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How would one go about creating a world/campaign based on Voodoo?
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>>52013339
Rich Demonic/Spiritual NPCs.
Detailed rituals to contact them and barter
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https://www.youtube.com/watch?v=wysI3Hg_7U0
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>>52013339

Actual Voodoo or the black magic of Hoodoo?

Sup /tg/?

I'm putting together a quiz for my rpg society and wanted to do a round called "Is this a splat or am I being twat?"

The idea is that I would name a series of splatbooks some of which would be real and some of which would be fake.

Does /tg/ know any funny/tricky candidates for correct answers?
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>>52011963
Just take any obscure setting and put GURPS in front of it. A few correct ones include, Alpha Centauri, Bunnies and Burrows, New Sun, and Illuminati University.
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>>52011963
Little bump
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Dudes of Legend: How to Be Fucking Awesome is a decent one but it's fairly well known

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I have this one player that has a habit of over complicating situations. He's a good player otherwise, and I really enjoy playing with him. I want to pull him aside and address this with him, but I don't know how to phrase my concerns with him properly, and I was wondering if anyone would be able to help me, or just give me their opinion. (Keep in mind that I'm going to go about this by being direct with him, being honest, and keeping him in the group. So don't immediately throw your "Go to" responses of "KICK HIM OUT OF THE GROUP!" or anything like that. I want to talk to him about it directly, I just want to be clear on how we can go about fixing this, and I also want to DISCUSS it with you, /tg/.)

As an example:
>I explain that the next room has a guard in it
>He will explain his character's course of action in an overly specific way. Like a very specific attack or action that he feels will automatically succeed.
>All that's really needed is a sneak attack
>Okay, just roll a D20 and add the specific rolls
>"Well, wait. No, Anon. Do you get it? I want to do ____, _____, and _____, so that he won't be able to do anything or react."

Another common thing that this player does that I find irksome, is that he goes for really petty and illogical power grabs really early. Specifically, he tries to obtain a small army of followers without considering that his character should have to work for that sort of thing. He thinks that he can just capture every bandit that he comes across and interrogate them in to being his personal soldier, and he gets to keep this second sheet at first level of his miniature army of servants.

Like, when you enter a room with a demon guarding a door, your first reaction shouldn't be, "Stop following the orders of he who summoned you, and follow me instead."

Any thoughts?
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>>52010132
recommend something like the storyteller system or wushu to him. Cypher works great too

D20 can be played like that, but it needs all parties to understand that it's going to happen.
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>>52010168
This is a good suggestion, and I think it will definitely work for a different campaign.

We introduced in our ongoing 5e campaign, tonight. It was a lot of fun, but these issues came up. I tried to explain to him that there will actually be a lot of army building and controlling actual in-game territories, later on. But I don't think he knows the meaning of patience.

Another "issue" that really wasn't as bad for my players, but I found a tiny bit annoying on my end, was that players wanted to let others do things or come up with plans solely because they were afraid of being blamed if things went wrong. (I guess that's sort've true to life in a way.)

But that's not a very good atmosphere for the table, and I wish I could go back and listen to how that got started, because I have never had that happen before during any of my games (And I've been DMing for a very long time).

Like, one player kept turning to any other player when it was his turn and saying, "Welp, what should I do?" It got to where I had to say, "No, what does YOUR character do?"
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>>52010132
I with I had such a engaged player. ;_;
In my group basically everyone is too dumb to do any actions by themselves.

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What 7-set dice do you have /tg/?
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>>52010048
other than the random vestiges of dice i've collected over the last 20 years, i have a wiz-dice bag of holding and some ugly shit from a chessex pound o dice.
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>>52010048
I have typical dice.

I've been wanting a few good sets of 12-sider d4s and d6s though. I really hate how the standard shaped ones roll. Too much plop.
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>>52010048
I have a shitton of dice, because otherwise you just never have enough.
> Notable dice
Big chunky translucent D6 from the original Inquisitor game, with the =I= symbol instead of the 1, and the D100 'tens' dice from the same. And one of the D10s from it isn't translucent any more after someone shone a laser pen through it and sort of melted the centre.
A goddamn transparent D4. That thing's a fucking menace, so it stays in the fucking dice tub. We don't want to risk it getting underfoot.
Space hulk dice, including the assault cannon jam dice.

