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Archived threads in /tg/ - Traditional Games - 1553. page

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Since GW brought Sisters of Silence into 40k, who will be the Imperium's top broad army?
85 posts and 7 images submitted.
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>>52163403
Ultramarines.
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>>52163403

Whu? Where the hell were they this whole time?
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>>52163461
It's not really addressed, like why the custodes now wear gold again. There was no retcon, because the idea of there not being sisters of silence in the first place was retconned. We were always at war with eastasia.

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What would a barbarian, that could go toe to toe with a high level wizard that's essentially a demi god, look like?
71 posts and 18 images submitted.
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>>52163083
You included a picture of him, numbnuts.
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>>52163083
>high level wizard that's essentially a demi god

I hate that this has become the default assumption.
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>>52163131
That's because muh magic, muh wizard, muh theorycraft.

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darth benis XDD edition

Previous Thread: >>52136391

Fantasy Flight Games’ X-Wing and Star Wars: Armada Miniatures Games
>http://pastebin.com/Wca6HvBB (embed)

Fantasy Flight Games’ Star Wars RPG System (EotE/AoR/FaD)
>http://pastebin.com/wCRBdus6 (embed)
>https://mega.nz/#!DkNTDTyZ!PUupCOep4RmRcsgI3rNhU_Pk_xcyFbYWnhrq8gwrVv0

Shipfag's Starship Combat Fixes for EotE/AoR/FaD
>http://www.mediafire.com/file/y9w713etmckbs98/Shipfag.JPG (embed)

Other Fantasy Flight Games Star Wars Tabletop (Imperial Assault, Star Wars: Destiny and the Star Wars LCG)
>http://pastebin.com/ZE4gn0yN (embed)

Fantasy Flight Games Dice App (Works with X-Wing, Armada, the Star Wars RPG system and Imperial Assault)
>http://www.mediafire.com/download/64xy3uy6vepll8v/com.fantasyflightgames.swdice.ver.1.1.4.build.9.apk

Older Star Wars Tabletop (d6, d20/Saga, etc.)
>http://pastebin.com/wXP0LdyJ (embed)

Reference Materials & Misc. Resources
>http://pastebin.com/AGFFkSin (embed)

All Canon Novels and Comics (via /co/)
>https://mega.co.nz/#F!2R5kDTqQ!WfrDla-jvDIn05U57T9hhQ

Just What IS Canon Anyways?
>http://starwars.wikia.com/wiki/Canon#2014_reboot
>http://starwars.wikia.com/wiki/Timeline_of_canon_media

The Clone Wars Viewing Guide
>http://img.4plebs.org/boards/tg/image/1442/36/1442364889994.png (embed)

Writefaggotry
>http://pastebin.com/cJY5FK9T (embed)

Shipfag's hangar
>https://drive.google.com/folderview?id=0ByhAdnTlOKOeQnA4SFByUC1aQWM&usp=sharing

HoTAC
>http://dockingbay416.com/campaign

How adult do you like your Star Wars games? Should it be like the movies, or should it be more or less family-friendly?
356 posts and 68 images submitted.
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>>52162712
>He will nut inside us
>>
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>>52162712
It's not a real Age of Rebellion campaign until you get to dick jokes, black comedy, gay chicken, and combat jacks.
>>
>>52162910
>
Never met a Seaman Showers, but I knew a Seaman Gussler. Pronounced how you think.

She was nice.

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kind of want to do a setting based on ancient maya/aztect mythology, architecture, society, warriors, costume etc

does anyone have any good inspo pics or resources for that?
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Hi /tg/

So, I want to get back into Mordheim. Haven't touched it in 10-12 years, and ALL my miniatures were destroyed in a flood about six years ago (witch hunter warband, Reikland warband, Marienburg warband, along with my WH40K Imperial Guards, about 3000 points worth, Space Marines, about 2500 points worth, Daemon Hunters and Witch Hunters, about 2000 points combined, and my WHF Empire, about 4000 points worth, Bretonians about 2000 points worth, and Beastmen about 1500 points worth. Fucking sucked.)

Anyways. I want to make a few different warbands while I'm at it. Witch Hunters and some sort of Mercenaries are at the top of my list, followed by Undead and Possessed down the line, and I want to do it on a budget.

My main question is basically, what minis should I get? I wish to keep it as non-metal as possible, but I'm not fanatical about it or anything.

I've been looking at the various Perry Miniatures boxes, and I'm leaning towards getting the Mercenaries box. It's got a lot of decent bits and a whopping 40 miniatures, so I'd be pretty well off - but there are neither bows nor pistols, and I need those. Also, the pikes are way too long, and I'll never need that many handguns or crossbows.

