Category: Game system

  • D&D Orcs vs. Warhammer 40K Orks – A Tale of Two Green Hordes

    D&D Orcs vs. Warhammer 40K Orks – A Tale of Two Green Hordes

    Few creatures in gaming lore are as iconic — or as gloriously green — as the humble Orc. Whether you’re battling them in Dungeons & Dragons or unleashing them across the grimdark universe of Warhammer 40,000, these brutish beings embody the raw power and chaos that make tabletop gaming so exciting. But while they share a name (and a fondness for shouting and smashing things), D&D’s Orcs and Warhammer’s Orks are entirely different beasts.

    The Dungeons & Dragons Orc: Brutal, Tragic, and Deeply Mythic

    In Dungeons & Dragons, Orcs are a cornerstone of fantasy storytelling. They’re often portrayed as savage warriors, driven by primal rage and a devotion to their god, Gruumsh — the one-eyed deity who fuels their endless lust for battle. But over the years, especially in modern editions like D&D 5th Edition, the Orc has evolved beyond being just a faceless enemy.

    Players now encounter Orcs as complex people — tribal, spiritual, and proud. Many campaigns explore their struggle between honour and brutality, often challenging the old stereotype of Orcs as mere villains. A Dungeon Master might introduce an Orc shaman wrestling with visions from Gruumsh or a warrior seeking redemption in a human world that fears his kind.

    Physically, D&D Orcs are muscular, tusked, and imposing — but still bound by the rules of magic and mythology. Their strength lies in unity and sheer ferocity, not in strange science or cosmic chaos.

    The Warhammer 40K Ork: Green, Loud, and Lovin’ a Good Scrap

    Now, shift your gaze 38,000 years into the future, and things get loud. In the universe of Warhammer 40K, Orks (note the “k” — because of course they can’t spell properly) are an entirely different creation. They’re not mere fantasy creatures — they’re a genetically engineered species of fungi-warriors designed for war. Every Ork, from the smallest Gretchin to the biggest Warboss, lives for one thing: a good scrap.

    Warhammer 40K Orks are a riot of British humour and anarchic energy. They believe that things work because they thinkthey do. Paint a vehicle red, and it goes faster. Strap enough guns together, and it becomes a “dakka machine.” Their crude but effective technology runs on pure belief, making them one of the most bizarre — and beloved — factions in the entire Warhammer universe.

    In short, D&D Orcs are tragic warriors of myth; Warhammer 40K Orks are gleeful agents of chaos in space. Both are brutal, both are fascinating, and both are perfect reflections of their respective worlds.

    Two Worlds, One Green Legacy

    Whether you’re rolling dice in a dimly lit tavern or unleashing a Waaagh! on the battlefield, Orcs and Orks remind us of what makes tabletop gaming so enduring — the joy of storytelling, imagination, and just a touch of madness.

    And if you’re keen to explore the green tide for yourself, check out LithGeek — a great place to pick up Warhammer miniatures, gaming PCs, and accessories. For those in the Blue Mountains or Lithgow area, Lost Souls Bookshop is a top spot to grab RPG books, miniatures, and maybe even a few battle-worn dice.

  • Choosing Your First Dungeons & Dragons Character Class

    One of the most exciting parts of Dungeons & Dragons is choosing your character’s class. Think of a class like your hero’s job or specialty—it shapes how you fight, solve problems, and interact with the world. Whether you want to swing a sword, cast spells, or sneak in the shadows, there’s a class that fits your style.

    Let’s explore the most common classes and how they play differently.


    Fighter

    Fighters are tough, skilled in weapons, and can take a hit. They’re great for beginners because they’re easy to understand and super flexible. Want to be a noble knight or a battle-scarred mercenary? Fighter’s got you covered.

    Wizard

    Wizards have powerful magic, but they’re squishy—meaning they can get knocked out fast if not careful. Great for players who love strategy, puzzles, and planning ahead. You’ll manage a spellbook and choose the right spell for the moment.

