hold on historical tables I found a neat modern combat miniatures game from a company called spectre miniatures. However, I have to make 2 armies myself if anyone wants to play with me.
In fairness, the Guard absolutely gets shafted in favor of Marines, and the constant marine favoritism is driving the game into the ground after Fantasy got wrecked in favor of Age of Sigmar.
 
Conquest Last Argument of Kings is good but the only negatives I see people is people say the price is near GW and the miniatures are too big.
For Conquest, the price is about $40 for a squad of 12 dwarfs; which is not bad since the price for similar models from GW is $60 for a squad of 10.
 
I’m actually looking for fantasy war games that aren’t Warhammer.
mailfaux, kings of war, warmahordes, conquest have their own mini lines, there's also MESBG (lord of the rings tabletop) which is apparently the best system GW ever did, but never played it. also see song of ice and fire mentioned quite a bit, but that's CMON so I'm not even sure it's still really alive (some of the others require an older edition to be good tho).
those are just the ones from the top of my head, there are more for everything, they usually just get overshadowed by the warhammer behemoth. /tg/ has an alternative wargames general (/awg/), they can probably tell you better what's available depending what you're looking for.

personally I'd pick any mini-agnostic ruleset (OPR/age of fantasy, erewhon, oathmark, frostgrave) or any of the mentioned above, pick the minis that get your fingers itching to paint them, go to town. doesn't matter if printed or resin, if you have access to the the former there's basically no limit anymore since there's a sculptor for almost everything (some even do their own wargame like titan forge's blood fields), but there are also plenty of small companies doing their own minis (like north star for frostgrave, or raging heroes), /awg/ usually has a good overview of those too.

For Conquest, the price is about $40 for a squad of 12 dwarfs; which is not bad since the price for similar models from GW is $60 for a squad of 10.
size can be a bit annoying since you can't easily mix&match anymore (it's not that bad but still noticeable). plus these days I'm kinda hesitant to get my rules and minis from the same company where balance changes mysteriously align with new plastic releases and I'm beholden to whatever they put out (or go under if it doesn't sell enough, still miss dust and confrontation).
 
It’s nearly an hour long, no way I’m sitting through that. Here it is for anybody who wants to kill some time
https://youtube.com/watch?v=FseXEJ7myk4
This came up on the pundit's forums with his and other OSR junkies rebuttles to it. I am watching this take and then watching others rebukes of this hot trash.

the "Loose Change" video had more sanity than this video from the 1/2 I've seen of it.
 
This came up on the pundit's forums with his and other OSR junkies rebuttles to it. I am watching this take and then watching others rebukes of this hot trash.

the "Loose Change" video had more sanity than this video from the 1/2 I've seen of it.
At least Loose Change had valid critiques of the Federal Reserve. That means it was only 90% delusion instead of 100% like that video is.
 
This came up on the pundit's forums with his and other OSR junkies rebuttles to it. I am watching this take and then watching others rebukes of this hot trash.

the "Loose Change" video had more sanity than this video from the 1/2 I've seen of it.
You're a much stronger man than me. I dropped out after the first two minutes.
 
Side note I kinda hate how WW2 seems to hold a strangle hold on historical tables I found a neat modern combat miniatures game from a company called spectre miniatures. However, I have to make 2 armies myself if anyone wants to play with me.
The problem I’ve found is that the investment needed for rank and flank historicals is pretty big. Plus they tend to need a group of people when you want to recreate a battle due to the amount of figures on the table.

I’ve gotten into Team Yankee. While it is pretty much FoW: Cold War it is refreshing to see something besides WW2 pushed. I like that it scales straight from FoW as all you would need to do to run something like the 1960s is rebalance points costs.
 
I think 4E broadly had the right idea, to fix the divide between casters and non-casters. It just couldn't help loading itself down with cruft that made it a headache to play even with a computer tracking all the modifiers. I am still shocked they never made a 4E CRPG. That's basically a perfect medium for that system. I'd still take a Baldur's Gate style game with the 4E ruleset.

