Voted best in category in the Users' Choice awards.
Voting is open
There is indeed, but I won't begrudge people making conversation about something within the Warhammer IP consdiering the lack of activity as of late. There certainly isn't any conversation being drowned out here.
There's an entire thread for talking about the Warhammer Total War games, and discussions about them should go there.

forums.sufficientvelocity.com

Total War: Warhammer Discussion

http://forums.totalwar.com/showthread.php/154948-New-game-announced-Total-War-WARHAMMER?p=1369832#post1369832 Source
 
There's an entire thread for talking about the Warhammer Total War games, and discussions about them should go there.

forums.sufficientvelocity.com

Total War: Warhammer Discussion

http://forums.totalwar.com/showthread.php/154948-New-game-announced-Total-War-WARHAMMER?p=1369832#post1369832 Source
I know. The post you replied to said it right there. I was merely saying that I don't begrudge people making conversation during a lull, even if it's offtopic. Policing off topic chatter is ok when the thread is active, but less significant when there's literally nothing being said. I should know becasue I tried to start conversations about the story around three times or so over the last few days and got barely anything.
 
Yeah, quest is in a lull right now because the last update closed pretty well in one area and the next update starts something we have absolutely no idea about (bookmining) so speculation died down.
 
Yeah, quest is in a lull right now because the last update closed pretty well in one area and the next update starts something we have absolutely no idea about (bookmining) so speculation died down.
We've extracted and discussed the latest update to death such that a cursory look over it again only brings up one minor detail that I don't think we talked about:
"When rope is a denga a yard?" Zlata says. "It might be safer with the Grobi."
I always wondered what the Denga she was talking about was. Turns out it's an old monetary unit. It's half a Kopek, and a Kopek is 1/100th of a Ruble. That's 1/200th of a Ruble for a Denga. That's.... pretty small.
 
Last edited:
and though this battle played to the strengths of Clan Mors, the one down there in a maze of dark, cramped tunnels will play to the strengths of the Skaven.
I'm pretty sure this is supposed to be strength of the dwarves instead of clan mors?

edit:
perhaps the Emissary has just that much faith in their pistols, perhaps he somehow notices your presence. With Branulhune already in mid-swing, he has barely a second to react, and if they had a second more things might have gone for you the same they
The emissary jumps from them to he to them.
 
Last edited:
We've extracted and discussed the latest update to death such that a cursory look over it again only brings up one minor detail that I don't think we talked about:

I always wondered what the Denga she was talking about was. Turns out it's an old monetary unit. It's half a Kopek, and a Kopek is 1/100th of a Ruble. That's 1/200th of a Ruble for a Denga. That's.... pretty small.
I googled a bit in russian and apparently in XVI century, you could buy a live chicken or 2 kilos of rye flour for a kopek. And it was even more valueable earlier. Even in XIX after substantial inflation, a ruble would buy 10 kilos of bread, so a denga would be 50 gramms of bread. It was after WW1 and Russian civil war when the inflation started kicking in.
 
A similar thing applies to Gotrek's death. It was a tight turn on the side of a mountain with a gigantic landship. Of course there was a chance that the ground crumbles. It wasn't narratively satisfying, but it wasn't supposed to be either. It's just a consequence of Boney's design philosophy, which I think is pretty solid imo.
I am pretty sure we had this conversation before but just in case anybody missed it I would like to reitarate, there are narrative tools to deal with this.

I mean letting Gotrek die is an option and should be used from time to time but if Dm wants to have a satisfying end to a character the option is there. I suggest is from World of Darkness, dark fate flaw is mean to mark somebody for death at the end of the current adventure.

If Boney wanted to extent Gotreks time he could mark him as such and I think thread would be fine with it. Hell he could put it up to a vote even. It might have gone eitherway in that case imo.
 
I think the "no, seriously, someone might just straight-up die and that's it for them" approach is fine and Boney need not change anything. It adds tension to our decisions, because just because something wouldn't be a cool way to die doesn't mean it can't kill us.

When Gotrek died, suddenly and out of nowhere, because the dice screwed him despite Boney giving multiple chances for things to go some other way or for Mathilde to save him, it was incredibly impactful even if it wasn't conventionally narratively structured. Nobody is safe, and Boney isn't going to fudge things to suit the pacing of a novel or TV show. This is a quest, and we or our allies might straight-up die if we choose to do dangerous things, because the fundamental conceit of the quest is our agency in what happens.
 
I am pretty sure we had this conversation before but just in case anybody missed it I would like to reitarate, there are narrative tools to deal with this.

I mean letting Gotrek die is an option and should be used from time to time but if Dm wants to have a satisfying end to a character the option is there. I suggest is from World of Darkness, dark fate flaw is mean to mark somebody for death at the end of the current adventure.

