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http://geekandsundry.com/5-steps-to-building-rpg-characters-with-personality/

>Secrets create ulterior motives. Is there something about your character, or something in their past, that could destroy your party if it got out?

>It’s perfectly okay to start with a concept based on another character and then develop them into their own unique persona... One time, I even found inspiration in an episode of Toddlers and Tiaras. (Don’t judge me. I’m dead serious.) Unmei was my prim and proper sorceress in a D&D 3.5 game. She was wealthy and beautiful, but also a nasty bully. Originally, the “parents gave me everything I wanted except love” motive worked, but something felt flat about it. Then I saw an episode of Toddlers and Tiaras where this adorable 3 year-old said, “If I win, then they’ll love me.” It was sad, but inspiring at the same time.

Do your characters have secrets that could destroy the party?
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Most of my players' do. I love it.
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You just wanted to post a trap, didn't you, OP?
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>>51966197
That bulge is clearly a rudimentary third leg

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If you were made as a ttrpg character what are some weird little quirks that really are just there for fluff would you have?
I'll start
>I get very loud, persistent hiccups that I can't get rid of easily.
>I strongly prefer melted cheese to cold cheese most of the time.
>When I need to accomplish a task I tend to work toward it in very productive bursts rather than consistently over long periods of time.
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>>51964360
>Pollen allergies. Pollen allergies for days
>Chronic procrastinator
>Talent for picking up random, unimportant trivia
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>>51964360
>doesn't like sand
>often abandons moving vehicles
>disregards mentors teachings
>but not the obviously evil mentors teachings
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>>51964360
>A huge pervert
>Obsessed with magic
>amoral
>nihilist

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Is dark vengence worth 70 euro/dollar to someone whos new to 40k?
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>>51963065
It ain't bad if yoiu're planning on collecting one of the factions.
Otherwise get in some test games at your local GW and see what you like.
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>>51963065
If you're planning loyalist or Horus Heresy, might as well get Betrayal at Calth.
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I wanted to play DA so I sold the other half for 50% of the price and I kept the rulebook, so yeah, it's worth it.

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What's this guys ethnicity?
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>>51962989
mesoamerican + negroid

or

mongoloid + negroid
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>>51962989
Gary Stu.
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>>51962989
>Ravnican-Eternian

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Okay, so I've GMed 3.5 and PF.
I'm trying 5e with a few friends. Starting at level 1.

I plan to start them out getting captured by pirates to be brought to an island controlled by a demi-god. They will then participate in a Hunger-Gamesish, Oblivion-arena style tournament. If you win 9 matches, you get to go free with a grand reward. Basically it's a giant bloodsport, feeding a god of battle. Rich and seedy types pay to visit the island and watch the spectacle. The participants are given blood diamonds for payment, for which they can spend on weapons, armor, and living perks.

More information if you're bored
I'm mainly starting them out on a ship so they can build a bit of rapport with the other passengers. I'm not sure why they are on the ship in the first place though. They will have to fight these people they just met inside the tournament.

Wins in the tournament are only gained when someone dies in combat. If you simply knock them out, it counts as a draw. the loser gets a scarification line under their eye. (After you get three lines, you are marked for death, meaning you fight enemies above your weight class.) In between rounds, seasoned contestants may move freely within the area. The whole island is surrounded by mountains/cliffs, with the only entry points under heavy gaurd.

There will be ways to leave the island without killing in the tournament, but I don't know what they are yet.

I also don't know specialty items the players may trade for during the trial.

The contestants will start out in a shitty shanty town to call home. After three wins, they are escalated to the skeletons closet, which provides them with rooms instead of tents, and a few ammeneties. After 3 more wins they are given a spot in the champions tower. Each room has a fireplace, good bed, bath facilities, and are provided with warm food. There is also workshop areas so that participants can practice arts and skills.
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>>51962852
>I'm not sure why they are on the ship in the first place though
Because they're on a quest to get rid of pirates that have been taking people to islands to participate in arena battles. Duh.
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>>51962852
More diarrhea of the mouth
I want to give the players a choice if/when they beat their last opponent. One is obviously freedom. But what can I tempt them with instead? Maybe sold to a rich spectater as a guard.