I played 5E for one campaign. We kept asking when it was going to stop being bland and come online. It never did.
4E is a great tactical RPG in the vein of Fire Emblem or Final Fantasy Tactics. It's just a shame it's a tabletop RPG and not a video game. Because 4E DESPERATELY wanted to be a video game way more than it wanted to be a tabletop RPG.

Oh and on Zak. Yet again I have to stop reading his ranty essays half way through. Fuck me this guy is so retarded and narcissistic. He is actively experiencing harassment and abuse (so he says) from SJWs with the exact same logic as him. And yet he's still going on about how skin colour = > or < privilege. Fucking stop you idiot. I know you read the farms. I know you ego search anyone mentioning your name like a Menhera Vtuber looking for an excuse to go postal. Your own mentality is the DIRECT cause of your issues. Your woke cult is fucking you up and you still can't see the issue with the woke cult. And I guarantee when some "alt right bigot" says something you don't like you'll use what meager influence you have to try and get that person cancelled whilst simultaneously making another blog rant about how your own cancelling was wrong and cancel culture has gone too far.

Zak, you're a faggot and a disingenious little shit.
 
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You laugh, but having a few decently-leveled PCs get reversed-Isekai'd into the modern world and having to get menial jobs at Micky D's would be a great one or two shot.
Imagine Grigner the Great, 7th-level Barbarian, being forced to deal with Moviebob.
Did no one post the anime?
 
Anyone else had their love of tabletops eroded by just having bad campaign after bad campaign?

I was in three recent campaigns.

Tuesday DnD - Mechanically fine, but the DM felt like he was always avoiding it by cancelling at the last minute or going "I'm not feeling it, let's play games instead". He also stealth-nerfed my character by putting their +3 CHA to a +1 because he felt I rolled too well (by stealth nerfed, I mean he edited my character sheet and didn't tell me). I also walked out of a session since the DM just simply wasn't listening to me and put me on the spot when poor explanation meant my character ended up in a situation where they shouldn't have been in to begin with.

Thursday CoC - Call of Cthulhu in the SCP universe. Started off cool. But the DM creates giant locations that you'll be stuck in for 3 months IRL time while putting in puzzles that take literal hours to solve and rushing through the end of an arc leading to the giant thing you spent 3 months doing feeling inconsequential because in the last session you found the mcguffin and everything resolved itself.

Friday DnD - Might be my most negative one rn. The story is incredibly complex, half of the party is integral to the plot while the other half are basically disposable and their death would affect nothing (my character falls into the latter) and every session lately has just been a sequence of interrogations as we talk to an NPC who then tells us to talk to another NPC. Pretty much every session we won't be doing anything except Insight checks for the first 2 hours, and combat encounters/dungeon crawls are becoming very rare. Most sessions lately have no combat encounters, and we'll get a dungeon once every 7-8 sessions?

It's lately become so much harder to tell "have I stopped loving this hobby, or have I just had a streak of really bad campaigns".
 
Anyone else had their love of tabletops eroded by just having bad campaign after bad campaign?

I was in three recent campaigns.

