Are the new rule books worth the money or should I stick with the last update for the old free living rule book?
Depends if you and your group are playing the LRB version or the new one. A few rules have changed, some teams have changed a bit. DZ1 has a lot of league stuff and new teams. DZ2 has sponsorships, new players and a few new teams.
>>55337498
Have the rules changed enough that if we keep running the old rules that people who started with the new ones could easily adapt to joining our group?
They're not that different - just some tweaks. If your group is running LRB, you can continue and just tell new players where to download the rule set.
I'm going to say that your only problem at that point will be if players show up with 32mm based models to play on your 25mm grid pitch.
I was wondering if you Elegan/tg/entlemen could help me find a system which would easily allow me to portray or build a setting much that that of Howl's Moving Castle.
The setting is essentially WW1 with magic.
I have a very rough idea on how to do it with 5e but honestly I'd prefer something that I wouldnt have to homebrew and restrict so much. The classes thing also doesnt really fit what i would like, I generally use classless systems now.
If you're going to suggest gurps Im gonna need a bit more help with where to start and what to do with it since I've never used it. Book and edition suggestions would be a great boon.
Thank you all in advance!
>>55334749
>gurps
Tech level 6 or so, but it shouldn't come up much in a Miyazaki game. You'll mostly focus on the PCs I'd imagine.
Aim for 125/-25 or so, and make sure the players have an identity (not just a role, but a personality)
And don't worry to much about needing a million splats. Just focus on the fun!
>>55334749
Warbirds is a good rules-lite dieselpunk game with an emphasis on dogfights. There's light magic, so you might have to expand that; but it would take less work than homebrewing a system tha doesn't seem made for what you want.
>>55334805
>>55334950
Thanks guys!
And yea, I know dnd is just butts for this kind of setting so I didnt particularly like the idea of using it which is why i asked.
>Magical lightning outwardly resembles actual lightning, burns things, conducts through metal and water
>but for some reason won't power electrical appliances, charge cells etc
>scientists and wizards alike don't know what the fuck
>Water created by conjure water spells is wholly potable but is distilled water, and thus isn't very pleasant to drink
Is this an OK idea for limitations on magic to justify why wizards haven't replaced electricity and water supplies yet, or is it just being a dick?
>>55334636
the first one sounds rather dickish
the second one makes sense though
>>55334636
Sounds good. Personally I just give a time limit to conjurings, so if a Wizard conjures water out of no where, it eventually returns to no where. This means drinking said water could be extremely dangerous. You drink 16oz of it, and two hours later those 16oz just disappear from reality.
>>55334714
wouldn't it be better if it disappeared slowly ?
For example after 12 hours on average 8oz have disappeared from your body, after 24 hourse 4oz more and so on, like uranium. The more you drink, the faster more disapears
That way you could drink it without much problems at the beginning, but after some time it would be dangerous since you would lose water extremly fast
Am I the only one wary of killing my players when playing systems where characte generation takes ages? I'd like combat to be
>can you survive this threat
instead of
>how will you survive combat with this threat
but if death is a real option, and even TPK being possible if they aren't playing well, I feel like that relies on character generation being light, fast, or at least elegant. If you know the system really well it's not an issue of course, but I don't generally play a single system for a ton of time so that isn't the case. Of course you can have other things happening on a failure than everyone dying, but it's not as impactful. Do I ignore this and just kill the motherfuckers if they're stupid?
>>55334141
Being convinced that your goal is to kill the player party is only acceptable if you're playing a very quick premade. Use the risk of death as stakes to get your players motivated, but let them die as a result of their mistakes and give them a chance to get characters back if they die via super shitty rolls.
>>55334171
Thanks. I think I've been using decent possibility of death/defeat as an excuse for not knowing the system well enough to balance encounters. Had a fight where they got absolutely raped since they were surprised in the middle of night, and haven't played in months so I've had too much time to mull over it.