This will be a fairly long bout. I'm not sure how long between rounds, but I want the players to level from 1 to 5 before they actually leave the island.

The coast line is guarded by a red-dragon who's bonded with the demi-god. It sinks any ships who leave not from a designated dock. But they'll only encounter it if they decide to escape.

If you've done something similar to this I could use some tips/tricks.

Non-combat oriented classes will probably fight from the sidelines against opponent-allied support. (I.e. Bards)

This will be my first time running 5e. Anything you can think of to keep the game running smoothly is appreciated.
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>>51962873
The players are mostly likely to be a Bard, Monk, and Wizard Fighter.I'll have to tailor the reasoning to them. The bards not going to be running towards trouble, she'll probably be hired by the captain himself. I just need a hook for a monk and a wizard-fighter. I don't want to just force them into the mercenary pigeon-hole.

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If law and chaos are supposed to be neither good nor evil by default, then why is Lawful Neutral the default alignment for an actually functioning society where people are cared for, while Chaotic Neutrals are generally a selfish drain on society?
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Functioning societies are not inherently good. People being cared for are not inherently lawful. Evil people might tend other evil people to do more evil stuff. Chaotic neutral is dumb. Alignment systems are dumb.
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>>51962507
Society-barbarians model.

Society, once established, inevitaly falls to stagnation, disrepair and then ruin. Barbarians are a force of change, testing the society and either overthrowing it, becoming a new society or shaking up society enough for it to start changing.

The other answer is that alignments are a dumb overly vague simplification and trying to force real world processes into them leads to useless autistic conclusions as distant from real life as we are from alpha centauri.
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>>51962507
Because those alignments are terribly designed constructs to describe morality, and their only true role is have more content in an already bloated and confusing magic system.

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ITT we discuss why 'power at a price,' ie, having super-cool abilities that have a high potential to seriously fuck you up, is objectively the best/coolest/most interesting way to approach extra-ordinary abilities in rpgs. What are some of your favorite examples of this in action?

Hucksters from the Deadlands universe are one of mine. Crazy card magic that may lead to possession or spontaneous combustion is great. Also currently working on a setting featuring people who can rapidly heal most physical damage/wounds, but being forced to do so gradually makes them more hulking and brutish until they eventually become little more than enormous raging animals that are very hard to kill.
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contractor are a good power at a price thing, like the guy in the 1st episode had to break his fingers.
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>>51961892
>What are some of your favorite examples of this in action?
Safest example: classic Glass Cannon.
Dangerous Example: The Deck of Many Things
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Unknown Armies. You'd have to be crazy to use magick, literally to use magic you have to be a special kind of crazy to bend the universe to your will.

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Do you have an elite force of npcs that act as rivals for your party?
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>>51960203
we still have high-level bounty hunters in case the players start breaking the law because "bitch i got superhuman power"
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>>51960203
I will. I've been slowly introducing all the members separately for a few months now, eventually they'll have a full party vs party brawl.
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>>51960203
Does it count if the party works for said NPCs? Somehow my players ended up joining a guild run by a bunch of REAL heroes who can't be bothered to do menial grunt work like pest-extermination and other "low-level" quests. Meanwhile the real heroes sit around all day and basically bask in their fame and have parties with nobles and stuff. The party is determined to work their way up and become equals to these ponces.

This plays right into what the "real" heroes want. They're actually the final BBEG, and secretly a bunch of body-snatchers who use the guild to train up "replacement vessels" for when their current bodies start to die. I didn't expect the players to actually want to join these guys, but this actually works out better than what I originally had planned, sooo...

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Alright so I've been out of the loop with 40k for a LONG time, I used to play a fuckoff huge 2500p Tau army back when they were less anime and more space USSR (read: 4th ed).

So yeah, finally getting back into it, any advice here would be appreciated. I'm gonna boot up a Skitarii army (about fucking time Admech existed) but I'd like to see what people think of this before I splurge my dollarydoos on import taxes.
1850 points total.