If Boney wanted to extent Gotreks time he could mark him as such and I think thread would be fine with it. Hell he could put it up to a vote even. It might have gone eitherway in that case imo.
Honestly if it weren't for the fact we know the fate of Dum was rolled for I'd suggest that, that might describe what was up with the exhibition leader.
 
I think the "no, seriously, someone might just straight-up die and that's it for them" approach is fine and Boney need not change anything. It adds tension to our decisions, because just because something wouldn't be a cool way to die doesn't mean it can't kill us.

When Gotrek died, suddenly and out of nowhere, because the dice screwed him despite Boney giving multiple chances for things to go some other way or for Mathilde to save him, it was incredibly impactful even if it wasn't conventionally narratively structured. Nobody is safe, and Boney isn't going to fudge things to suit the pacing of a novel or TV show. This is a quest, and we or our allies might straight-up die if we choose to do dangerous things, because the fundamental conceit of the quest is our agency in what happens.
I don't disagree but this should be a choice not necessity caused by lack of percived options.
 
I don't disagree but this should be a choice not necessity caused by lack of percived options.
Honest question: why? It's not like we didn't know a journey through the Chaos Wastes was potentially lethal, it's not a surprise that at some point people would be rolling dice to not die. It's a surprise that that specific moment was such a time, sure, but I don't see why questers should* get to decide the negative consequences of their actions experiencing difficulty.

*In a normative sense, not a positive sense. Obviously there are more narrative quests where they do get to decide that sort of thing, and that's fine and I'm glad quests like that exist for the people who like them.
 
I am pretty sure we had this conversation before but just in case anybody missed it I would like to reitarate, there are narrative tools to deal with this.

I mean letting Gotrek die is an option and should be used from time to time but if Dm wants to have a satisfying end to a character the option is there. I suggest is from World of Darkness, dark fate flaw is mean to mark somebody for death at the end of the current adventure.

If Boney wanted to extent Gotreks time he could mark him as such and I think thread would be fine with it. Hell he could put it up to a vote even. It might have gone eitherway in that case imo.
Honestly, that sounds like it'd be more unsatisfying.

Gotrek miraculously survives the Urmskaladrak falling from a cliff only to for the QM to have to contrive a reason for him to die later? Particularly given how the rest of the expedition went, what exactly would be a better way for him to die? He sees Morghur and dies of a heart attack?
 
I think Gotrek's death worked better for the quest-as-a-game than the quest-as-a-narrative.
Narratively, it was "Gotrek is dead. RIP." and not much more. But gameplay wise it was "your big supply ship is destroyed and your head engineer is dead, can you find a solution to allow the expedition to keep going?" which is a fun challenge that the thread produced an interesting answer for.
 
Keeping a person alive past their death with some dark mark upon their soul?

Sounds like Necromancy to me. Righty ho lads get the pyre ah burning!
 
To my eye, the Head Engineer dying from their massive land-juggernauts succumbing to the undeniable call of gravity works on multiple levels. If they were an invented OC, I think those levels would be a lot easier for people to engage with. But what people get hung up on is that it's Gotrek, and they feel Gotrek meeting his fate is something that should have more substance. But this is not the Gotrek that was one of the few survivors of a doomed expedition and stumbled across one of the fated axes of Grimnir, this is the Gotrek that was torn between love and duty and who ended up giving his life for a society that he didn't fit into. Instead of being the tragic figure of the worst slayer, Gotrek died as a paragon of modern Dwarven engineering - riding the razor's edge between proven design and necessity-demanded invention and being willing to die with the compromise he created if that's what it comes to. And where the more conservative of Engineers might get hung up on a one-in-three failure rate, the rest will see that the Expedition that Gotrek made possible set off to solve one mystery of a lost Karak and ended up solving two.

This Gotrek died younger, but he died happier, and his legacy is a much healthier one for the Karaz Ankor. Snorri is going to have a long and productive career protecting the newly-recovered hold of Karak Vlag and teaching them how to survive in the open world once more, instead of being so burdened with guilt that he hammers nails into his living brain. Gotrek's daughter is going to reach adulthood. And Grimnir's Axe is not the sort of artefact that reacts to a butterflying by shrugging and going 'well, I tried, guess I'll just sit here and rust for the rest of eternity, then'.
 
Last edited:
And Grimnir's Axe is not the sort of artefact that reacts to a butterflying by shrugging and going 'well, I tried, guess I'll just sit here and rust for the rest of eternity, then'.
... I'll admit, I was not expecting to ever be a happy to learn that an ancient and powerful artifact from the dawn of time works on The One Ring rules.

But then... Of Course it would the Dawi of all peoples who invoked that trope for good instead of ill.
 
Voting is open
Back
Top