Warhammer 40,000

Overview

Warhammer 40,000 is a British miniature wargame produced by Games Workshop. It is the most popular miniature wargame in the world, and is particularly popular in the United Kingdom. The first edition of the rulebook was published in September 1987, and the tenth and current edition was released in June 2023.

Description

Warhammer 40,000 is set in the distant future, where a stagnant human civilisation is beset by hostile aliens and supernatural creatures. The models in the game are a mixture of humans, aliens, and supernatural monsters wielding futuristic weaponry and supernatural powers. The fictional setting of the game has been developed through a large body of novels published by Black Library (Games Workshop's publishing division). Warhammer 40,000 was initially conceived as a scifi counterpart to Warhammer Fantasy Battle, a medieval fantasy wargame also produced by Games Workshop.  Warhammer Fantasy shares some themes and characters with Warhammer 40,000 but the two settings are independent of each other. The game has received widespread praise for the tone and depth of its setting, and is considered the foundational work of the grimdark genre of speculative fiction, the word grimdark itself derived from the series' tagline: "In the grim darkness of the far future, there is only war".

Additional Links

warhammer40000.com https://warhammer40000.com/ - Official website

Other entries

Deep Sky Ballad
Tabletop Roleplaying Games

Deep Sky Ballad

English
Sci-fi
Indie
Inspired by legendary settings such as Firefly, Westworld, Borderlands, Trigun or Cowboy Bebop, Deep Sky Ballad is a space western ttrpg where the characters play the members of a Posse - fortune seekers more or less tightly bound to each other who share their resources and a spaceship in search of purpose or wealth. Description The game mechanics are based on the Blackjack System, a poker cards based system; it's the same rules system Arcana Familia ttrpg use, and give agency to the player to balance the power and accuracy of an action through what can be considered a subgame. /images/general-media/1776361953_pusoqZrn.jpg The peculiar solving mechanics of Deep Sky Ballad, the Blackjack System is essentially reduced to a very rapid game of the homonymous card game; a number of cards are drawn and revealed from a deck of poker cards, which are then increased or discarded based on the attributes and skills of the character, in order to bring the sum of their value between a number established by the difficulty of the challenge and 21. This system has been designed to be quick and simple but still guarantee the player maximum control over the test itself, and to distinguish between the possibility and the control possessed by the character. In addition to the Blackjack System, there are an innovative spaceships combat system and the Hardboiled System. The first is a simple, agile and fast mechanic involving all the players; the Hardboiled System, instead, is a system of abilities possessed by the character determined by the interaction that he possesses with his fellow Posse, in order to create dramatic and cinematic scenes such as those presented by the TV series from which Deep Sky Ballad is inspired. Even the starship itself owned by the Posse can be defined as a separate character, even if driven by all players. With its own sheet that defines its characteristics, it can be modified according to the needs of the group in every aspect. And space battles will prove to be a pleasant way to break the pace of the game, through a combat system between spaceships that is quick and easy, but which allows each character to contribute to its progress, regardless of his job or her abilities. /images/general-media/1776361986_AKZC0xAQ.jpgDeep Sky Ballad Additional links drivethrurpg.com - Quickstarter drivethrurpg.com - Core Book drivethrurpg.com - Solo-play/Masterless expansion gamefound.com - Space Farmer Expansion

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Session 0 checklist: How to build a DnD group that lasts
Guides & How-to

