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Archived threads in /tg/ - Traditional Games - 1543. page

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Despite being edgy as fuck, kill puppies for satan has some really cool 'magic' rules. Basically when you kill puppies and kittens you get 'evil' points that can be spent from a list of satanic powers.

I think it's a really interesting mechanic, but has anyone ever tried to convert it to a more standard/less edgy fantasy format? Like what would be the way to get points? Then the points could be spent to do things like turn invisible or shoot a fireball or something.
7 posts and 1 images submitted.
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I believe this is like a backwards karma system in some games. Particularly the demo for the new Elite Dangerous tabletop game. You spend karma to do cool shit and dodge death and you get more for general good deeds.

But it isn't like
>You disarm the bomb on the ship and the day is saved
>That was the main point of the mission, but here's karma!

or

>You spend 3 karma to do a triple backflip, land on the guy's back, and stab him in the skull eight times.

It's pretty specific and it's hard to get karma back. Plus, you have to spend all of it to dodge death, which is a bit excessive.

Maybe homebrew it into a not edgy, not shitty fantasy RPG with some divine shit or inspiration. Or even just
>You give the homeless guy a blowjob. Good on you, you dirty samaritan! +2 Spell Points

Otherwise, nothing already made like this comes to mind.
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>>52023743

Yeah but what should they get spell points for exactly?
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>>52023785
Well, this game gives it to you for killing animals and doing fucked up, edgy shit. A fantasy setting could give it to you for doing fantasy shit. You follow a knightly oath, putting duty and honor before your own well-being?
>+2 Points

You craft a potion and drink it, thinking it heals you but OH NO! It turned out to be a laxative! Luckily, you have a spell to stop that!
>+1 Point

Your friends are being mauled by a lone wild bear and you are their last hope. With the might of the gods and your hammer at your side, you smite the wicked beast then and there out of sheer awesome power, saving everyone.
>+3 Points

Just generally cool, badass shit or something fantasy that saves your own bacon I guess. It's not too specific, but that's good because then players can't abuse the system and the GM can gauge whether or not a deed is worthy of points. Once the system is more fleshed out and people are more familiar with it, it would be a lot of fun.

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I'm too stupid to make a 5th edition Shadowrun character make one for me please. Will mail Choco taco to person who makes best character.
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>>52023042
don't you have a game master who can do this for you?
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>>52023042
It's called /srg/ general now fuck off.
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>>52023042
http://forums.shadowruntabletop.com/index.php?topic=23112.0

This is a good one, but you'll need to tone it down since its built as a

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Heya fa/tg/uys

I wanted some advice for running a game. I'm planning on getting some stuff together and asking a handful of my co-workers if they'd be interested in playing a tabletop game.

Trouble is, it would be my first time doing something like this and I was wondering where a good place to start would be.

Any good tips, tricks and advice that can help a soon-to-be forever DM?

If it helps any, I'd like to run a post-apocalypse game. Something in the Fallout Universe.
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Gonna bump one time and let it slide after.
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Well Op, what do you want your party to do? Is there a specidic area you want them to start in? Any goals in mind? Encounters planned?
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>>52023839
>>52023839
Well something to test the DM waters. Basic idea is to find out happened at a military fort. Radio contact has broken off and the people who have been sent haven't come back/disappear. Too many troops have been lost so they're contracting mercs, which is where Ill begin.

Goals are to find out what happened and report back in one piece.
Area will be the ruins of our hometown and the surrounding area , just for familiarity's sake.

Encounters are planned, wild dogs, raiders etc

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So my D&D players burst in on a ritual sacrifice to Obox-Ob, Demon Prince of Vermin... and decided they wanted in. They gave the cultist a better human sacrifice, and then afterwards tried to sacrifice him when he wouldn't be their slave.
Anyway, long story short, they worship Obox-Ob now. They wanted material benefits for worshiping him, so I came up with a ritual that involves sacrificing 6 people from 6 different races to gain their life force (gain XP). Since this is 4th edition (because I'm a faggot), I was thinking it could just be a skill challenge, but I have no idea what skills to involve besides Religion.
Anyone wanna help me come up with a fucked-up ritual that'll make them rethink whether worshiping a demon lord is such a good idea? Something more interesting than just raping or torturing their victims. I'm looking for ways to involve the other players besides just the cleric.
7 posts and 1 images submitted.
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Idea one: if any of them are at all philosophical, this will work. Make them eat souls. Eat all that a man was, and ever will be, in the most powerfully metaphysical way. Destroy them utterly.

