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Age of Sigmar General thread,

Liberator-chan. I'd not mind being hit by that hammer edition.

>resources
pastebin.com/qCZb0mvh

>General's Handbook pdf
mega.nz/#!DxRGmTZL!x_L0eobCjr4qrF7enhVlZ2DffTtRa3hdDrc5RctcAbE

>army builder
scrollbuilder.com

>Current Rumors
http://www.tga.community/forums/topic/217-the-rumour-thread/

Old Thread:

>>52212376
331 posts and 50 images submitted.
>>
>>52226503
First for Beastmen!

True Scions of Chaos! True Inheritors of the Realms!
>>
>>52226544
Second for beastmen doing that liberator. Show them what a hammering means.
>>
Good evil themed armies when?
Chaos are gay

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Hey, /tg/, I want to run a game with a Street Fighter vibe - a bunch of martial artist adventurers with wacky powers trotting the globe to beat up bad guys and prove they're The Strongest. I was thinking of using Mutants and Masterminds, but is there a better system to use? Suggestions appreciated.
>inb4 GURPS
16 posts and 5 images submitted.
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>>52226496
Well, why not use Streetfighter, then? It is a real rpg....or you could try Ninjas and Superspies. These are oldschool games, but they ain't bad.
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>>52226496
Wild talents maybe? the ORE toolkit could help you craft one
>>
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>>52226496
Street Fighter the Storytelling Game is what you want. It uses the highly versatile White Wolf System.

Anyone has any homebrew way to create new maneuveurs for tome of battle? Some guideline or this kind of shit.
42 posts and 3 images submitted.
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>>52226209
Watch anime and copy what they do.
>>
Just look at the fucking maneuvers at that level, then create something that sort-of matches those, you dumb fuck.

There's rules for making custom spells somewhere, Complete Arcane/Mage? Maybe? Use those rules, but applied to maneuvers.
>>
>>52226302
Why everyone around here is so mean?

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Blow Shit Up Edition

Previous Thread: >>52212333

RESOURCES

>Official Site: Contains deck building rules and the current ban list.
http://www.mtgcommander.net

>Deck List Site: You can search for decks that other people have made. Authors often have comments that explain their deck’s strategy and card choices.
http://www.tappedout.net

>Another resource for commander discussion; they have an entire forum dedicated to discussing decks. People often make primers, which go into detail about how they built and play their deck.
http://www.mtgsalvation.com/forums/the-game/commander-edh

>Statistically see what everyone else puts in their commander decks based on what is posted to the the internet.
http://www.edhrec.com/

>Find out what lands you can add to your deck, sorted by category, based on a chosen Commander’s color identity.
http://manabasecrafter.com/


CARD SEARCHING

>Official search site. Current for all sets.
http://gatherer.wizards.com/

>Unofficial, but has GOAT search interface.
http://magiccards.info/

>>Thread question
What's your favorite MLD?
346 posts and 69 images submitted.
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I should have this deck just about watertight, but before I finish buying cards, what does /edhg/ think of it?
http://tappedout.net/mtg-decks/perpetual-motion-machine-1/

>>52226020
What's an MLD?
>>
>>52226048
Mass land destruction, board wipes hat specifically destroy lands.
>>
>>52226020
Ruination. Ruination their shocks, duals and shit for DAYS

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Do you ever try to make your world's rivers and other aspects of geography as complex as these examples of the real world? How would one even go about making something like that following the correct rules?
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Some more pictures for real world examples
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>>52225780
MISSISSIPPI STRONK,WIDEST RIVER SYSTEM IN WORLD

Detailing even twenty major arteries that feed into a river is time consuming, and not really worth it since you can barely fit them into a game. When I helped make a setting we relied on making a few major rivers, a couple of arteries, then expanding on those as we detailed important areas. It kept things relevant while still making semi-believable geography

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What's the best game for a modern fantasy investigation into the occult type thing? Want to stay far away from CoC, would like for there to be some magic involved with the potential for fun combat.