One of the tritest interpretations of fae/fey is the "made of stories" cliché, which you see in RPG settings like Exalted, Changeling: The Lost, and Keith Baker's articles on Eberron's Thelanis in his website.

Here we have an example:
http://keith-baker.com/dragonmarks-thelanis-and-the-fey/

I can see this concept being interesting as background lore, or as a gimmick in a novel, a movie, or a television series, but how can it effectively be used as in-game flavor in an RPG?

The storytelling in an RPG is completely different from other kinds of storytelling, because you have multiple storytellers: the GM, the players, and even the setting, rules, and dice. All of these are simultaneously telling a story together "on the spot," in real time. Much like in the real world.

So, from an RPG standpoint, how do you make these different from any other world and NPCs? "This fey knight is the narrative archetype of the 'gallant yet foolhardy and arrogant rival,' and will always act within that nature because that is their role in their story" is hardly any different from "This human knight NPC is supposed to be the 'gallant yet foolhardy and arrogant rival,' and will almost always act within that nature because that is their role in the campaign"?
If anything, this just makes the former a one-dimensional cardboard cutout able to act only within their stock archetype, while the latter can be three-dimensional and grow out of it, right? And if you say that the former can be three-dimensional and grow and develop, because good stories have three-dimensional characters and character development, then how does that make the fey knight any different from regular people at all?
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>>52009089

Who cares? It's a game. The fey can be whatever.
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>>52009089
>but how can it effectively be used as in-game flavor in an RPG
Meta-storytelling. Think Waiting for Godot, or Rosenkrantz and Guildenstern Are Dead.
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>>52009089
>If anything, this just makes the former a one-dimensional cardboard cutout able to act only within their stock archetype, while the latter can be three-dimensional and grow out of it, right?

Well, that's pretty much what you're going for with such a character, isn't it? A fairy is a soulless thing which lacks some vital component of what makes a human a real person. They can't escape their role.

Draw attention to this by having fairies who are stuck in inappropriate roles continue trying to act them out or repeat the same pattern of behaviour over and over again. Make their narrative role more narrow than 'gallant yet foolhardy rival'. Have them follow the same story arc over and over. Have stories from a hundred years ago which have them following the same pattern. Make them follow ridiculous genre conventions like explaining their plan to their captives and putting them in elaborate but very escapeable death traps.

Alternatively, make them self-aware. Have them comment on their narrative role and explicitly mention what part they are playing in the plot.

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Right now making up a bunch of familiars because the campaign will soon have the players seek support from the spiritual realm.

What are some ideas you guys have? what is a good balance for giving one to a party consisting of 2 warriors and a spellsword?
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>>52008268
Give 'em some familiars that are big, fast, and harmless; have them act as magic mounts or something.
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>>52008290
>Big
>Fast
>Harmless

how boring. any horse could do that without the harmless part
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>>52008326
Give 'em wings and utility abilities, then.

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Have you ever seduced a semon demon?
Have you ever turned on your party for trying to kill your demonfu?
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>>52006765
...That just seems uncomfortable to wear.
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>>52006765
No

Because that's stupid
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>>52006765
I saved my party by becoming a Gorgon's husbando

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Redpill me on Oracles.
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Play them only if:

1.) You're sucking the DM's cock and want an in-game reason for way he's letting you basically be a proxy DMPC

2.) You want the DM to fuck you over non-stop.
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>>52005788
It's a sorcerer with the cleric list.

>>52006018
You sound like you've got a story to tell the way some DMs ban Tome of Battle and Expanded Psionics.
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>>52006018
>being this butt hurt

>>52005788
Have you ever played a Sorcerer but wanted to be more of a buffing/healing character? Oracle does that.

Being able to spontaneously cast Harm or Heal is fantastic and, like the Sorcerer, they have a shit ton of spells per day.