(((Oathsworn Detachment)))

Knight Paladin (415 points)
Chainsword, Stubber, RFBC, +Stormspear Rocket Pod

Knight Warden (415 points)
Chainsword, Stubber, GATLING, +Stormspear Rocket Pod


(((Skitarii Maniple)))

[Troops]
Rangers (125 points)
5 men, Omnispex, 2x Transuranic Arquebus.

Rangers (125 points)
5 men, Omnispex, 2x Transuranic Arquebus.

Vanguard (215 points)
10 men, 3x Plasma Caliver. Alpha w/ Phosphor Blast Pistol, Power Sword, Refractor Field, Warlord

Vanguard (175 points)
10 men, 3x Arc Rifle. Alpha w/ Arc Pistol, Power Sword, Refractor Field

[Elites]
Infiltrators (215 points)
5 men, Flechette Blasters and Tasers. Princeps w/ The Phase Taser, Refractor Field, Digital Weapons.

[Fast Attack]
Dragoons (165 points)
3 of them, all with Phosphor Serpentas


Not 100% sure if I'll use it much outside of the local club, but heck, if it holds up well then I might poke around for a few tournaments.
If the formatting on this is shit, let me know how and I'll change it, this is the first list I've ever posted up here.
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>>51959810
>back when they were less anime and more space USSR (read: 4th ed).
They were literally made to try and cash in on the early 2000s anime boom, so I don't think they were ever "less" anime, their mecha were just smaller back then. Maybe they used to be more space USSR than now, but the two aren't mutually exclusive.
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>>51959810
it seems you are lacking dudes to me
but otherwise i don't see anything offensive
may the omnissiah bless you
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>>51960354
Yeah the body count is pretty low, I don't want to be running full size ranger blobs for the hell of it though, I figure I'd get more mileage out of having 3 dragoons.

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Where do you guys get your character art? I'm a terribly unimaginative jackass who designs characters from their art first then backstory, but I'm tired of relying on saving random shit that gets posted.

I imagine it would be more productive to ask for whatever source people use than asking for an art dump and hope something nice gets posted.

Pic unrelated
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Pinterest is oddly good, for some reason.
I usually just google search, bitch I can't find anything good and have the rest of my group send me possibles, though.
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>>51958742
Well shit, I don't have a pinterest, and googling 'modern guys' is going to fuck up my search results for months if I tried that.

One of my group suggested shit like pixiv or a booru for character art, but all I've found is just smut. And I refuse to be that one guy who uses cheesecake anime girls as character art.
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I'm strongly against stealing art. Either I don't use it at all, or, when I'm serious about a campaign, I commission a portrait.

Not technically canon but I love the idea of an industrial mech converted to a heavy Battlemech. Sounds like something a young lad from a backwater border planet would pilot as he hoes out into the universe as a merc.
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>>51958325
>as he hoes out into the universe
Must be making big bucks being an intergalactic hooker.
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>>51958325
It's my favorite mech for just that reason. And the aesthetics are on fucking point.
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>>51958325
It also sounds like nearly the entire starting lineup of MechWarrior: Dark Age, so not exactly revolutionary.

I've come into a little money. Should I buy The Horus Heresy: Betrayal at Calth, or should I buy some Rubric Marines, Scarab Occult Terminators, and two Chaos Rhinos?
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>>51958324
Burning of Prospero offers better stuff than Betrayal at Calth. Especially when you can get all the Calth Stuff on its own.
However, you're going need to provide more context.
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>>51958324
Never knew Ahriman had such a small dick
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lol, rip thread

Let's talk magic, /tg. What are some interesting way's you've seen of handling it? Maybe you read something with a magic system that had interesting implications. Maybe you really like the idea of necromancers that are fueled by something instead of death. Maybe you have a homebrew system with an unique way of doing magic. Maybe you just want to know why wizards have no sense of right and wrong. Let's talk about it.

>TL;DR: Discuss magic.
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>I like the idea of a magic system where the mages make assertions about the universe or future and the degree of difficulty depends on the amount and severity of the assumptions it makes. Maybe the mage must visualize each assumption and convincingly narrate them to themselves, and also give an appropriately sized Push for each assumption. This Push is a painful mental affirmation to themselves that they intend to magically intervene with the Flow, and the strength of a Push varies wildly from person to person.