Was thinking a Whitewolf game but don't know which would be appropriate/generally doesn't suck.
26 posts and 6 images submitted.
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>>52225594
Delta Green?
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>>52225594
Unknown Armies?
>>
>>52225594
>Was thinking a Whitewolf game but don't know which would be appropriate/generally doesn't suck.
Hunter the Vigil?

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Will /tg/ finally want to talk about Burning Wheel now that it's back in print?

https://twitter.com/Burning_Luke/status/842784465499947009
19 posts and 3 images submitted.
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It was rarely talked about before it was out of print, so I doubt it.

But its a great game, so lets talk about it.
>>
Has anyone read the codex already? I'm interested in the description saying that Wizards are a life path set now.
>>
>>52225633

Ive skimmed through it, its kind of like the magic burner chapter than adds more options and lifepaths for being a wizard.

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Post fantasy races, the first five posts with digits are the dominant species of the setting, the rest are minor species.
182 posts and 20 images submitted.
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>>52225055

I'll start with,

> Norse Elves
>>
>>52225055
>fomorians
>>
>>52225055
Negroes

Is there any system that CAN?
82 posts and 12 images submitted.
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>>52224680
Treat her like the Lady of Pain. No stats and its assumed that anyone who fights her is a dead man walking. Only other beings of her caliber can damage her and then it's just you explaining to the players that one nigh-onmipotent being beat another.

GIving Ajimu stats defeats the purpose of her character.
>>
>>52224680
It'd need to be a fresh system.
>>
Time Wizards.

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ITT: Moments when you questioned your GM/Party's sanity
17 posts and 5 images submitted.
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When I had to explain why executing people, who surrendered to us, is fine in the context.
>>
>>52224712
Honestly, don't even waste time explaining.

I personally just say "Maybe I'm going evil, gonna do it anyway, don't care. Stop me."
>>
>>52224672
Just putting d&d hardcore players in CoC game or even WoD... If you are a gm with enough irony toward your scenario, its a blast

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So I'm a first-time GM, just had a session 0, got characters genned for the 4 people I'll be GMing for, and did the opening tavern scene. It went... interestingly.

Setting is post-post-apocalyptic, with them starting on the absolute bottom level of a 40k-style hive city. This level is basically tribal with colonial outposts from the level above, with minerals and scrap being mined from the gigantic trash heaps that make islands in the sea of sewerage.

So the four characters that got rolled were:
>Physically inept but extremely high charisma swindler with no weapons aside from charm and a tatty suit.
>Blind, staff-wielding ex-miner with good perception and agility, low cha, and a fancy helmet.
>Autistic scavenger with a peg leg and a very large adjustable wrench with a spike attached to it.
>Hyper autistic alcoholic murderhobo rogue (minimum charisma) with a pair of knives.

So here's how it went:

>Game starts
>Swindler is trying to convince a thug to give him a boat
>Scavenger is listening in
>Blind miner is the bouncer
>Autist is drinking on the opposite side of the tavern
>Swindler fails hard
>Thug loudly laughs at him and flat out refuses to let him anywhere near his boat
>Blind bouncer comes over to ask what's going on
>Swindler convinces him that he's being treated unfairly
>Autist hears tense argument, begins charging across room to get to potential violence
>Bouncer critically fails charisma, yells at thug to get the fuck out
>Thug, pissed off, stands up and draws knife
>Autist charges in, trips, draws his knives mid-stumble, puts one through the thug's knife-hand, and recovers
>Thug drops knife but starts going to supernova-tier levels of pissed off, pretty much going to berserk next round
>Swindler tries to break bottle and stab thug, but misjudges the reach and lightly jabs the guy's back
>Thug says "ow"
>Bouncer takes his staff, rams it down the thug's open mouth, and dislocates his spine, killing him instantly
>
>
>Crowd goes dead silent

Cont.
20 posts and 6 images submitted.
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>>52224352
Congrats OP, you've got yourself a wonderful group of misfits.