    Rogue

    If sneaking, stealing, and backstabbing sound fun, the Rogue is for you. They’re clever and agile, great at avoiding danger and doing cool tricks like disarming traps. Rogues shine in social and stealthy missions.

    Cleric

    Clerics are divine spellcasters who can heal and protect their allies—or bring divine wrath to their enemies. They’re great team players, and their magic can fit many play styles depending on their god or domain.

    Barbarian

    Barbarians are angry tanks who charge into battle, smashing everything in their path. They’re perfect for players who want to keep things simple but powerful.


    But Here’s the Best Part…

    You don’t have to stick to the “typical” way to play any class. Want to play a cowardly Barbarian or a sneaky Cleric? Go for it! Dungeons & Dragons is all about creativity and telling your own story.


    If you’re in the Lithgow area, be sure to visit Lost Souls Bookshop. They’ve got rulebooks, dice, and the owner lovesto chat about D&D—perfect for new and experienced players alike!

    To learn more about classes and character building, visit the official D&D site here.


    This blog post is sponsored by Lithgeek.com, your go-to place for Katoomba gaming pc repairs, builds, and expert tech help.

  • Reverse Railroading GM Technique

    Before we talk about reverse railroading we need to talk about what is railroading.

    Railroading is a commonly debated and somewhat controversial game-mastering method in the realm of tabletop role-playing games (RPGs). In this approach, the Game Master (GM) exerts a high degree of control over the game’s narrative, often guiding players along a predetermined plot or story path. This term derives from the idea that players are metaphorically placed on a “railroad track,” with limited freedom to deviate from the planned storyline.

    In a railroaded campaign, the GM meticulously designs the game world, plot events, and encounters, leaving little room for player improvisation. The storyline unfolds with a predetermined sequence of events, and players are expected to follow along. While this method can ensure a tightly woven narrative with well-defined arcs and dramatic moments, it can also lead to player frustration if they feel their choices and creativity are stifled.

    Railroading is a divisive technique; some players enjoy the structured experience it offers, appreciating the clear objectives and storyline, while others prefer a more open-ended, player-driven approach where their decisions have a more significant impact on the game world.

    The Reverse Railroad game master technique

    Balancing railroading with player agency is crucial for a successful RPG experience. Experienced GMs may employ railroading selectively, using it sparingly to maintain the overall narrative while still allowing players to explore and make meaningful choices. Ultimately, the choice of whether to use railroading in an RPG campaign should be made with the player’s preferences and the game’s overall goals in mind.

    The Reverse Railroad

    So what happens when a Gamemasters needs a specific end and yet wants to give the players control of how they get to there? This is where the reverse railroad comes in.

    The reverse railroad GM technique is where you provide a scene similar to many of the crime dramas on TV. The players are looking over the body of the Queen who was obviously stabbed in the back with the rouge’s knife. The King walks in and catches the players over the body…… “Two Days Before”

    Setting Up a Reverse Railroad

    It’s all about expectations and fun! Think about the movie Titanic. The ship sinking wasn’t considered a spoiler because the interest lay in how it happened and who survived. The same principle applies to reverse railroading.

    When setting up the reverse railroad, you need to be clear with the players:

    • What will happen at a certain point
    • What control they have in their methods of reaching that point
    • Rewards for not exploiting their knowledge of how the session ends
    • Penalties for using that knowledge
    • Extra bonuses for making it seem seamless

    For example, in the last episode of the Star-Fall Actual Play podcast Season One, the players were told that the villain “Jeramia Lightfoot” had “plot immunity” because he is a key character much further down the plotline. While they needed to fight him, they could not kill him. As the GM, I would alter the effects to make sure he survives:

    • Players were aware they could not kill him.
    • Players were told he, however, could kill them.
    • Players would be given extra XP for finding a reason not to perform the “deathblow” if they knocked him out (“You deserve to die, but that is not justice” or “I pull the trigger at the gun pointed at his heart, and it goes… click”).
    • Players were not told how they would get there or what would lead to that point, only that there would be a fight, and he could not die… wound, capture, maim, yes… die, no.