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ITT: That GM

>playing in this campaign where all the PCs are monsters
>GM approves me playing an ogre ranger, so I try to come up with ways to make being a ranger monstrous
>buy a bunch of sheep, train them to run in circles around me so I can use combat reflexes to get an attack of opportunity and then smite to get extra attacks against the enemies
>DM points out they're allied so they don't trigger attacks of opportunity
>I say I'll train them to start headbutting and attacking me on my command instead
>he gets assblasted and kicks me out of the game
Jesus. Sorry for trying to do something more interesting than rolling an attack every round and adding modifiers.

I still think this might be because my sister turned him down when he asked her out.
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Only that GM uses 3D pie charts.
Seriously compare the perceived sizes of the two regions labeled 20%.
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>>52005681
ops sister here, can confirm
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I see your other thread, both of you are wrong in this case because your both shitters.

My brthday's in March and I've been thinking about doing something different this year. As terrible as a murder mystery dinner sounds, I feel really inclined to creating some kind of interactive experience for a small group of guests.

Has anyone ever run one of these? Did it go well? Any tips?

Also, what are some other things I could do instead?

>tl;dr: murder mystery ???
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>>52005564
I attended a murder mystery dinner once. I didn't really like the format and the way they handled interaction with the audience. I ended up focusing on my dinner instead of the mystery, and sadly it was a mediocre dinner.

I felt a "dinner theater" format would have worked better for the crowd they were serving too, but it also didn't help that they were also fairly poor actors that chose a dumb theme for the event.
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>>52005614
That sounds really uncomfortable...
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>>52005564
I went to one that my married couple friends threw. It was alright. We didn't have dinner though. It was at like 3pm. I would definitely recommend alcohol and food. Helps if you can get some more creative, whimsical, and outgoing friends to participate. The ones that like to cosplay/dress up.

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How would you include reference to a kaiju-ecosystem in a medieval, low-fantasy setting as you describe that world to your players? Mind you, I'm thinking Kaiju that are simply humongous magical animals, without any greater motives beyond their own survival.
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I don't understand the problem.

"the traders say there's great beasts in the wastes. As big as mountains."
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>>52005571
There is no problem. I'm just curious how others do it or would do it. Thanks for sharing your perspective.
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>>52005354
Ecosystem? Ridiculous. Any beast that gigantic would require an equally gigantic food supply, so there's no way you could have enough of them to qualify as an indigenous species. Now one or two, on the other hand, might make for a cool addition to a forbidding landscape.

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I'm thinking of running a quest where you play as an Enchantress, mostly focused on hypnotizing and controlling people. But I don't want to have the players using single generic spell to instantly gain full control over someone, mind, body and soul. Ideally there would be multiple spells and items you can use to compel someone to commit an action physically which may open them up for spells and items that would eventually give the MC control over their thoughts or feelings. Or the opposite situation were manipulating thoughts and feelings makes it easier to magically control the body. Basically I want combo potential.

I'm just gonna throw out some ideas I've been working on and if you guys have anything you want to add I'd appreciate it.

Gorgon's Gaze: Locking eyes with your target you compel their body to move in such a way that they are forced to retain eye contact with you, no matter where you move. More skilled sorcerers can use it to paralyze their target completely.

Ring of Grovelling: Enchanted Ring that compels someone to physically kneel before you and kiss you on the hand or foot if you go with the toe ring version.

Song of Sorrows: A wordless dirge that fills listeners with a sense of extreme pity for your mournful cries.

Sinner's Scent: A powerful perfume containing succubus essence that makes the wearer irresistible to Men. Also available with Incubus essence for Women.

Dance of the Damsel: A passionate display of feminine frailty that compels one to want to come to your aid. Does have the potential to cause a more predatory reaction in evil aligned targets.

Bitter Bite: A colorless, but extremely foul tasting liquid whose taste lingers unnaturally long on the user's mind. Generally leaves any poor bastard unlucky enough to drink it extremely short tempered for the rest of the day.
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>>52005343

Just seems to me like you might as well streamline the whole thing into a single mind control spell. Right now the only obstacle for the players is working out the combinations, which only ought to take them ten minutes, and after that they'll be mind controlling anyone and everyone at will.
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>>52005393
I do plan to have the NPC's be able to resist the MC's attempt to manipulate them. There would be ranges from normal people to other enchantresses to monster all with different levels of resistance or outright immunity to certain types of manipulation. Like using Gorgon's Gaze on an actual Gorgon probably wouldn't go over very well. The idea is to let them earn spells and tools over time to let them manipulate greater foes.
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>>52005456
Also it would encourage them to better analyze their targets to understand their mindsets and abilities and as such the best way to manipulate them.

