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Rules Explained
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Приєднався 26 вер 2020
We break down the rules, so you don't have to.
Rules Explained - Warhammer 40,000 10th edition
Welcome to "The Grim Darkness Podcast: Exploring Warhammer 40,000 10th Edition." Join us on an exciting journey through the war-torn universe of Warhammer 40,000, as we delve deep into the latest edition of this iconic tabletop wargame. Each episode, we'll dive into the rich lore, intricate rules, and thrilling narratives that define this dystopian future. From the stalwart Space Marines to the sinister forces of Chaos, from the xenos races vying for dominance to the everyday soldiers of the Imperium, we leave no stone unturned in our exploration of this expansive and immersive setting. Whether you're a seasoned veteran or a newcomer to the grim darkness, our passionate hosts and expert guests will provide engaging discussions, tactical insights, and behind-the-scenes looks at the game's development. So grab your brushes, sharpen your blades, and prepare for war as we embark on a thrilling odyssey through Warhammer 40,000 10th Edition. The Emperor demands your attention, and the galaxy awaits.
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Rules Explained - Alignment
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Welcome to "Rules Explained," the podcast that delves deep into the intricacies of gaming mechanics and rules! In this episode, we unravel the enigmatic concept of Role Playing Game (RPG) alignment. Join us as we navigate the moral compass of characters in RPGs, exploring the fascinating spectrum of alignments, from lawful good to chaotic evil, and everything in between. We'll analyze the impac...
Rules Explained Mutant Crawl Classic
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In this episode of the Rules Explained, we delve into the post-apocalyptic world of Mutant Crawl Classic. Join our host as they guide you through the game mechanics and rules of this tabletop RPG set in a world filled with dangerous mutants and ancient technology. Learn how to create your own mutant character, navigate the hazards of the wasteland, and unravel the secrets of lost civilizations....
Rules Explained Flames of War ep03
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Welcome to the Flames of War podcast! In this episode, we're diving into the exciting world of wargaming with a focus on the assault phase. Our expert hosts will guide you through the ins and outs of this crucial phase of the game, from setting up your units for success to executing devastating attacks on your opponent. Whether you're a seasoned veteran or new to the game, you'll find valuable ...
Rules Explained Flames of War ep02
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Flames of War: A podcast delving into the intricacies of the popular tabletop wargame. Join us as we break down the turn sequence, exploring each step and offering tips and tricks for maximizing your strategy. Whether you're a seasoned veteran or a newcomer to the game, you won't want to miss a single episode of Flames of War.
Rules Explained Flames of War ep01
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Welcome to "Rules Explained", the podcast dedicated to demystifying the game of Flames of War. Each episode, we break down the rules of the game in a clear and easy-to-understand manner, providing insights and tips to help you master the game. Whether you're new to Flames of War or a seasoned veteran looking to refine your skills, our expert hosts will guide you through the intricacies of the g...
Rules Explained The Creature that Ate Sheboygan - Episode 1
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Rules Explained The Creature that Ate Sheboygan - Episode 1
Boot Hill episode 1
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I apologize for the bad audio. We ran into technical problems.
Rules Explained - Dungeon Crawl Classic part 2
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Rules Explained - Dungeon Crawl Classic part 2
Rules Explained - Dungeon Crawl Classic
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Rob and I go over the old, not so old game of Dungeon Crawl Classic.
Rules Explained Chainmail Episode 1
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Rules Explained Chainmail Episode 1
Rules Explained - Ogre Episode 1 s06e01
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Rules Explained - Ogre Episode 1 s06e01
Rules Explained The Awful Green Things from Outer Space Episode 2
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Rules Explained The Awful Green Things from Outer Space Episode 2
Rules Explained - The Awful Green Things from Outer Space
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Rules Explained - The Awful Green Things from Outer Space
Rules Explained Snit's Revenge Episode 2
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Rules Explained Snit's Revenge Episode 2
@ 15:56 The illogical issue of the deck plans confounds me as well, and it is compounded by the fact that all the floor descriptions place level 1 at the top, with incline planes going down to level 2 then level 3 and so on... Level 1 is also described as having a large reinforced pressure hatch for on-planet removal of supplies from this level. I never understood why they would place this hatch on the top of the ship and not the bottom... Curses! I was hoping you had insights on this issue. I guess I'll just flip the numbers too.