Idea two: if they aren't, just look for a good aristocrats joke and mine it.
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>>52020627
You need to pour centipedes, ants, spiders, and other vermin into the victim's mouth, so that they're eaten from the inside out by Obox-Ob's minions.
Then the PCs have to willingly swallow the vermin which emerge, to gain the power within, and trusting that their patron will not turn on them.
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>>52020627
Break out the face cages and life sized plastic rats. Let your players wear them and put a dark sheet over their heads.
Failing that, show them those particular scenes.
Most of what you want is non-mechanical in nature.

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Hey /tg/ I want to try out GURPS but I've heard that the vehicle rules are not very welcoming. Can an somebody clear up the general misunderstandings I've heard about needing to know calculus?
8 posts and 1 images submitted.
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>>52020124

There's a great difference between USING vehicles in GURPS and DESIGNING vehicles in GURPS.
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>>52020124
I thought the latest edition's vehicles were just non-sentient characters with specific restrictions?
>>
The "vehicle rules" are the previous edition's rules for building vehicles from the ground up.

The rules themselves aren't hard (you never deal with calculus), but they are mind-numbingly tedious. The way it works is that you select an engine with a listed output, add in all the other components, the compare the final weight to the output only to find that what you thought was going to be a speedy racer can barely reach highway speeds. Thankfully there's an automated spreadsheet rolling around the net that makes handling that so much easier; if the final result isn't what you wanted, you can tweak the input rather than start over from scratch this time with 15% less armor.

The current edition still doesn't have rules for making vehicles (sort of), possibly because the GURPS=CALCULUS meme hit them so bad in 3e that the devs are hesitant to release the 4e equivalent. There is, however, rules for making spaceships that have since been expanded to creating almost every sort of vehicle. The rules for that are *much* more simplified; you select the vehicles size and fill its 20 slots with appropriate features including engines, seating, drive trains, robot arms, weapon batteries, time-flux workstations, and cargo holds. You don't run into 3e's problem because everything is done in relative units; a powerplant produces one powerpoint (1PP) regardless of the ship's size and laser battery takes only 1PP--it's just that a laser battery for a SM+12 ship is a lot more powerful than one for a SM+6 ship.

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What does the +5 mean next to biteach?

This will be my friends familiar viper for his lvl 1 wizard. Can the viper bite shit for him? Does it get its own turn?
6 posts and 2 images submitted.
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+5 is it's bonus to hit
Yes
Yes- but the GM will likely lump it with yours for simplicity's sakes

Read up on familiar rules; your viper can even do touch attack spells for you
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>>52019095

+5 means +5 to hit.

Remember that 1d2-2 means you can get a negative result, and if this happens the bite actually heals the target for 1 or 2 HP. As this is a healing effect, it will count as damage against undead!
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>>52019109
>>52019126
Thanks guys.

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This is our party about to fight the mutated corpse of Bahamut. Wish us luck.
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>>52018165
RIP
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>>52018165
get a better camera
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Epic Fantasy is balls.

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Picture a real world setting, then try to think of most outlandish way to make money possible. It doesn't matter if its good or not, just as long as its funny.

TL:DR Actual Retard Ideas for Funnies
10 posts and 2 images submitted.
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>>52017006
Lobbying for new atomic testing to make money off of replacing a nearby cities lightbulbs from the emp shockwave
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>>52017006
California gold rush trail

Buy lakes worth of water, sell it for super high prices.
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>>52017031
This is like reading a post on /biz/

It's so simple

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How do I make a fantasy culture that feels unique? So often I see settings with things like Scottish dwarves, or elves... but Aztecs!!1! Or in humans-only settings I'll see a desert people that's the Egyptians, Arabs, or Pueblo, but with some tacked on "unique" cultural traditions which barely make sense and would almost never come up. How do I avoid this?
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>>52015694
Be creative and use your imagination
>>
Don't base them off of one culture?
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create fauna/plants/animals that are strange and unique in that area of where your culture comes from. Read books on customs and laws from various cultures. and yeah, like the last poster said, use your imagination. think outside of that cunt of a box

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Nine years ago, today, Gary Gygax exchanged his XP for Power Points and marched forth into the Outer Planes in search of new adventures.

How will you MARCH FORTH today in rememberance, /tg/?

I wanted to walk down to the Lowes and buy an eleven foot pole, but the longest they had was eight feet.
10 posts and 2 images submitted.
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>>52014927
Working on a dungeon.
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>>52014927
I will play Only War.

