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Merchant

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  1. Mine came in looking great. no issues with the design other than guild mages not having 40mm bases in malifaux so they can be universal.
  2. maybe we'll start to get some real tOS support... DONT GIVE ME HOPE! T__T
  3. @Omenbringer Well Im glad you can see my criticism comes from a place of love, it's the reason I'm so hard on wyrd, I want them to be better if not the best because of what they make. TOS is actually my favorite game of many many that I've played and been apart of it just sucks to see it constantly on the back burner or completely out of sight. as for henching? or just promoting that game, I have a hard enough time getting people to play malifaux, let alone a game most people believe is dead.
  4. In my mind it only makes sense that prison labor, passengers, sundries goods, food, supplies and equipment are all being shipped inbound malifaux. In 10ish years it's hard for me to believe that malifaux is 100% self sufficient. As for exports if I remember correctly constructs are a major export along side soul stones. Government officials have access as well to conduct buisness. It would also stand to reason guardsmen would be rotated in and out based on service etc. of coarse sending paperwork and communication would also be paramount to the guild's function.
  5. I've played and ran in this system a lot, I love it but because I love it I wish it was a lot better. If you love malifaux lore and card mechanics then this is the best place for you but here's a list of my pro's and con's Pros; IT'S MALIFAUX, The magic system is really cool, Lots of interesting classes and fun interactions, Tarrot brings unique flavor to every character, player focused direction and narritive, combat feels great very tactical. lot's of social/skill options that matter allowing intrigue among other great emergent moments. cons; math on the game can warp easily and it's not hard to break the game even by accident, game doesn't scale well, following the players fate lines can be pretty messy, some hold over mechanics and classes from 1e need tuning. construct, undead making needs a bit of work, meaningful purchases evaporate fairly quickly making script more narrative than anything. there is no guidance on encounter creation no rating to know if you are throwing too much or too little at your players. it is also surprisingly hard to kill players / make them feel like they are in danger. The grimoire system throttles magic a little too much imo. All that being said, if you want a game that lets you explore malifaux and it's gritty and dark mysteries, if you like tactical combat that feels more dynamic and interesting than DnD, If you like games the encourage and support systems and skill other than an a typical dnd adventurer would take then this is the place for you. I love this game with all my heart, it's got a lot of quarks and glitches, but it is a good game, It's biggest flaw tho is how slowly the content comes out. I know wyrd isnt an rpg company but an expansion book every 1-2 years is pretty slow especially when there's still factions people want supported so they can feel like their team has representation in the game. truth is if you love malifaux, you'll love this, hopefully as this community grows we'll get enough community content to help spackle over some of these things. I love the engine this game is built on and have thought about using it to make my own rpg more than a handful of times.
  6. See i wasn't talking about those aspects, and there was no need to bring them up. I'm talking about marketing, advertising, hype, lore, stories. things that get people invested in both the short term and the long term of the game. As for controlling the IP idk how that matters? sure they have a tight leash on writing but malifaux's lore has been inconsistent as well, I'm just pointing out that a long form narrative might do a lot for the game, i'd wager a good portion of the existing community would love it and it would be a great way to introduce people to the world that isnt necessarily the game itself. dont like GW thats fine, Corvis beli commissioned a manga for their game and it sold incredibly well, and they are working on another last I checked. People love stories pretty sure thats the only reason the faction books/codex's sell.
  7. I wish it was a little less railroad, maybe focused on the town more, but it’s a fine little detective adventure focusing on #notallnecromancy, there is the issue of it being pretty easy to miss the cool boss battle at the end like my group did
  8. is there a release date for this I cant find anyone selling it?
  9. little bit of both. idk the combat feels really tactical to us it's just that the progression system starts breaking down pretty quickly.
  10. Yeah I remember all the stuff they promised, just wish we could get any news on it. Feels bad that the game hasnt gotten a release in so long.
  11. Right I get all that, I have varied combats with several different abilities and even using environmental hazards, but when you PC's are flipping double possitive each attack or completely ignoring armor/incorporeal etc, and have enough damage on average to kill most guys in a single hit, it getts pretty hard to challenge em other than upping the TN's arbitrarily. just kinda feels like the game wasnt designed to go past maybe 8 sessions.
  12. Gotta have one, to talk to em. As for what to do? Other that securing their manufacturing and distribution? I look at GW for inspiration as they basically have the hype train on lock. staggered distribution so that you are seeing something come out each week or every other week. Video media driving into their product weather it's models, campaigns, stories or gameplay. Bring back their promo system. Community interaction. Make good on their contests like obsidian gate's Dr.watson or Sandmen....releasing the starter should help as well getting cross promotion for tOS, mind you it's like two years past when it was originally planed to be released maybe longer.... that's just a few things there. Heck I continue to be surprised they dont hire some writers to put out a few novels, the short stories are fine but I know people who would be hyped to read an actual series let alone being able to lend out the lore to cross pollinate to none wyrd players. There's a ton that can be done.
  13. This is exactly why I dont push this game. despite loving it, malifaux and TTB to pieces, I cant help but to have grown bitter to how wyrd deals with their properties. As it stands, there is 5 factions to be released including the guild and Co2. On the other hand Malifaux is getting an 8th faction and they havent even finished releasing all of m3e's current lists. All that being said it's hard enough to find a retailer who will support any wyrd products as well. Most come from online orders out here.
  14. Seems like the game system starts breaking down after 6-10 sessions/chapters, It also become much harder to challenge players with encounter building. How do you guys do it? is there a system for making sure there's appropriate difficulty to keep players engaged?
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