Me again. So reversing the numbers doesn't work out that well either. Every floor in the cutaway has a height that corresponds to the descriptions of each level. If you reverse the floors, you will also have to redo the cutaway. Not to mention the problem with floors 10-11. Level 10 is the control center and it's a perfect disk. It's supposed to hang over the lush, verdant lands of Level 11. If you reverse the floors ten comes first, below 11 and so you will have to bury the command center in a mountain or something. It's almost easier to keep the floor scheme as is and ret-con the engine nacelle to be underneath the ship instead of on top, and to imagine that the ship can hold its own gravitational field while inverted, to deposit materials planet-side from Deck 1. It's a reach, but this is Metamorphosis Alpha after all.
Savage Worlds version was my favorite to play, the original version was my nostalgic favorite.
Calling Boot Hill an RPG is a stretch.
Back in the '70s and '80s the "21st Century" seemed so far away!
Cosy discussion about the game, however there seem to be a lot of factual errors. No hero points or karma - there is LUCK and it is a big part of the game. When you hit zero hp you are just dead. No. Not true. OSR does not mean Old School Roleplay but Old School Revival or Renaissance. And more. Too many errors for a video claiming to explain the rules.
Yall should really re-upload this video with the audio fixed to decent levels. It's not hard to do. Can't hear a thing.
how RAD!!
Can barely hear the audio, even with volume at max.
The first US presidential limousine was a White Model M steam car. 1909.
Would have been a good video ... except for the audio :(
I see episodes 1, 8, and then 10-14. Where did episodes 2-7 and 9 go?
You guys should fix the audio if possible
Hey - this is a very entertaining discussion.
Good stuff subscribed I hope you do more looking at your playlists quite good
Volume is way too low, and coming in one-channel only (sometimes). As to the "weird dice"...meh... I kinda agree, but we just played DCC last weekend and never touched anything other than d6 d20 (admit it was a small funnel). You can work-around the odd dice if you prefer (and if I did not own them, I would quickly....and move on).
Where did you get that background? Sweet! Who is the artist?
clearly it's A.I. So it's basically stolen "art".
If it can be found, Western Hero from the Hero System. Lots of background on the setting, a list of resources for inspiration (actual reference books, movies, and stories). As well as backgrounds on the historical figures. The book was set up to be used for both Rolemaster and Hero System, meaning there is some system-neutral information and details.
It is easier to show the character sheet, all the numbers, mods, and variables are written down. The largest complaint from most modern gamers is: Why can't I make a character quickly and get into the game? There's a lot of text, and this is how we did back then. This version was released about a year before AD&D 1st edition DMG, and some of the influences are visible. I would go as far and say, Gygax wanted a gonzo-setting, with all the games being able to be drawn together. For me, I like the separate boxes, but there is a cross-genre appeal.
It's a fantastic system! It's not crunchy, but swingy. The crits and fumbles really help drive the story along. The art in the book is wonderful. It's perfect for Sword and Sorcery style games.
Finally a video format that just breaks down rules of games for busy GMs with no fluff. Please do more tabletop RPG vids, we need this kind of content.
Thanks for the positive comment! Please feel free to make requests. We are probably doing OSE next.
@@rpayne2987 Haha I should send you my PDF library. OSE is on my list, as well as other OSR/old-school games like Dungeon Crawl Classics, Warhammer Fantasy Roleplay 1st Ed, Hyperborea, and Warlock! A lot of people (like myself) are new to these styles of games and need a basic intro.
Check out our other videos for old school games such as DCC, Boot Hill, Metamorphosis Alpha, and Chainmail. Keep the suggestions coming our way, and thanks again! @@pricerowland
I think Wargames Reearch Group rules came first (about 1969) which is how I personally discovered serious wargaming... along with simpler authors such as Don Featherstone and Terrry Wise. I think it might be fair to say Chainmail was one of the very first dedicated medieval and skirmish systems :-)
sorry, excuse the typos. Wargames Research Group :-)
Let us also recognize David Wesely's contribution to the hobby. Thanks for the response!
oh gosh yes absolutely. Sooo many good names from my pioneering days of the hobby (and before). Luckily I bought most these books when I was still young and never lost them... phew :-)
I like MCC, but I love Umerica more!