What?
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>>52014927
>How will you MARCH FORTH today in rememberance, /tg/?
By demonstrating the horrors of war to a band of heroes. Many descriptions of long treading steps through heaps of the dead today

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What would you call the genre we had in so many Saturday morning cartoons where you had swords and magic and castles, but also lasers jet cycles and tanks?
9 posts and 1 images submitted.
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>>52014850
Literally, sci-fi.
Science-Fiction.

They have "muh advanced technologies" which everyone identifies as science (despite it not being realistic and totally fictional, but that's a thread of its own)
And fiction for all the fantasy elements.

By the way, you described RIFTS.
>>
Science Fantasy
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>>52014850
Science Fantasy.

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Merfolk is back? edition
Playing?

Hating?

Thoughts on the current meta?


Anything that needs to be ban/unbanned?
RESOURCES:
Current Modern Metagame
http://mtgtop8.com/format?f=MO
https://www.mtggoldfish.com/metagame/modern

DATABASES:
magiccards.info
gatherer.wizards.com

Readings:
Merfolk in the new modern metagame
http://www.channelfireball.com/articles/merfolk-in-the-new-modern-metagame/
8 posts and 1 images submitted.
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What a gay thread. Clearly just an attempt to circle jerk merfolks, fucking trash and gay.
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>>52014684
I'll say it again, what kind of pathetic loser starts a modern general just to fluff his hog about his shit merfolk deck? Really what an embarrassment. Also
>kanyewest.jpg
What does this even me you immense autist?
>>
>>52014684
I'm gonna bump this thread until the other one 404s so everyone can see this gay shit

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How do you handle it, /tg/? Do you quit?
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>>52014594
Sounds better than like 90% of my previous parties.

That doesn't say anything about my previous parties. That just says the Slayers would be fun as hell to adventure with.
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>>52014594
My DM tries to insert everything from that DAMN book into campaigns. He's a gargantuan anime fan, total full-fledged weeaboo who I quote has said "I can't love 3-D girls anymore. Only 2-D"

So no, I quit. My DM's fault, not mine.
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>>52014594

This has always been my party.

>Don't worry i hit him with the backside of my sword
>woops it's double edged though

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How would you base a game about the zodiac?
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By making it a Power Rangers ripoff campaign.
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You can't make it about the zodiac but the zodiac is a good source of lore, I remember a thread discussiong how will the zodiac work as a pantheon.

>>52014464
>MFW
>>
Depends on the setting? I mean, is infinite the posibilities and is not very explained what kind of game you want to try (rpg, cards, dice, table)
Start asking yourself what part of the zodiac you want to see in the game and then develop that idea

How do you run a more combat-light campaign? Mystery, political intrigue, etc. I'm not sure how to make these kinds of things compelling for a group of players.
6 posts and 1 images submitted.
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>>52013670

And you do know how to make murderhoboing compelling for a group of players? The question doesn't even make sense. What makes something gripping is usually the plot or character interaction, not whether the obstacles are primarily "Kill dis shit" or are something else.
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>>52013670
any kind of campaign is enjoyable so long as it has two key elements
>choices to be made
>risk
basically there needs to be something at stake which there's a chance of actually losing and the players need to be in the position of making decisions which will affect whether or not it is

so long as you've got both of those, you're good
>>
>>52013670
I find systems with higher lethality and quicker combat helps to make fights a consequence/last resort that encourages finding other solutions. If, when combats result, people get seriously hurt and it takes a long time to heal back up, players will stop seeing it as the immediate solution to all problems. This is especially true if you stat enemies based on their relative position and role, and not around being a balanced, challenging fight for your players. Sure, some fights should be balanced and challenging if the players are facing off against their equals, but they don't always do. Sometimes you are a lot better than the mob bosses' mooks, because, well, theyre mooks. And sometimes the mob boss has access to a swarm of well-armed and highly trained hitmen that outnumber you significantly, and trying to fight them head on isn't going to work. If you build potential (keyword) combats that way, players will be more willing to pick up your hooks for intrigue and mystery.

Once they start doing that, really reward them for it. This is the other side of the "this threat is really to big for us to just charge in on" coin. Don't just let intrigue and non-combat solutions ease the difficulty of combats, or allow you to dodge them but not much else. Make them really effective. Instead of fighting your way through the palace guard, you shadowed and spied on them until you negotiated a deal with the corrupt captain, who ensured the loyal guards were patrolling out on the grounds while the ones backing you were in the treasury. Your players will really enjoy the feeling of walking in to take the mcguffin they needed from some hated henchman, and instead of slogging through an encounter with a bunch of guards while the treasurer shoots them with lightning bolts, they wipe the smug look off his face when his own guards turn against him, you take the macguffin at your leisure and leave your foe locked inside the treasury to starve.

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