Tuesday DnD - Mechanically fine, but the DM felt like he was always avoiding it by cancelling at the last minute or going "I'm not feeling it, let's play games instead". He also stealth-nerfed my character by putting their +3 CHA to a +1 because he felt I rolled too well (by stealth nerfed, I mean he edited my character sheet and didn't tell me). I also walked out of a session since the DM just simply wasn't listening to me and put me on the spot when poor explanation meant my character ended up in a situation where they shouldn't have been in to begin with.
Sucks when you get a procrastinating GM. He doesn't make enough material for the group to go through, that's why he avoids it. Also, editing character sheets without the player's permission is dirty as hell. Execute him.
Thursday CoC - Call of Cthulhu in the SCP universe. Started off cool. But the DM creates giant locations that you'll be stuck in for 3 months IRL time while putting in puzzles that take literal hours to solve and rushing through the end of an arc leading to the giant thing you spent 3 months doing feeling inconsequential because in the last session you found the mcguffin and everything resolved itself.
It's SCP, of course that's how it's going to go. Maybe it can be streamlined, but it doesn't sound too terrible unless it's too boring for you. Then again, I'm a Shadowrun GM so making each scenario one giant puzzle that takes several sessions to solve is my bread and butter.
Friday DnD - Might be my most negative one rn. The story is incredibly complex, half of the party is integral to the plot while the other half are basically disposable and their death would affect nothing (my character falls into the latter) and every session lately has just been a sequence of interrogations as we talk to an NPC who then tells us to talk to another NPC. Pretty much every session we won't be doing anything except Insight checks for the first 2 hours, and combat encounters/dungeon crawls are becoming very rare. Most sessions lately have no combat encounters, and we'll get a dungeon once every 7-8 sessions?
Stop playing D&D. DMs are almost universally terrible at causing "Hero Support Syndrome." The one or two players who talk the most get all the plot even when they're NOT trying to use the campaign as fodder for their latest attempt at writing a novel. Hell, I have issues with this too, it's just the way the system is set up usually. This also sounds like a DM who's trying to "do something different" when any idiot can tell them D&D is a combat simulator first and foremost but refuses to try other games or rulesets because he's a tourist or CR fan.
It's lately become so much harder to tell "have I stopped loving this hobby, or have I just had a streak of really bad campaigns".
That's up to you. There's plenty of bad GMs out there, so it can be tough finding a decent one. It's a lot of work finding a group you can just relax and have fun with, but that's when the hobby shines for everyone. The question is, how much more time and energy do you want to put into finding a decent group?
 
Anyone else had their love of tabletops eroded by just having bad campaign after bad campaign?
[ ... ]
It's lately become so much harder to tell "have I stopped loving this hobby, or have I just had a streak of really bad campaigns".
Yes, except I'm the DM and trying to find non-mutant players who show up reliably is disheartening.
There is a player in my current group that nearly made me kill my campaign until I got a reality check with my other players, and realized I enjoyed seeing how everyone/their characters (even the problem player) dealt with the game world challenges, I was just getting sick of that players bullshit regarding them constantly fighting me about mechanics and having to deal with things not going their way. (They want to play a GM-less Story Game where they can talk a lot and control things, and undo bad things with the first solution they think up without having to think about how they'd carry out that solution)

(still haven't resolved the situation; I'm hoping to resolve by wrapping up the campaign and then never playing anything with open-ended rules with them ever again.
I'd have booted them/told them to shape up or ship out, but booting them involves booting their spouse. And in addition to not wanting to boot a player through no fault of their own ... I had some issues with the spouse early on in the campaign because they are usually a Lolwackyrandumb character [and they got warned before the campaign started I wasn't going to let that shit fly at my table], and after an argument and a run in with the townguard, they've actually been coloring in the lines ever since. So I am very reluctant to subject them to collective punishment)

Tuesday DnD - Mechanically fine, but the DM felt like he was always avoiding it by cancelling at the last minute or going "I'm not feeling it, let's play games instead". He also stealth-nerfed my character by putting their +3 CHA to a +1 because he felt I rolled too well (by stealth nerfed, I mean he edited my character sheet and didn't tell me). I also walked out of a session since the DM just simply wasn't listening to me and put me on the spot when poor explanation meant my character ended up in a situation where they shouldn't have been in to begin with.

Stealth nerfing/"You rolled to well" is bullshit. If you think someone is 'cheating' at TTRPG you ... well, really you need to question why they are playing with them ... you can make them roll in the open in your presence, us a validated roll tracker, or just move to point-buy. (making sure no one is over or under powered is why I do point buy for 3x/4/5.). Never roll the dice (or ask for a roll of the dice) if you aren't willing to accept the outcome.

But honestly this sounds like a DM with burn out. It sounds like he's trying to get something to happen and its not, and he needs to accept it and work with it, hand over the reigns, or end the campaign.

Thursday CoC - Call of Cthulhu in the SCP universe. Started off cool. But the DM creates giant locations that you'll be stuck in for 3 months IRL time while putting in puzzles that take literal hours to solve and rushing through the end of an arc leading to the giant thing you spent 3 months doing feeling inconsequential because in the last session you found the mcguffin and everything resolved itself.

Never really played CoC (played one game where I was filling in for someone and was generally just rolling dice for the MIA's friend, who was telling me what to do). But I read through some 'quick start' guides and remember a piece of advice that has stuck with me (to paraphrase):
Moving the plot forward should never depend on the success of an investigation. Especially if its something that the players need to advance the plot, it should succeed... eventually. If the players don't do very well at investigation, make that success costly.