Some of the players in my group, who know me to be a fan of planar cosmologies like 2e/3.X/5e's Great Wheel and 4e's World Axis, have proposed that I run Planescape's Great Wheel with a twist.
There is no Prime Material Plane, and there never was. There are and were no mortals.
The elementals of the Inner Planes and the natives of the Transitive Planes become petitioners in the Outer Planes upon death, who then become outsiders. When an outsider dies, nobody knows what really happens; some say the outsider merges with their plane, others claim that the outsider reincarnates, more still posit that the outsider ascends to a higher reality, and a pessimistic few point to oblivion.
Could this kind of setting work without regular mortals and a regular Prime Material Plane? I imagine that the closest thing you could get to "regular people" and "regular worlds" are air elementals living in floating earth-motes in the Elemental Plane of Air, or perhaps vacuum quasielementals living on immense rocks in the Quasielemental Plane of Vacuum.
I have run settings wherein nobody needs to eat or drink before, so partial post-scarcity is something I know how to handle.
If you think about it, this might not be so bad an analogue for a generic fantasy world. The Elemental Plane of Water takes the place of the ocean, the Paraelemental Plane of Air is the equivalent of the frozen north, the Elemental Plane of Earth is similar enough to the Underdark, the Positive Energy Plane under a more Feywild-like lens could make for lush jungles and verdant forests, the Quasielemental Planes of Ash and Dust would make for exotic deserts, and so on.
The only thing that is missing is a spot for a generic "plains and grasslands" area apart from the Outer Planes, and the Quasielemental Plane of Mineral already exists between Earth and Positive Energy.
Certainly, other settings, like Exalted, already do something similar.
Does anyone have any ideas on this?
>many moons ago, good and evil clashed in a mighty war of dominance over the world
>many brave heroes died that day, however, it was all in vain for the Dark lord of all triumphed. And now only evil besets the land
>and everyone started being total dicks to each other.
>>55331785
>Indeed, many people where dicks to each other. But mostly too the stupid squishy humans, elves, dwarves and halflings who are now slaves to the thralls of The Dark Lord
>These races attempted to counter the dickish behavior of these Thralls by forming drum circles where they encouraged open dialogue about how much more every thing sucks now.
>Each of these drum circles met in failure due to the sheer phallic night of the Thralls.
is rap rat /tg/ approved
No.
>>55331262
why not
https://www.youtube.com/watch?v=PXdbOsA-Yko
Alright /tg/, tell me what sucks about the player boards I'm designing for my strategy game.
>>55331102
without knowing what anything means the only glaring issues are the name color is too close to the background in for my taste and if this is intended to be more than a game for friends you'll need to rename your "tap" mechanic as mtg has a copyright on that name
>>55331140
Yeah I heard about this. I'll rename it, I just haven't thought of anything else for it yet.
Im mostly looking for feedback on design and layout. Do you think I should change the name or the background? How about something like this?
What was his endgame?
>>55331082
have his paints thinned
>>55331082
telling every Johnny out there it's a WiP thread.
>>55331082
To kill them all. They're heretics, Johnny. They're all heretics.
You guys probably remember an old flash animation on newgrounds called "There She Is!!", of a rabbit which falls in love with a cat.
Well, they are making a board game about it and I thought maybe you guys would be interested in it. Something different from the usual. They are running a kickstarter and it's just about to end, 3 days from today. They're 98% funded, so if you're interested, now would be the time!
https://www.kickstarter.com/projects/insanitygames/there-she-is-the-official-card-game
>>55330918
I'm pretty sure I saw this on Milkandcookies for the first time back in the day. It's a great animation and the following episodes are just as moving. Glad to see it's still getting attention.
I am surprised to see it on /tg/ though, as it's the last board I would expect to see it.
>>55331043
Me too. I think it's quite random that they decided to make a board game out of it, but the mechanics seem fun.