Alternatively the Pike & Shotte Infantry Regiment plastic boxed set looks pretty cool too, I especially like the command sprue, but the problem is that they don't even have crossbows, and the core models seem less flexible.

An option is buying just the command sprue (a bit expensive, but they'll make cool witch hunters, Marienburger heroes, maybe even a vampire)

But that leads me to my next question: do the Perry minis and the Wargame minis "fit"? or do they not mix very well? Size wise and such.

Next up - the Frostgrave Cultists. Again, these seem really cool. Obviously well suited for a possessed warband. They come with some zombie bits, and I think I could make a cool necromancer out of them too.

To be continued....
39 posts and 9 images submitted.
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>>52161170
>destroyed in a flood about six years ago
wtf how? were your minis made of paper?

plastic and metal should endure just about any flooding conditions, unless you say your stuff got washed away never to be seen again.
>>
>>52161170
I think frostgrave is a little shorter than GW, Malifaux a little taller and historicals more realistically scaled. I'd say that if you're gonna go with a range, try and make whole faction with them, so that it doesn't look like shit.

I still think you can make perfectly good Mordheim warbands out of GW kits. A free company or a handgunner and state troop box is about all the minis you'll need for a mercenary kit (I had some free company sprues, so I got handgunners and state troops and mixed them all together). Dwarf thunderer box makes excellent dwarfs, since the kit comes with shields, axes, pistols, etc. as well. Some spare Chaos Warrior bits and a Chaos Marauder box (spare from my WoC army), alongside some other bits, like Daemons stuff, made a good Possessed warband.

>>52161367
Floods aren't just your house getting damp, you know. They can mess shit up quite bad.
>>
>>52161563
Dude i know what a flood is and what it does. I am just trying to understand how they could have gotten so fucked up that they weren't salvageable.

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Never Forgetti edition

Previously: >>52146012

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
Who is your favorite artifacts commander?
327 posts and 52 images submitted.
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First for Misstep
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>>52160659
I want to build bosh but buying the artifacts needed is a pain in the ass
>>
First for what's a fun deck to build that will cost me less than $80 and will give me maximum fun without getting curbstomped

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>GM starts the game with a total party kill
>Says it's "to familiarize us with the setting"
Hearing you talk for 15 minutes about how a spider robot ate me and my friends alive after only a few minutes of playing didn't teach me shit, I didn't even learn anything about the story from it. How should I bring this up?
29 posts and 2 images submitted.
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>>52160298

Basically say exactly what you just said.

"No, that was dumb, we got nothing from it, and all we did was waste our time with character creation."
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>>52160298
>>52160329

Well, the lesson the GM might have been trying to 'teach' them that it's a very lethal setting where you die quickly?

But even then it's a fucking retarded way of doing so. Meatgrinder settings where you don't get invested in your characters because they die at the drop of a hat appeal to some people, but that kind of information should be made clear when you're pitching and discussing a game, not fifteen minutes in after wasting everybody's time.
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>>52160369

Here's my question.

Was the TPK intentional, as in the party went up against monsters the GM knew for a fact outclassed them?

Or was the TPK an accident, either because the GM overestimated the players' stats/skill or because the party just had some awful rolls?

Either way it still kinda sucks. It's absolutely no fun when something out of your league bushwacks you fifteen minutes into playing. I hope the GM learned something.

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Sister is having a babby. asked me for some female names. couldn't think of anything so far really. Anything traditional, lost in the 18th century names, biblical, nordic, or any cultural name really. Daquisha is out. Caucasian babby with blue eyes confirmed.
So post whatever and I'll sift through the shitposting to see if there is any actual genuine contributions.

Also Necron fluff thread. Because my sister already shot down Trazyn.
68 posts and 10 images submitted.
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>>52159798
Aurelia
>>
>>52159798
Christine
Aggra
Jaina
Durellia
>>
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>>52159798
Elizabeth
Or if you want the less interesting queen, during a more interesting time, Victoria

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As title, I'm a pretty n00b but willing to learn.
Didi you have any advices, infos, pro tips about recasters??

Which one is the best to start with?
I have interesse in either 40k, Fantasy and Aos.
Even in other minis companies(I can't stand metal ones :( )
Anyone to help a poor sinner?
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Hi agent jonhson
>>
HAHAHA GET FUCKED GW
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>>52157106
Get fucked

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>Playing?
>Hating?
>Brewing?

What does everyone think of the lack of banlist changes?

>>52155892
>>52156815
I hope you're happy you useless faggot.
331 posts and 44 images submitted.
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>>52156980
thank you familia
now we can exchange about our favorite chinamen and retards who pays 500$ for a playset of tarmogoyfs
>>
when's preordain

Do I want 1 or 2 Gideon Jura in esper draw-go
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>>52157173
Usually Giddy as a one of, same with that 6 mana Elspeth.