I'll give you the ol' run down.

>Don't prepare too much
Don't prepare every little detail. Work modularly, and allow yourself to drop things in and out. If it appears the player that you've got a plan for everything, you've succeeded
>Don't be afraid to ask the group for help
Being a newbie GM, nobody's going to fault you for asking someone to fill in a blank spot you can't figure out
>it's okay to have formulaic adventures
Especially starting out. Nobody will give a shit if you stick to the whole Scenario+3 Complications formula or something like that. It works, and it's fun. And on top of that it will help you get content to your players faster so you can focus on developing your toolbox and being a better GM.
>it's okay to have a dud session
If you have a session or two that sucks, who gives a shit, TTRPGs have ups and downs naturally as a result of not being able to playtest your adventures properly
>TALK TO YOUR PLAYERS
At the end of every session, ask them how it went, what they think could be better, where their characters are thinking of going, etc. This will help you immensely in crafting the game for them. The constructive criticism will be great if they're not a bunch of autists.
>Absorb everything fiction and breathe all kinds of worlds
Seriously, just take in shit tons of information about narrative design, worldbuilding, character design, and so on. It will help you form the blocks of GM-logic you can use to make the game better for players. And when people start spouting that this thing or that thing is better, explore both ends of the matter and decide for yourself.


I would finish this off with something about rules vs narrative, but that's mostly down to what the group wants. You can treat TTRPGs as skirmish wargames or freeform storytelling and everything in between.
>>
>>52224352
Cont.'d
>Autist starts drinking the alcohol dripping off the table where the swindler smashed the bottle
>Swindler convinces the autist to work for him, promises passage out of here on his new boat
>The scavenger pushes out from the crowd and starts looting the body
>looks at swindler
>"BOTE RIDE?!"
>Swindler, after interpreting the autism, agrees in exchange for the last of the scav's cash
>Bouncer looks at Swindler
>"BOATRIDEBOATRIDEBOATRIDE"
>Takes the thug's jacket and boots.

That's where we left the session because the murderhobo's player had to leave.

I'm a new GM and these are all new players. We were in stitches playing through the tavern scene because it was all so incredibly autistic, and we definitely enjoyed it, but I kinda feel like this is a fairly bad party. I mean the single player without a negative CHA is the swindler and he's got horrific maluses to combat. Meanwhile the thug/monk type of the party is blind. In a no-magic setting. They honestly got super lucky in the tavern, it was only thanks to an incredibly high roll from the blind bouncer that they managed to OHKO the thug.

What was meant to happen though, was one of either the swindler swindling the boat, the thug refusing but offering them a quest to get the boat, or them deciding to say fuck it and go after the people that drove the scavenger off his scrap patch. I'm kinda stuck as to what to do with the campaign now, because as it is, the only one who wasn't complicit in murdering a lackey of the local crimelord/merchant in front of a huge crowd immediately started rifling through the corpse's pockets. And worse, this is in a town that actually has a militia.

So basically I'm calling on all the experienced GM's of /tg/ to share a little wisdom. How would you give the party a way out that isn't just plot armour? I want to avoid the players feeling like they're free to pull this shit all the time, but I don't want a TPK on the first real session.
>>
>>52224460
Thanks man, that's really helpful stuff! I kinda had an idea of it before but it's nice to hear it reinforced. It's also really good to hear that the party sounds good, I was honestly a little bit insecure that they might be too over the top or something.

Do you have any advice with regards to the question at the end of >>52224509 ?
I'm kinda unsure where to take it from here.

Does GMing experience actually matter past the first year or two of GMing? It seems that after those one or two years, most GMs hit a plateau and become set in their ways, for good or for ill.