I guess what I'm saying is assuming a good GM, my assumption would be that the lead up might be more important than you think. If you guys are doing good, it might just leave the only thing left to do to win is weild the Macguffin. Finding the MacGuffin and solving everything might only work because you've been solving puzzles for months. Also, as put above, finding the MacGuffin that Contains the SCP when found/used, is sort of the whole thing that SCP is about. Talk to your GM.

Friday DnD - Might be my most negative one rn. The story is incredibly complex, half of the party is integral to the plot while the other half are basically disposable and their death would affect nothing (my character falls into the latter) and every session lately has just been a sequence of interrogations as we talk to an NPC who then tells us to talk to another NPC. Pretty much every session we won't be doing anything except Insight checks for the first 2 hours, and combat encounters/dungeon crawls are becoming very rare. Most sessions lately have no combat encounters, and we'll get a dungeon once every 7-8 sessions?

This smells of bad GMing/Favoritist GMing but I will say this:
When I write my plots, like a good GM I shamelessly steal. And I steal from 1001 Nights, specifically the layering of story arcs. You should have a 'this is happening now' arc that covers the immediate situation, a 'this is why this matters' enveloping arc that covers what the players are doing in the current location, and then an over arcing 'this is why you are doing this' arc. No arcs should ever end at the same time until the campaign is over.

I make sure everyone's got something at stake in the Overarcing plot. I make sure they've got some reason for the enveloping plot. But while I try to make sure everyone is involved the target of the immediate plot is likely going to rotate, and while I try to get it fair and balanced, its not going to be. The players with the most usable backstories (or campaign actions) are going to get more spot light. Usable doesn't mean the amount of ink pixels spilled - are there ties and motivations I can use in there? Is there enough wiggle room to add or remove things? When I ask for details about something in your backstory, or suggest alternations to tie in with the game world, what is the response?
I also use 'excitement' about a backstory as a gauge of player interest. Especially outside of combat, I'm giving engaged players more time and focus because they want it and use it. This leads into more plothooks being targeted at more engaged players.
I know that often times when I'm playing, I'm fine sitting back and watching how things play out and just going with he flow. I am fine with my backstory not featuring in the plot, I'm more invested in the adventure. "We're going into the dungeon because its a dungeon" "we are killing these orcs because they are orcs and not yet killed" work for me a lot of times for motivation as a player, and I wouldn't enjoy a campaign where I'm forced to come up with two bonds and rivalry for each member of the party or some gay shit like that.
So when I get a really bare backstory, and attempts to follow up get short responses (or when I get some monkey cheese memefest) my assumption is that player doesn't want their backstory to feature and is fine being a supporting character or just waiting for combat.

So I guess the thing there is to consider what can you control.
- Talk to the GM about how you can be more involved in the plot. Be positive. Don't say things like "You're spending a lot of time on the Knife-Ear's dead, gay son plot"; that encourages a defensive response because you are criticizing something and they will likely feel a need to correct your perceptions to reestablish common ground before working on a solution. Instead say things "I liked how the Shopkeeper was an exile from the Dwarf's clan, I'd like to have that sort of thing happen for my character. Is there anything we can do to work those sorts of things in for me?"; this tells the GM what you liked and what you are wanting to see happen and invites to the GM to say if they feel something is missing from your character/backstory that stops it from getting more screen time. A decent GM likes players to be engaged, and you're already doing the heavy lifting by telling them what makes you interested in a game.
Also only use examples from that campaign or other games the GM has run - never, ever compare your GM to another GM.

- See if there is stuff - like shopping/stocking - that can be completed off-table, especially if it just involves one or two characters. I love it when I can get some player-specific NPC interactions knocked out in a 1-on-1 instead of taking everyone's time at the table. I try (and usually fail) to save table time by getting people do book keeping before we sit down to play.