Session 0 checklist: How to build a DnD group that lasts

Communication
Guides
What is a “session zero” (and why should you have one) You have decided to start playing D&D, keep in mind that Dungeons & Dragons is a social game. Sure, we have dice, miniatures, maps, terrain, rules and books. But they are all connected by social interactions and connections. And managing those social situations before they become problematic will save you a lot of headache. After all, you are looking to find a dungeons and dragons group not be defeated by the recruitment process. A session zero (named so, because the first session will most likely be the one where you all sit down and finally get the game going) is a validation checkpoint. A change for all the players to discuss what they expect from the game and the group. Voicing any concerns or topics that should be addressed beforehand, not when they have already become issues. During the session zero, players (including the DM, they are a player as well) will be given a general pitch of the game, the theme, the style and the direction the DM is expecting you to go. This most likely will not be a two-hour lore-dump session, where you make notes and try to remember all the important bits. It should resemble an elevator pitch. Short, straight to the point, without too much flavouring and getting bogged down in details. This is a chance for the players to understand and align their expectations regarding the game. Going into the first session with Boblin the Goblin, aiming to be the funniest character known to man and then realizing that the DM has prepared a serious, down to earth, adventure focusing on social intrigue and moral choices… Well Boblin might’ve not been the best character for that. /images/general-media/1774882359_X6rlHtg9.jpgRead the room. Create a character that fits the atmosphere of the game. And if you were hoping for constant laughs, you will find that the game and your expectations were severely mis-aligned. Session zero will try to manage expectations and set themes. Aligning players, aligning characters Understanding the world, the themes and topics is useful for the players to understand whether the game they are about to commit to is really for them. Whether it will be something they will look forward to prior to every session, or will it eventually become something that “you are not feeling”. Perhaps the tone can be adjusted - from gothic horror with no room for laughs to something that is still eerie, but the players can find humor in appropriate places. This is the time to discuss these questions. The time to adjust the game is now, as it will be rather difficult to do a complete shift when you are ten sessions deep. This is also the point where players can discuss their characters. Whether they have anything complete prepared by then or just a fragment of a concept. Your characters shall be adventuring together - try and figure out how that plays into the world you were presented with. Can you find some common background pieces with another player to somehow connect your characters? Or perhaps come up with a reasonable theme that would bring all your characters together. If your plan was to play an edgy loner, who doesn’t like people and works alone. Discuss this with others, as this might become an issue later, when the other characters can’t figure out a way to establish any reasonable connection with your edgelord. Be flexible, adjust concepts, ideas, goals and character details. A social contract Nobody likes contracts. Unless you are a warlock, then you live for contracts. But a social contract is more for managing expectations. How often will you play? Figure out whether your group can agree on a fixed schedule that everyone can book in advance. Every second Thursday evening? Booked now. Ofcourse this is subject to change as life happens.   Is it a 100% attendance game? If someone can’t attend, will the session be cancelled or will they be somehow “dragged along” without any narrative focus on them for the session. Is there a narrative way to exclude characters from certain moments, if the player is unable to participate? Agreeing on these will help you avoid situations, where some players might feel left out and might decide to start ghosting the sessions, until they are eventually removed from the roster. /images/general-media/1774882564_47pDcYw0.webpIf you have trouble setting some systems up, ask others to help you What systems and platforms will you be using if this is an online game? What video or voice platform will you be using, is everyone okay with the choice or does someone need help setting something up? Whether combat happens on a VTT or some other platform, can everyone manage that? Check in with others and figure out that the technical aspects won’t become too much of a burden to manage. Boundaries. A vital part of session zero. Even if you think these are not necessary - It is still strongly recommended. Using various safety tools can make sure that various themes or topics that the game might tackle are accepted by everyone. Especially if you haven’t played with all of the members of the group before. You can find various different tools to help set the right boundaries and make sure everyone feels comfortable with the game. Take a look at “Lines and Veils”, “X-Card” or “Monte Cook Games RPG Consent Checklist”. Vibes. How are the vibes Keep track of the vibes during session zero. Do you notice anything that might be considered a “red flag”? Is the humor off, does everyone feel like they get enough respect and attention from the others? All of these are important to keep in mind. While some things can be discussed and corrected, if needed. People are different and while they might be great people to be friends with, it doesn’t mean that they would be great people to play D&D with. If there are issues that you feel should be discussed, turn towards your DM and talk things out. Perhaps you were not the only one who noticed it. Or maybe it was a case of miscommunication. Clearing the air before the game actually begins is important. Otherwise the problems will start festering and your enjoyment of the game will decrease over time. “No D&D is better than bad D&D?” - No. Not at all. With Groupfinder you can  find a dnd group that fits your preferences. Maybe it will take a few tries and session zeroes, but once you find your group, you will know these are your people. And you will enjoy the games a lot more. Why bother with all of this? It might feel like all of this is too much trouble just to get the game going. But statistics have shown, that groups who go through a "session zero" before their actual game are  significantly less likely to ghost or fall apart after a few sessions. Spending a few hours talking about expectations might save you hours of frustration later on.

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The Ugly Goblin
Video

The Ugly Goblin

TTRPG
English
Dungeons & Dragons
The Ugly Goblin is a vibrant TTRPG media hub that thrives on the intersection of community, commentary, and the sheer chaos of tabletop gaming. Far from the polished, corporate feel of mainstream productions, the channel embraces an authentic and relatable "around the table" atmosphere, focusing on the stories, struggles, and triumphs that every player and Game Master experiences. Specializing in a wide array of content—from hilarious "horrors of the table" stories to thoughtful system reviews—the channel covers a massive spectrum of the hobby. While rooted in the mechanics of Dungeons & Dragons, The Ugly Goblin frequently ventures into the broader world of indie RPGs and community trends, providing a voice for the everyday gamer who loves the hobby for its quirks and its community. Links youtube.com - Youtube channel patreon.com - Patreon page discord.gg - Discord server

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