ACE Load Error

The second slot in my ACE unit has this constant error when doing prints. It doesn’t matter what filament is there; it’s definitely the position.

I see no signs of any obstruction or anything different in this position vs the others when looking at the rollers with the unit unloaded.

Any suggestions?

u/Dackelreiter — 14 days ago

[Online][5e 2024][9:30PM Pacific][Dark Matter][Foundry VTT][Free] Looking for 1-2 More Players

New Dark Matter 5.5e Campaign Starting Soon!

EDIT: Currently full, but we might try and make this a bit of a West Marches style thing where different "away teams" could run missions.

Bi-weekly, from 9:30 PM Pacific to midnight or so.

Looking for one or two more players! 18+ only. All experience levels welcome.

A friend and I will be running the campaign as co-GMs, each running different mission types and giving a chance for us each to also be players in this world we are both excited about. We are new to Foundry, but looking forward to using it.

Theme and Vibes

The party, and the crew of NAME REDACTED (the ship you'll join the crew of after the prison session), are Firefly-esque or Han Solo - like loveable scoundrels.

The missions will not always, possibly not often, be legal, but they will never be evil. And if an employer (of which you will have many) turns out to be evil, there will be eventual potential to turn the tables on them. But for the player perspective, it's a non-evil game, so plan on making non-evil and non-lawful characters.

Traditional Classes

Traditional classes explicitly fit within the Dark Matter universe. All of the technology is magitech, with the exception of the tech of the Gnomes. A traditional wizard or a shirtless Zealot Barbarian fits right in alongside a Cyberwave Bard or Cyberninja Rogue.

Firearms, in the form of blasters, are far more prevalent, and as ranged is common, flight is less gamechanging.

Character Creation Rules

Basic Rules:

  • No evil characters.
  • No (overly) lawful characters.
  • No angst-monsters.
  • No PvP or Kenderesque thieving/loot hiding.
  • No child characters. All characters must be adults.
  • No lone wolves. Be part of the team.
  • Characters should match the general tone and vibe.
  • No (literal) clowns. I don't know why this is such a thing, but it is, so it needs saying.

Character Creation Rules:

  • Level 3 start
  • Standard Array or Point Buy
  • Approved classes and subclasses are (most) WOTC sourcebooks, the Dark Matter sourcebook, and the Mage Hand Press Gadgeteer, Gunslinger and Warmage classes. The other MHP classes in DM are not yet supported.
  • Impoverished Start: just take the gold at character creation.

Starting Setting:

  • The first session finds you a prisoner on a prison space station. You need a reason why you are there.
  • Early on, the party will join the crew of a ship doing contract work (think: Firefly). You need a character willing to do so.
  • We enjoy weaving in backstory, so while it isn’t necessary, some thought into it is appreciated.
  • Both human made art and AI images are welcome. Please make your character yourself or work with one of the GMs.

Current Party Composition

  • Vect (think Warforged) Space Cowboy Gunslinger
  • Dwarf Dreadnaught Barbarian
  • Human Infiltrator Rogue
  • Near-Human Monk

Test One Shot this Friday!

We will be running a one shot this Friday to see how folks get along for long-term campaign compatibility as we are looking for a healthy, stable table.

Reply or DM if interested!

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u/Dackelreiter — 17 days ago

Dark Matter: How to Play Dead Magic Zones

I'm looking for advice on how Dead Magic Zones work in play.

On a Blind Jump, there is a 6% chance of:

>Dead Magic Zone. The worst case scenario: your ship emerges at the edge of a Dead Magic Zone and loses all functionality.

That's....that's basically just a TPK, campaign over, thanks for playing... right?

From the Glossary:

>Dead Magic Zone [Hazard] Where the edges of space wear thin, the fabric of magic itself rips, leaving immense Dead Magic Zones. While in a Dead Magic Zone, you experience the following effects.
Antimagic. The zone is an Antimagic Field. No Magical Technology. Magical Technology, such as blasters, ceases to function within the zone.
Incapacitated Constructs. A Construct within the zone has the Incapacitated condition and its Speed is 0.
Ships Fail. Within the zone, all of a ship's functions fail. It can’t move, its weapons and systems are disabled, and its Dark Matter engine can’t be used. Furthermore, the void crystals within the engine are rendered inert while inside the zone, preventing catastrophic implosion. Gnomish ships, which are powered by scientific means, are exempt from this effect.

I am looking to start a DM campaign very soon, and I just don't see how this works at a table. Any Vect characters? Just downed until out of the zone. Want to make it some sort of Apollo 13 or the Firefly "Out of Gas" episode type arc...better hope the Vect player had vacation plans because they aren't participating.

But even so, at sublight speeds, backup life support lasts for 1 hour. Assuming backup works. After that, presumably people start suffocating, taking 1 exhaustion per round in vacuum. Stretching that narratively still does little as sublight speeds would be months to travel across a system, so unless this was a few km wide max pocket of Dead Magic, they are all definitely doomed.

Obviously I can just cut that from the table or do something like make it a breakdown plus a roll against some other negative consequence, but since it got published as a risk... I'm wondering what the thought process was and how people have made it work in play.

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u/Dackelreiter — 20 days ago