- Another thing you can do is work with the party to find a quest line and complete it, without getting high and wandering off or distracted chasing squirrels.
My players spent a month of sessions in town talking to side quest & background infodump NPCs. After the first town session they had a big blinking neon "PRIMARY QUEST OBJECTIVE THIS WAY" sign, so my assumption as GM was if they are still dicking about in town talking to NPCs it was because they wanted to dick around town talking to NPCs. One of the players was complaining about it, and I told them "If you want to leave town, get the party together and leave. You've got at least 5 things to do or investigate at this point, pick one and go do it". (Hell I wanted them to leave and actually do something other than trigger the another redundant quest path.)



Fuck that was longer than I anticipated.
So tl;dr:
- Tuesday GM is burning out. talk to them about it.
- Nothing specific for Thursday GM other than never play anything set in the autism hive that is SCP.
- Friday GM, try to have a positive conversation with the GM about getting your character more involved - the GM may believe your current level of involvement is where you want it. Talk to the party + GM to see if there a way to speed up the town sessions and get to the next dungeon. If they are dragging for you, they are probably dragging for others.
 
Anyone else had their love of tabletops eroded by just having bad campaign after bad campaign?

I was in three recent campaigns.

Tuesday DnD - Mechanically fine, but the DM felt like he was always avoiding it by cancelling at the last minute or going "I'm not feeling it, let's play games instead". He also stealth-nerfed my character by putting their +3 CHA to a +1 because he felt I rolled too well (by stealth nerfed, I mean he edited my character sheet and didn't tell me). I also walked out of a session since the DM just simply wasn't listening to me and put me on the spot when poor explanation meant my character ended up in a situation where they shouldn't have been in to begin with.
There's a good reason why I try to warn my players at least a few hours before the game if I can't run that day, be it due to mentally not being there enough to do a good job or plain being stupid and not having enough material for a proper session. I can understand this guy on that front and I hope he at least tried to give warning ahead of time. If not, it's on him.

Also, if he's burning out like as @Ghostse stated, he probably should just own up to it and let someone else take command while they recharge. Or just run something else in its place. I know my cyberpunk game started out from me burning out from what was about a year ago almost solely DnD games. Nowadays, it's kinda the opposite which I find interesting, where we're NOT playing any and I've recharged a good chunk of my desire to continue my DnD game.

Stealth editing sheets is pretty scummy though, and a pretty big douche move.
Thursday CoC - Call of Cthulhu in the SCP universe. Started off cool. But the DM creates giant locations that you'll be stuck in for 3 months IRL time while putting in puzzles that take literal hours to solve and rushing through the end of an arc leading to the giant thing you spent 3 months doing feeling inconsequential because in the last session you found the mcguffin and everything resolved itself.
Feels a bit like a plotting issue to me, but it also feels like CoC in a nutshell. A lot of that game is purely investigation, puzzles, and befuddlement and brief stints of "OH GOD DEATH COMES".

My guess though is the guy does have a problem with having solutions or is just plain incapable of solving the puzzle even if they did it the wrong way that the puzzle was designed. I know I've rewarded creative solutions if there is a decent internal logic to it and it tangentally matches the puzzle.
Friday DnD - Might be my most negative one rn. The story is incredibly complex, half of the party is integral to the plot while the other half are basically disposable and their death would affect nothing (my character falls into the latter) and every session lately has just been a sequence of interrogations as we talk to an NPC who then tells us to talk to another NPC. Pretty much every session we won't be doing anything except Insight checks for the first 2 hours, and combat encounters/dungeon crawls are becoming very rare. Most sessions lately have no combat encounters, and we'll get a dungeon once every 7-8 sessions?
In this case the DM is either new or just pretty bad about focusing on balancing interaction due to picking favorites or only listening to the loudest person.

As for the interrogations, I feel like this was them trying to avoid the dungeon grind or just plain not liking to do them. Is the party as a whole just doing this because they like it, or is it him pushing it. If it's the former, maybe try to convince them to take those details they picked up to explore the leads. If it's the latter, well shit, try to bring it up as a soft complaint.

Because if you don't speak up, let me tell you how easy it is for the DM to not notice they're losing some of the players.
It's lately become so much harder to tell "have I stopped loving this hobby, or have I just had a streak of really bad campaigns".
The hardest part is finding the right group that gels with you. When you can pull it off, you're hooked for life.
 
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