Based off of the dumbest magic I've seen in a game, where each point of Mana just improved a roll. You could use it sparingly like Luck points to be a heroic character, or spent shitloads at once to do otherwise impossible things.

In other news, has anybody seen a build of Sympathy that they liked?
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>>51958317
For the purposes of balance and inventive gameplay, I tend to limit magic caster's ability to deal direct damage with magic, but encourage clever/creative uses of magic both in and out of combat. Note, I typically don't use DnD or Shadowrun frameworks. We either homebrew or use "build your own" style games.

Rather than being pure buff/de-buff or blast casters, our mages provide side advantages and change the battlefield.

For example, in the last session, one of our mages used alchemy to turn salt into flour, then used a gust of wind to to create a flour cloud that our thief shot with a fire arrow, causing a massive explosion which left the enemies' side of the field in flames. The stragglers stumbled out of the smoke choking and partly blind, so they were pretty easy to clean up.

Other mages we've had included a seer who used clairvoiance and a rusting spell to effectively pull the role of thief; a druid who could build hills or create thick hedges to control enemy movements and give the party a huge tactical advantages; or my favorite wizard, who once opened a dimensional rift to allow a beast beyond comprehension rampage through a bandit camp for ten minutes, attacking ally and foe alike.
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>>51958317
>Maybe you really like the idea of necromancers that are fueled by something instead of death
So, the actual historical necromancers?

Hello /tg/, i was think in start a Futuristic RPG with my friends, What system do you guys indicate for me?
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>>51958265
I'm assuming you mean space opera because of your picture, so:
GURPS and Fate can both do space opera. GURPS would best benefit from some of the sourcebooks, but space sf is definitely one of its strong suits. Diaspora, Bulldogs, Starblazer Adventures, and Mindjammer are all variations of Fate that are built around doing space science fiction out of the box, but given how customisable Fate is you could make do with the free core rules as well. The OpenD6 system is totally free, has free space sourcebooks, and has been used as the basis for an official Star Wars game and an unofficial Mass Effect game. I'm sure Savage Worlds and most other universal systems have some ability to handle this.
Traveller is the classic space rpg, pretty much the D&D of space rpgs in terms of popularity and age. Beyond Classic Traveller and Mongoose Traveller, there's "Cepheus Engine" which is a pay-what-you-want mashup of the two.
The core rules for Stars Without Number are free (or were, last time I checked), and the GM segments are worth reading even if you're playing a totally different system.
SPI Universe and Star Frontiers are old school space sf rpgs that are now available freely online (or, again, were, I know Star Frontiers is still up but I haven't checked on SPI Universe) but their quality is questionable.
Star Trek and Star Wars have both had official and unofficial games based on them, if you want to do something based on them. I think both franchises actually maintain generals on /tg/ for their games.
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>>51958265
Go with Star Wars.
It's the easiest to learn and also the most popular and easiest to find media to make your campaign even more fun for everyone.
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>>51958562

Star Trek thread
>>51899084
Star Wars thread
>>51942741

Knowing what games you've played before and liked/disliked, or just anything more specific about what sort of stuff you're looking for/would want to do in a game, could help narrow down the list.
One unfortunate thing I will note is that in pretty much all space sf games, ship-to-ship combat winds up being a little less satisfying than people hope it would be. There's kind of an inherent issue where, in a starship, the starship essentially functions as a single unit that everyone takes a part in. In a normal combat on the ground, be it sci-fi or fantasy, each player acts as their own unit and makes all the decisions for their character. In a starship each player is only going to be making a small slice of the decisions. It's not usually a huge issue but if you're envisioning elaborate Star Trek-esque systems where the power can be diverted between ten different systems on the ship, those aren't going to be as common.

>>51958699
There's at least three different Star Wars systems (WEG, Saga, and the new FFG one). I don't think they're going to be much easier to learn than, say, Fate, and depending on what someone wants to do a Star Wars game might be much less suited for the style/theme than something else.

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>>51958260
its only funny when sneks do it.
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>>51958329

It has a forked tongue and lacks external ears, isn't it close enough?
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>>51958329
Lizard > snek.

Lizard can hug without strangling you to death.

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