    While I expected the players to resist this, they loved it. They knew before the game even started what was going to happen, but not how it would happen.

    Tips for Running a Reverse Railroad

    1. Communicate with Players: Don’t surprise the players with a reverse railroad. Let them know that it will happen and give them time to think about it. This is not something you want to announce at the beginning of a battle. It should be done at the start of the session (or earlier).
    2. Reward Pretending and Roleplaying: Be generous with rewards for pretending and roleplaying. Extra XP, magic items, etc., are all appropriate rewards for good roleplaying.
    3. Reward Not Exploiting Future Knowledge: Be generous with rewards for not exploiting future knowledge.
    4. Penalize Exploiting Future Knowledge: Warn players about strict penalties for exploiting future knowledge. For example, just because a player knows they’re alive in a future scene doesn’t mean they won’t suffer significant setbacks if they exploit this knowledge.

    Reverse railroading can create memorable and engaging sessions when done right, providing structure while still allowing for player creativity and agency. By balancing predetermined outcomes with player-driven actions, you can craft an exciting and dynamic RPG experience.

    This blog post was sponsored by “Lithgow Tech Services” builders of custom gaming computers https://www.lithgowtech.com

  • How to play an asshole and have the other players not hate you.

    The whole point of Role playing games is to play someone you are not. This is why a lot of people like to play Fighters or Wizards. Me I like to role-play asshole character, you know those people who you rather not spend any time with. T
    he problem is that a lot of the players like to do carbon copies of the “Wolverine” basically an asshole. But they do this in a way that makes the other players not want to play with them.

    When playing an asshole give them a reason

    “Logan” has been done to death. Friends don’t let friends play another Logan. I say this because most of the time the people that are attracted to playing a Logan character are not really thinking about their character backstory beyond the whole orphan with no memory and claws bit.

    Having a good backstory about why your character is an asshole is important because it not only makes your character more interesting but will give you more to draw from.

    For example Jaro my Wood elf Ranger is not a likeable person. He was in the last Orc war and had seen a lot of bloodshed. He saw the forest that he loved being burnt to the ground to gain a tactical advantage. And while he did fight the Orcs he never blamed them for the bloodshed. To this day he will treat an orc with the respect they deserve (They did not order the burning of the forest)

    Jaro does not like people or cities and is really grumpy when he has to deal with either. He is happiest when he is resting in the forest with his Mastiff Sono

    Now that we have his backstory this gives me a reason for his actions. Generally I make him grumpier when in the city and more relaxed in the forest.

    But how to keep the other players from hating you?

    I have seen this a hundred times. Someone decides they are going to play and asshole so they can get away with being a total jerk to the other players. No not their characters but the players. And the moment someone calls them on their bad behaviour they say “But that is what my character would do” (In other words I’m not going to be accountable for my behaviour and fuck you) Then be grumpy when they are not invited to other games.

    Some players also have a hard time separating the difference between someone and their character .. here are some tips.

    Let other players known the difference between me as the player and my role-play as an asshole character

    Part of what I do is make a general announcement to the gaming group that I am playing an asshole character and he will insult other characters on a regular basis. However I as the Player is not an asshole.

    By declaring this to the other players they can see a difference between me and Jaro.

    Use a different voice

    This sounds silly but anytime you do something as your character use a different voice or accent. This will clearly mark that you are acting as your character and not your self as a player. This is very important when there is anything having to do with an insult

    play and asshole character
    Photo by Pixabay on Pexels.com

    Accept feedback without fighting back

    This is a hard one. The difference between you an a real asshole is that the real one will not accept feedback from the other players. If someone says that what you have done or said is “Not cool” you need to accept that and apologise.

    If you take it personal you are not playing an asshole you are one. You need to accept the feedback.

    Find another character to hate and get permission to do so

    IF you are ever in the room with me and my wife when we play together as players you will know our character will almost always hate each other. We do this because I can always be an asshole toward one of her characters without fear of actually hurting her feelings as she knows my true nature.