Very valid response! Umerica is a more traditional post-apocalyptic setting and is heavily influenced by Thundarr (one of my favorite Saturday morning cartoons!). I think when Goodman created MCC, they needed to differentiate themselves. Thus, MCC is more like Metamorphosis Alpha in many ways - post future, Stone Age cultures being manipulated by AI. It also has some of the same creative DNA as the Star Trek episode "The Apple". Thanks for your comment!
@@rpayne2987 I'm running a Umerica game now but using the setting from the Mutant Epoch. If you like Post- apocalyptic games, definitely check that one out!
MCC is a straight up love letter to Gamma World, according to the author. Nice to see this underrated game getting some attention. I prefer MCC over DCC, but both are decent enough games, if anyone out there is wondering.
Totally agree!
Been listening to Jim's podcast Spellburn and you can feel the deep love for Gamma World every time he mentions it
My first RPG and still one of the best.
A stand-up classic! Thanks for viewing!
Great video! Love the history review here.
Timestamps would be very useful for this kind of video.
Thank you. We will try to do that next time, especially for these longer videos.
and better audio, unfortunately this is just about unwatchable because of the audio.
why 'next time' ? you can just add chapter dividers after posting.
I love the art and setting of the original game. The invention charting was innovative and engaging. But why, dear God why, were there THREE separate rule systems for combat? That bore no relationship to each other?! So yeah, I borrowed (tried) multiple different RP systems for actual character interaction. H.E.X. was maybe the best, with White Wolf's Storyteller System a close second.
Agreed. This seems to be a holdover from the late 70s / early 80s when games like Star Patrol and Boot Hill used different systems for combat resolution. My only guess is that designers may have felt that different conflicts deserved different approaches. Thanks for watching!
Thank you guys for talking about this I enjoyed it!
Thank you!
found the sound to be a bit low
Yes it was, our apologies on the volume. We have been working with new editing software. The next video will be better. Thank you for watching.
Thank you so much for putting in this much effort in explaining this original game!
You are welcome! Thanks for watching!
Full series replay for "The StarLost" is below. The original concept and story were by Harlan Ellison of "A Boy And His Dog" (and others). He walked before the first episode aired due to "differences" with the production and invoked a clause to use his pseudonym. You can see flashes of (possible) greatness...but it was not-to-be: ua-cam.com/play/PL--pHTqezC-lUcDCyNwWcZRkfZicAuzei.html
Thanks for the link and thanks for watching!
Link is dead now
The fastest way to get characters is to go to purple sorcerer and use the insta character generator, you can create up to 500 0 level characters in one go- instantly sends it to a pdf. They also have a 1st level generator as well
LUCK - always influences you - want to use it on the regular play a human thief or a halfling. Remember the halflings, elves, and dwarves are more or less a multiclass variant all wrapped up in a neat little package :D
Great points! Thanks for watching!
Dungeon Crawl Classics! Plural 😇
thanks for these videos, very useful.
You are welcome. Thanks for watching!
Trucks are perfectly legal. It's called softskin transports. And it cost 1 point per unit (platoon) in my case. Each truck holds two stands of infantry (or can tow one gun team). In any case a standard grenadier platoon is 5 stands of mg42 k98 infantryman with an mg42 heavy mg team. That's 6 stands, so three Trucks. I usually run a grenadier company, so two platoons are this way. My command stand of 2 mp40 stands gets a kubelwagen because the captain and lieutenant ride in style.
Thank you! That was very helpful!
Hey my buddy's dad's friend made this game. He's talked to me about this game a few times
That is awesome! If you know anyone who has something they would like to share about this great game, just send us a message.
@@rpayne2987 I'll talk to my buddy's dad see if he'd do it. He's big into board games and osr games
@@Hdc3rd Great! Thanks!
The discussion about choosing Cleric when you where rolled up as a Dwarf is not true. If you have a Dwarf Background, you would be a Dwarf Class at level 1.
I have seen this played out in many different ways with at least one group saying that maybe the 0 level dwarf was not a dwarf and was just a short human. That seems to fit the wonky style of the game and still give the player some control over what kind of character they will be playing at 1st level. Thanks for listening!