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Is it impolite to complain about minute architectural details during a RPG session? I always have this urge to say something when my GM describe a building as "Gothic", while it is
actuallyBaroque.
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>>52004868

Ask yourself if it would make a difference.
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Its not impolite, but it is autistic. Keep in mind that most people don't know shit about most things, so your mind is just honing in on the one thing you realize he's getting wrong.

>He's actually getting a lot wrong.
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>>52004868

Everyone's wrong about everything all of the time. Get used to it if you want to live among the plebs.

Wanting to run a street level Mutants and Masterminds 3e campaign (Power Level 8) for a player, most likely a solo game but two more players is possible.

Possible influences are: The Last of Us, Resident Evil 4, Bloodborne, and Kickass.

Basic idea is that the character(s) is/are all traveling back in their hometown of Kokomo, Indiana. Vigilantism has gone on the rise due to an outbreak of a particular pollution. This pollution has caused some pretty nasty changes in the people still around. The PCs will find themselves encountering some rather violent human groups at first, but then they'll start to see instances of much more apparently monstrous foes.
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Good for you. What do you want from us? Feedback, ideas? Are you looking for players?
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>>52004148
Oh, right, yeah, forgot to type that part out.

I was mainly looking for some ideas I can use, it'll probably be a short 3 session at most deal.
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>>52004365
Young men and women dressed in hoodies and ragged jeans with red crosses sewn on them, their eyes burning with zeal - those are the Templars, a militant christian sect lead by a man who calls himself the Grandmaster.
What happened to the state is not an accident and not a man-made disaster. It's a sign of the End Times that are finally starting - soon, Lucifer's army already walks the earth, soon he himself will try and claim the world, and people must fight back before it's too late.
Only the true faith has the answer to the crisis - fight back against the demon, hunt down the witch, cast down the false prophets deceiving the nation and spread the terrifying truth.

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Gather round kiddies, and behold the legendary beginnings of the best fucking half-orc Barbarian that you've never heard of; Sir Borshwin Geldar.

Borshwin Geldar was raised by the wartorn Otterfolk of Stillwater River, under the name Chickaduk-ch-choolu (otterish for Eater of Worlds). For decades, the Otterfolk had been at war with The Beavers of the same river system. The beaver were clever, yet treacherous beasts, that would dam up the rivers, hording all riverborne food for own fat little faces. The brave, yet starved and thirsty, Otterfolk would make their way upstream to break their dams and slaughter the Beaverfolk in their pools, after which the Otterfolk would descend back downstream and recline in a literal bloodbath, whilst cracking clams on their bellies and holding hands with one another in victory.

As Borshwin entered his teenage years, the dim witted Half-Orc began to notice certain, er... *differences* between himself and his brethren. He regularly ate 10x as much as the other otters, which was fine with the Otterfolk of the river; while it meant less food for them and theirs, they were happy to spoil their large, hulking friend who many saw as a gift from the gods. Borshwin (Choolu for short) wasn't keen on asking questions, until one day when they captured a Beaver Scout, who spoke in broken Otterish calling him Kikkachacha, meaning Forest Walker. Upset by the looks of worry that spread upon his loved ones faces, he charged upstream, leaving The Otterfolk far behind him... unprotected.

Borshwin broke many dams that day, and laid waste to several Beaver outposts, but he found many other outposts abandoned with little trace of Beaver anywhere. Exhausted from his daylong rage, he swam back to his Otterfolk home, only to discover just what the Beaver had been up to that day; a joint attack on the Otter stronghold.
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All the Otter had been slaughtered that day, and with tears in his eyes, hysterically mad, Choolu desperately sought any survivor among the Otter that he for so long called Chikkachu (family). But, he would find but only one survivor of his clan; The Otter Elder, Chacheechu (Great Father). Borshwin wept as his beloved foster father died in his arms, but Chacheechu begged him not to cry, as he had lost one family he will soon find another.