    While some people think this may sounds silly there is a good reason for this. It allows you to play your character to its fullest and have another player you trust play off your characters personal traits

    Have a redeeming value

    While Jaro will insult anyone who walks near him he tends to be very kinds with animals and will go out of his way to be their champion. While he has no problem hunting (Have you ever tried to keep a Mastiff fed … yeah that is a lot of meat ) he is always humane In his hunting methods and never hunts for sport.

    That said while he will insult any of the party members he will always ..Always have their back and will risk his life to save them. Grumbling all the way.

    Asshole monolog

    This is an underused method of role-play asshole character without actually hurting any of the players feelings. When you are asked to do something your character goes on a monolog about how the idiots are in command and you need to do as you’re told . OR find some reason to complain.

    Jaro: “What the hell why do we always need to go into town. (In a baby voice) Look at me I am a bard I like cites because because I need attention blah blah bal . Fucking bards .. why do I need to babysit a bard who is just going to piss off the towns guard … again ”

    While this is funny it is also clear that my character is bitching about something and is still being useful .

    So this is how torole-play asshole character without being a real jerk yourself

  • MARKED:   A story inspired by the spell, Hunter’s Mark

    MARKED: A story inspired by the spell, Hunter’s Mark

    My death starts and ends with a searing circle of pain. 

    The hunter sighted me long before my senses oriented me to where she hid. Her form was a mystery to me as there were too many smells, too many new sights in the forest for me to focus on. We had chosen this clearing to guard the chest through the night, thinking it would be easy to defend, but not from the others in her company. The one who would kill me was the most concealed and probably the most deadly. Her movements among the trees were as fluid and familiar as one raised in the trees, and one of the last things I would live to see were her gleaming elven eyes. 

    But this began with the hiss of an angry cat who tried to warn us. 

    The quiet of the clearing at night had been destroyed by a muscle-bound barbarian charging and roaring at the same time. He crashed through saplings and towards our fire, then swung a great hammer into the gut of Severrn, our tabaxi rogue, and winded her. She had been on watch and hissed to warn us, but it was too late. 

    She lay twitching helplessly and I saw, with horror, that her ribcage was malformed from the impact. Ribs are meant to be smooth, not jagged and lumpy beneath her spotted pelt, and I thought myself a coward for not coming to her aide. The barbarian barely stopped to breathe before he raised the hammer again and I looked away. I knew what was coming but I was too cowardly to see it.

    But I could not avoid hearing the crunch of her skull as the spiked hammer crushed her delicate, feline head. 

    It caught me off guard that they were so well prepared. My companions leapt into action and I crouched to hide. I am a trained wizard; I am expected to remain away from the worst of the danger. But the fighting had come to me far more quickly than I expected and I was having trouble concentrating. I tightened my grip on my bloodstone, my unique arcane focus, and centralised my thoughts on the spell. 

    Thanks to my magic, a spray of beautiful, dancing lights dazzled the enemy knight who came running towards us before he could brandish his sword further. If I could keep him disorientated, the others could move the chest before these thieves could take it. 

    But I didn’t have time to worry that they’d found us, or tracked the chest because this ambush was more than we could take. It was then that I felt the mark on me. 

    How does it feel, you wonder?

    It feels like being spotted by someone when you were trying to hide, but the gaze has the power to burn. Not intense enough to make you stop in your tracks, but there is a terrifying weight to being seen, a heavy and inescapable feeling that they SEE you. Not just your body, but your soul. 

    They see you at your best and most shining moment. 

    They see you in a silent sliver of shame. 

    They see you.

    It was like nothing I had experienced. I would die feeling completely naked.

    I shifted, continuing to concentrate, until I realised Mahgas, our cleric, was also in trouble. He had charged the knight and was expecting to finish him, but something was sliding a long, thin knife into Maghas’s throat. It was one of the races of the small-folk, with such smooth and practised movements that they barely made a sound. A black shadow of death in a cape and hood. It had dropped on Mahgas from above in total silence. 