@@rpayne2987 It literally states on page 21 "Demi-humans at level 0: Characters whose 0-level result includes a demi-human race must advance in class as that demi-human." I guess you can decide to do what you want but to suggest in the video that this is the rule is an error. In addition, your level 0 Demi-Human would have had infravision and all of the normal abilities of their race. "0-level demi-humans are able to utilize select racial traits as follows: dwarves have infravision and a base speed of 20’; elves are sensitive to iron and have heightened sens- es; and halflings have infravision and a base speed of 20’. Refer to the dwarf, elf, and halfling class descriptions for more information on these abilities"
@@fchrisb804 Not arguing about what the rules say, just suggesting that the game can be played in other ways. That is one of our goals at Rx. There are numerous videos and podcasts out there that teach people how to play games exactly as the rules are written, and those videos are very good. However, we stive to do three things in our "shows" for each game we discuss: summarize the key rules, provide subjective commentary, and suggest different ways of playing. As the rulebook says on page 447, "Think of [the rules] as a map with many undefined places. The DCC RPG rules leave these blank spots deliberately undefined. Now you as the judge should fill in those regions of the map that most benefit your style of play." And on page 10 "That you are a fantasy enthusiast of imaginative mind, familiar with the customs of role playing, understanding the history and significance of the Elder Gods Gygax and Arneson and their cohorts Bledsaw, Holmes, Kask, Kuntz, Mentzer, and Moldvay, and knowledgeable of the role of “judge” and the practice of “adventure.”". After 45 years of gaming, I think I do. Thanks!
The dice chain is a gimmick. Use combos to give the same variance. D30? Use a d6 and a d10. D24? D6 and a d12. Etc.
I remember opening up my red box as a kid for the first time and seeing all the amazing dice inside - a d20! A d4! Etc. blew my mind The extra dice gives you that feeling one more time :)
or just use one of many digital dice rollers if you play tableside - or if you play virtually the VTTs usually have them built in.
True grognard here. Started with Basic in the 70s. I only recently got this system and have not played yet. The dice chain actually intrigues me. Fighters for example get a die roll for their attack bonus. That starts at d3, then steps up to d4, d5, d6, d7 etc... as you level. So you potential goes up, but on any swing you may only get a +1. To one thing you said, in my reading it states that if you roll dwarf as your background, then he will be a dwarf forever. You can't choose to change him to cleric at 1st level. It states that. But the demihumans all get special powers unique to that race, that balances it against the abilities the human classes have. Very old school approach. I look forward to our first funnel. Thanks for this video, I am absorbing as much as I can before we play.
Thank you very much for the insightful comments. DCC is indeed a unique game with many options that may not seem obvious at first glance. Keep watching for more old school videos from us!
btw, this video isn't listed on your channel. I almost missed it
Merci pour votre analyse précieuse de DDC.
Je vous en prie!
Slim rules set. Lethal setting. An amazing RPG. The rules book cover is beautiful SF.
Agreed. One of the better games created during the early days of the industry with a unique setting that was well-described and reasonably easy mechanics (if a bit wonky). All in a small package for $5.00 (about $15 today),
With jousting, I assume that once a knight is injured, he is unable to continue jousting in the next ride?
Thanks for watching! The Jousting rules state that the joust is over if either or both riders are unhorsed. The table shows that any "injured" result is accompanied by an "unhorsed" result. By default, an injured knight is also unhorsed and then out of the joust. If you wanted to simulate ongoing combat, you could apply a -1 to the Man-to-Man Melee Table to simulate the fight between the now dismounted knights with any subsequent injury killing an injured knight. I hope this was helpful.
@@rpayne2987 Yes, that clarifies things nicely for me. The suggestion for Man-To-Man combat is well thought out. Thank you.
I LOVE Boot Hill one of my favorite ttrpg’s of all time. I’ve been running a Boot Hill 3e campaign for a few years now.
Boot Hill is indeed a great game. For those of you who are not familiar with the third edition of Boot Hill, it added many refinements (such as skills and background information) that made it a true role playing game. I especially like the gunfighting rules! Thanks for watching!
Did anyone notice that the illustrators sneaked in the cartoon of the bare-chested footpad from the original AD&D PHB? (30:00) 1.bp.blogspot.com/-5fubHTVzmnU/VgMPqPTZMaI/AAAAAAAAA9A/CF7a-fyyRiI/s1600/trampier%2Bthief.jpg
Nice!
Nope...
Within 5 minutes the narrator could not pronounce Jules Verne? How much of a sci Fi fan could the uneducated peasant possibly be?!!!
Thank God the shit music stopped.
Magic IS the big thing that sets DCC as a differentiator from many game systems
Absolutely. That and the dice progression.