Chacheechu regaled to Choolu the tale of a burly Orc mother who came to the river years before. She was desperate to save her newborn baby boy, and pleaded with Chacheechu to raise the boy-Orc as one of their own far away from the nearby Kingdom of Shornwood, and far away from his father... a noble Human with the name of Geldar. The mighty she-Orc told Chacheechu of his birthname, Borshwin, and The Great Father took the young Orc-child and saw within him great promise and, later after the boy slew his first Beaver, as was custom with the Otterfolk, bestowed upon the boy his warname, which he held until this time.

With his last dying breaths, Chacheechu told Choolu to not despair, as he will be waiting for him with the rest of his Otter family, in the great icy waters of Chakooloo, the White Rocks of the Heavens. Chacheechu then told him to rise, Sir Borshwin Geldar, Last King of the Otterfolk, and to go seek his noble family, his *true* blood brethren, in the nearby Kingdom, and stake claim to that which is his by right.

Borshwin, as he was called from that day forward, left the river, with nothing by the Beaver tail loincloth on his jock, and sought forth to find this whimsical kingdom, and fulfill the dying wish of his Great Father, stopping to rest in nearby creeks and rivers along the way, cracking clams on his belly where he could find them.
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After months of venturing through the forests, where he met a hermit who'd teach him the Common tongue, and the ways of the common world, Borshwin finally came to the kingdom known as Shornwood. Upon entering the kingdom, bringing gift of fish and clam, he asked a nearby group of guards where he could find the nobleman, his father, with the name of Geldar. For a moment, they were silent and then they.... began laughing hysterically. So hard were they laughing, that one keeled over on to the ground and another vigorously soiled himself.

The guards took Borshwin to the castle, and it was a mighty fortress indeed. Borshwin wondered if perhaps this may one day be his. And they rounded the courtyard and walked further, and they rounded the smith's forge and walked further. And they came to the stables, where they found an old hunchbacked, crosseyed man shoveling manure onto the back of a donkey cart. The grotesque man looked up with a wide empty-minded smile, much like the smile that was regularly upon Borshwin's face.

"Behold! The great and noble Pershwin Geldar, Master of Stable Troughs, Fucker of Sheep and Donkey, and now most certainly Orcs!!"

And the guards once again laughed, and Pershwin also laughed, at what he wasn't sure, and one guard most certainly pissed in his armour from such a mighty laugh, and the big dumb smile slowly faded from Borshwin's face.
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Borshwin fled the city in shame, with no true family to call his own, and with no clear direction for the future. After days of walking along a foreign river, he came across a man who was transporting another man in shackles and chains. Searching for meaning and purpose, he approached the man, a bounty hunter, and introduced himself, hoping to make a new friend. The man, assuming Borshwin for a hostile, drew steel and charged at the half-naked Orc, but the man had never heard the legends of The Otter with Fire for Blood, The Bloody Wrath of the River, The Eater of Worlds; but, by witness of the gods, he was about to find out first-hand the meaning of the name Chickaduk-ch-choolu.

After Borshwin flung the man's ruined carcass into a nearby pool of water, and bathed in the blood of his enemy (the first bloodbath in quite some time for Borshwin), his curiosities were drawn to the other man, gagged and wrapped in chains. A smile returning to his face, Borshwin wondered if perhaps THIS man could be a friend. Borshwin took the man's hand in his, as Otterfolk were wont to do, and told the terrified prisoner that he would call him Lucky, as Otterfolk had no concept of birthnames, and Borshwin told his petrified and silent friend of his entire life story, from the rivers to the hermit to the kingdom of his father (he left out the parts about his father being a halfwitted pig fucker, for the sake of brevity).

It felt GOOD to talk so freely! And to such a great listener! After many hours, he took the gag from Lucky's mouth, and he unchained his new best friend. Upon asking of Lucky's background, Borshwin added a new word to his vocabulary; Adventurer!

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