I have played under various GMs claiming to have GMed since year 2000 or earlier (not that implausible), and yet they were very amateur-like in their GMing. Just hours ago, I had to correct a GM whose had been GMing since AD&D 2e's release; they thought that the average of 1d8 was 4, not 4.5 as it truly is.
34 posts and 5 images submitted.
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I think that if you just stick with one group and one system, you won't really learn much. You get used to everyone's tastes and sensibilities, get into habit of running things in a certain style that pleases everyone you play with.

A GM who's constantly switched groups or run one-shots at conventions or such has probably benefitted a ton from that experience.

A GM who's never ran anything but D&D and has done so for a single group of friends isn't probably very experienced, even if he's been playing since 1979.
>>
>>52223858
>first
If you only run certain playstyles for certain people, like >>52223894 mentioned you probably wont get much better. It's also possible its just personal problems, like one GM I've had who had a habit of leaving out minor but important details.
>second
Contrary to popular belief, rolling dice does not make you better at statistics than the average person. Considering it's a rounding error, they're close enough for the average game to be run alright.
>>
DMing is an arts skill, like acting or painting or writing

You have to be willing to push yourself: write more interesting plots, think up more interesting scenarios instead of just punch fights, play with the setting and the rules.

Research helps. Playing modules that are considered great, both as a DM and a player. Look to other sources: boardgames, video games, film.

Just yesterday, I was taking notes from watching a playthrough of Assassinorum Execution Force. I'm going to use the idea of it, a set map with randomly generated points of interest, to run a heist sequence in Edge of the Empire.

But it IS work. It's really easy to get lazy and just coast on bigger and bigger punch fights and stock fantasy plots.

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>Whatcha playin'?

>Whatcha hatin'?

>Super Secret Sideboard Tech?

>What decks are just waiting for a card or two to be competitive contenders?
319 posts and 43 images submitted.
>>
"And that's all there is to it! Please remember to check out CardKingdom today!"

You finish your prepared speech and sit in silence, staring at the camera as you find yourself doing too often these days. You reach into your jacket and grab the flask again. The camera is rolling, but fuck it. You can just edit it out later. Edit out the constant drinks like you always do. You get the odd comment about a jump cut, but you know that you've established yourself well enough that negative opinions will be shouted down by your "fans". Oh, the fans. How you've grown to detest them. Sure, the $5,000 check from YouTube ads and the $15,000 check from Patreon is nice, but nothing fills that slow, gaping hole in your chest from selling out. They even fired you from teaching, thanks to that bitch reporting your "inappropriate touching". She was asking for it anyway. You realize that you've been gulping from the flask throughout your inner rant, and that the flask is now long empty. You lower your arm and gaze longingly at the bottom drawer of your desk. A smile tugs at your lips as you consider your next video: "Many Magic the Gathering players ask the question, is pulling the trigger as easy as it sounds?"
>>
>>52223583
You think this is clever? Autism
>>
>>52223645
it's just pasta that showed up last night

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>GM railroads your party into a safari
>complete with extremely british guide
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>>52223497
Is it a dinosaur safari? This is important.
>>
>>52223520
It's a lynel Safari.
>>
>>52223497

why this bitch has hairy eyes

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Been arguing with tumblr snowflakes in regards to transgenders in the 41st Millenia, but as per usual they don't listen because they want to shove their wet dream into everything. So enlighten me /tg/ are transgendered folks considered heretics? How would the imperium handle these folks?

I just assume they either fix them or if they are not fixed beyond repair, then they get killed on the spot.
271 posts and 31 images submitted.
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>>52223222
Sounds like something the Nobles would get into.

Sounds like something they wouldn't give two shits about in the Imperial Guard until you correct the Commissar on your proper pronouns, then he shoots you.
>>
As neither side can really cite any sources other than maybe slaneesh it's not worth having an argument over
>>
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There's a million worlds with a million cultures each.

You're both right, and you're both wrong.

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