    I watched Mahgas rattle as he fell, his heavy armour trapping him in a cage of death as the little creature fell with him, on him, riding him to the ground. The being withdrew a shining blade and leapt again, so fast I could barely track it.

    It was then that the first arrow hit my collarbone and I dropped the bloodstone. The arrow was deep in my soft flesh and burned deep into my armpit. My arm became useless, hence my hand hanging like a useless string, and I cried out with stupidly loud agony. I was meant to be concealed, I was meant to be fine, the chest would make us rich… lies. All lies. 

    All the while, the feeling of being SEEN grew stronger. Some sort of connection began between hunter and quarry and I felt the green eyes, rather than seeing them. They seemed to be measuring every part of me, my whole body, from head to toe and sizing up my weakness to choose where to strike next. I reached for the arrow with my good hand and touched the wooden shaft. White-hot agony exploded and I had to let it go. 

    The intense pain made me so weak that I reeled into a ball of pain on the ground. The feathers on the nock stood out, so ludicrously bright in their colour that anyone could have spotted me and I realised then, I was going to die next. 

    The feeling of exposure peaked suddenly and I felt the eyes sizing me up, judging where to split open my skin with a second arrow. It hit my exposed side and I gasped from pain. My hands flailed helplessly and grabbed the debris of the forest floor around me. Somehow, my good hand tightened around my bloodstone. 

    The wetness I lay in was my own blood, I realised. She, my killer, approached me with casual, elven grace. A small foot pushed me down as she leant in and ripped her arrow from me. My scream sent birds tearing into the night sky with fear, but all the elven huntress did was coldly evaluate my dying moment. Where there had been a dry arrow, a stream of blood spurted out and I began to lose my vision. 

    Green elven eyes gouged me and I felt her remove the second arrow and begin to clean it. For a moment she radiated with more power than before and I felt the mark leave my body. I felt an odd warmth and saw her mouth move into the shape of the word “good bye”. 

    Sighing, I saw no more.

  • Hunter’s Mark Spell

    Hunter’s Mark Spell: Enhancing the Hunt in D&D

    In the vast and mystical realm of Dungeons & Dragons, where every adventure teems with challenges and creatures both magical and malevolent, the Hunter’s Mark spell stands out as a vital tool for the cunning hunter. Available to rangers, this 1st-level spell encapsulates the essence of focused tracking and predatory prowess, allowing adventurers to heighten their senses and become relentless trackers of their chosen prey.

    Hunter's Mark Spell Arrow is on target
    Photo by Pixabay on Pexels.com

    Hunter’s Mark is the embodiment of the relentless pursuit, granting those who cast it an uncanny connection to their target. Once a target is marked, the spell bestows several advantages. The hunter gains an additional 1d6 damage whenever they hit the designated quarry with a weapon attack. This extra damage represents the precision and determination with which the hunter seeks out and exploits the target’s vulnerabilities.

    Hunter’s Mark

    Beyond the immediate damage boost, the spell allows the ranger to maintain a heightened focus on the prey. If the target dies before the spell’s duration expires, the ranger can easily switch the mark to another quarry, ensuring that the hunt never falters. This fluidity showcases the versatility and adaptability of rangers, underscoring their expertise in the wild.

    The true strength of Hunter’s Mark shines in its synergy with rangers’ other abilities. Whether it’s a rain of arrows from a distance or a stealthy melee attack up close, the additional damage applies to every hit, further amplifying the ranger’s effectiveness in combat. As the ranger levels up, the spell’s potency increases, offering greater damage potential and reinforcing the connection between hunter and hunted.

    As adventurers traverse dangerous landscapes filled with goblins, beasts, and even more formidable foes, Hunter’s Mark remains an indomitable asset. Its ability to enhance damage, focus on a single target, and adapt to the ever-changing dynamics of a battle highlights the spell’s essence: the primal connection between the ranger and their environment, evoking the image of a lone figure, eyes narrowed, bow drawn, and senses honed on the thrill of the hunt.