>>55330918
>cute thing from a simpler and more honest time
>hey let's make a meme game of it to wring cash from morons
>and it's a great idea to shill that shit on tg
I'm looking for flames of war the art of war vol 2.
Vol 1 is easy as piss to fins but I can't find vol 2.
I know it's on their shitty app but I want to look at it on a bigger screen.
Does anyone have a link?
>>55330271
>>55248577
Should be in the Scan Database.
vol 1 is but not vol 2 unless it has a different name than the art of war vol 2
Do you think that the average fa/tg/uy has a gaming group? When I read the comments, ideas and general musings of people in here it really makes me wonder if any of you actually play ttrpgs or if it is just pure shitposting.
>>55330008
>Do you think that the average fa/tg/uy has a gaming group?
I would say maybe 50/50.
I personally tend to sit less on /tg/ when I have a party to GM to.
>>55330008
I have 6 groups.
>>55330008
I'd say most of them do, but there's definitely quite a few posters who don't.
How do you handle Bards in your games?
>>55329900
If there's a Bard (or equivalent) in the party I like to make sure that in the places the party travels to there are various holidays and festivals which they can participate in with their performance skills. Since my players like high fantasy I also usually make these holidays have actually supernatural effects on the world, like the day of the dead equivalent actually resulting in your ancestors showing up to talk to you. It makes for some interesting 'break' sessions.
What you've got to realize is that the clever cook puts unlikely things together, like duck and orange, like pineapple and ham. It's called 'artistry'. You know, I am an artist the way I combine my business and my pleasure: Money's my business, eating's my pleasure and Georgie's my pleasure, too, though in a more private kind of way than stuffing the mouth and feeding the sewers, though the pleasures are related because the naughty bits and the dirty bits are so close together that it just goes to show how eating and sex are related. Georgie's naughty bits are nicely related, aren't they, Georgie?
>>55329900
Pic related.
I'm currently in the process of writing up a campaign set in the Castlevania universe for my group. Here's what I have so far:
>1890's
>Dracula gets resurrected again, but is weaker this time due to the ritual being poorly executed
>Decides to hide out somewhere in Europe until he can regain his strength and start destroying humanity
> Plot at this point becomes a rough adaption of Bram Stoker's Dracula (Dracula ends up hiding out London, Van Helsing and company get involved, etc.)
>Current Belmont (we're doing an AU where the Belmonts are still around at this point) gathers a party of adventurers (ala Castlevania III) to track Dracula across Europe and kill him
Any advice? I'm still not sure what system I'll be using.
>>55327592
structure fights like in castlevania
the infamous axe knight hallway required you to dodge axes and medusa heads to deliver a hit
the axe knights were damage sponges, but that wasnt why they were dangerous, it was because the player had to juggle numerous tasks at once
you cant really translate dodging and positioning into a theatre of the mind game, but make it so that you need to take advantage of gaps in the enemy defenses
like, axe knight engages last opponent who hit him, and his shield gives him total cover in the front, so one guy needs to whack him in the front, while another attacks his side
>>55327592
What level of power are you expecting to give your characters
Because outside of the limits of gameplay some of the Castlevania characters and bosses are pretty fucking powerful
>>55331030
Sweet Jesus, Legion got swole
Between Esoterrorists and Night's Black Agents it sounds like there's been some kickass stuff built off of it, how do you guys like the system? Are there any weak points a new player should be aware of?
>>55327518
it's an extremely simple system designed for investigation horror games.
It's good but I'm not sold on it. Trails of Cthulhu is a good game if you want the call of Cthulhu experience but don't want to use Call of Cthulhu for some reason.
Failing forwards is life saver don't let /tg/ tell you otherwise. If the detective hits at dead end had a man come to the room to the room with a gun. Philip Marlowe knew this and said so in just as many words. So should you.
Can't say I care for the point spend checks but. It works for Health and Sanity, but still feels wrong to me.
>>55327518
Sounds intriguing. Is there a MEGA somewhere?