    My Ranger Jaro

    This is perhaps my favourite spell for Jaro! While it is tempting to use the spell first thing when I enter combat. I tend to save the spell for a creature that I need to hunt down or is the biggest mofo the GM throws at us.

  • Arcane Ward useful spell

    Gather ’round, brave adventurers, and let me regale you with the tale of a spell that has saved countless lives and turned the tides of battle: “Arcane Ward.” A magical marvel found within the tomes of level 2 spells, Arcane Ward is a potent shield that grants protection beyond armor and steel.

    Arcane Ward useful spell

    When a mage casts this spell, a shimmering, translucent ward springs into existence around the caster, a radiant barrier woven from the fabric of arcane energies. This ward acts as an extension of the caster’s own vitality, absorbing blows that would otherwise find their mark. The Arcane Ward starts with a reservoir of hit points and can absorb damage from attacks, spells, and even environmental hazards.

    What truly sets Arcane Ward apart is its versatility. While armor can be sundered, and shields shattered, the Arcane Ward remains resilient, reinforcing the caster’s defenses with a supernatural durability. It’s not just a shield, but a guardian, vigilant and unyielding. As the caster advances in power, the Arcane Ward’s capacity to absorb damage grows, making it an ever-present bulwark against the forces of darkness.

    But beware, dear adventurers, for this spell is not without its limits. It requires concentration to maintain, demanding the caster’s focus to keep the ward intact. And like any shield, it can be whittled away over time. Still, when timed well and used judiciously, the Arcane Ward can transform a perilous encounter into a manageable challenge, allowing casters to navigate through danger with a measure of confidence that only magic can provide.

    So, whether you find yourself standing against a dragon’s fiery breath or the onslaught of a horde of undead, remember the tale of the Arcane Ward. For within its ethereal embrace lies the promise of protection, a gift that can turn the tides of fate in your favor and ensure your place in the annals of legendary adventurers.

    • Class: Wizard (Abjuration school)
    • Level: 2nd level
    • Feature Description: Starting at 2nd level, when you select the Abjuration school, you gain the ability to create a magical ward that provides you with additional hit points. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage first. If this damage reduces the ward to 0 hit points, you take any remaining damage.
    • Recharging: You can recharge your Arcane Ward by expending a spell slot of 1st level or higher. The ward regains a number of hit points equal to the level of the spell slot expended + your Intelligence modifier (minimum of 1).
  • New app for RPG equipment drawings

    New app for RPG equipment drawings

    While RPGs are theatre of the mind that does not mean we can’t give our minds a little help with images. After all the whole point of fantasy art is to expand the imagination. Some of us can draw, some of us can’t, some of us can draw but would rather be rolling dice. I have found an app that can help. Why not download an app for RPG equipment


    https://apps.apple.com/au/app/instant-armory/id6448971386

    Instant Armory fun and easy to use

    So I decided that I wanted to try to design weapons for my Wood elf Ranger Jaro, (He’s a bit of a jerk and is always dirty) early on I decided he was going to be a two handed fighter vs a ranger who prefers ranged combat (don’t worry he still carries a bow)

    As a former soldier he would have preferred the short sword. Now I am an artist but there are times that I just want some quick designs or maybe even some inspiration.

    instant Armoury was a quick download from the App Store. Basically you select the different parts of the weapon and choose colour. But that was not what I liked about the app.
    After choosing the design and colour the app gave me the option to export the image to a few different formats what could you ask for in an app for RPG equipment

    parchment

    png (transparent background for adding to other images)

    equipment card (Holding a space for description and stats )

    What was even cooler was I was able to export directly to my files on my phone… that just happen to be the Obsidian App folder (The app I use as a database for all my RPGs as a Gm And a player)

    app for RPG equipment

    Unlocking all the features.

    Like most apps on the App Store there are free features and to unlock the whole version you need to make a few micro transactions.

    While I did think I would not spend this as a player as a Gm this might be useful to prep for a campaign.