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So, thinking me up a setting idea:

A sort of "alternate history" whose premise is that all those waters more than a short distance away from shore really WERE filled with monsters. Sea serpents, kraken, leviathan, tannin, giant island turtles, whatever. All of them hungry for ships.

As a result, sea travel has been incredibly difficult and dangerous (moreso than it really was, that is). Oceanic voyaging was just about impossible, you'd have been eaten way before you got anywhere.

I want to set it in a version of the modern day where only recently, due to inventions like guided missile boats, torpedoes, sonar, advanced armor and the like humans have finally gotten a chance to actually begin pushing back outward from the land against all the monsters.

The question is whether society would ever actually be able to GET to that point without sea travel. It seems to have been pretty central to how history went in our timeline.

Also general thoughts about the setting, I guess. How would history look if going on a boat was suicide.
49 posts and 3 images submitted.
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>>52155938
Steampunk airships everywhere.
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>>52155938

A lot more isolated. The american continent? Isolated. Most islands? Barren.
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>>52156125
Industrial revolution probably wouldn't have occurred (at least not until much later) if not for the British coal industry and the needs of its fleets. In a world without sea travel, a. British Isles would likely be uninhabited and b. you wouldn't have that incentive or resources to develop the steam engine.

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I have a question for you, /tg/. Let us take a hypothetical situation to illustrate my question. As a DM, if you had spent a great deal of time and effort to come up with a very nice rough plotline for your players to follow and had made a decent start on getting into it, but right as you get into the meat of it it is almost instantly brought to a crashing halt because of one inconsequential feature you implemented without any real thought of it having the capability to butcher your plan, would you consider it reasonable to alter this inconsequential thing to prevent it from creating this disaster? What if the reason it caused so much trouble was down entirely due to luck, totally and utterly outside of the players control? Would you rigidly stick to following what the dice said, or would you value the story instead?

I'm not saying railroading, variation and improvisation within the story is an absolute must. But could this not be considered a form of railroading by luck?
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Bump
>>
I'd make a plot detour based on the event that occurred, and have it lead back to the main plot once they deal with the consequences of what happened.
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>>52154233
Would you say, if you were in the position of this hypothetical DM, that it's fair to cut out a portion of the main plot (around 80% of it has to be reworked at the very least) which could take potentially weeks of planning due to consequences that weren't of the players' making?

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Why does barely anybody care about the lore/storyline behind Magic? Is it because of how disposable the game ultimately is?
264 posts and 23 images submitted.
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>>52152069
Because it's so badly written.
>>
Yes. The lore and art is meaningless in that game.
>>
>>52152069
It used to be pretty good, but it was hard to access.

Now it's awful, and it's shoved down our throats.

Wizards can't win BECAUSE THEY'RE BAD AT THEIR FUCKING JOB REEEEEEEEEEEEEEE

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In an earlier thread (>>52115909), I recounted an experience wherein our party was performing splendidly throughout several sessions, only to abruptly blow up a country and doom the whole world, all without warning. This was because we unwittingly empowered MEMES in a plot twist out of nowhere, with minimal warning or foreshadowing.

The GM has gotten back to me a second time in defense of their storyline, but I would like to give some context first.

Before the campaign started, the GM offered us two choices of storylines. The first was a fey-themed adventure, and the second was an eldritch/cosmic horror adventure. The group unanimously settled on the fey plot.

At the start of the campaign, we were offered an in-character choice: investigate the mysterious disappearance of an important person, or investigate and fight off pirates and sea monsters with mystical powers. We chose the latter, but rather than rush off to board a pirate ship, we opted to do gather intel first.

We discovered that these pirates and sea monsters were cultists of some entities called "blood gods." The pirates and sea monsters were growing stronger and constantly regenerating. We held off from fighting them directly, and instead traveled the world to uncover more about these "blood gods."

We spent several sessions traveling the world and piecing together information on these "blood gods." We relayed our discoveries to our allies, and we heard of the pirates and sea monsters growing stronger. There was a climactic moment wherein we encountered an NPC trying to incinerate a whole city. She knew much of the "blood gods" but was unwilling to tell us about them. After a showdown, we knocked her out and psychically compelled her to tell us everything she knew about the "blood gods." This was at the end of a session.

The GM announced that we had hit the "bad ending," the country had been destroyed, and the world was doomed. This was because the "blood gods" were memetic entities.

(Continued.)
133 posts and 20 images submitted.
>>
Apparently, by choosing to investigate the pirates and the sea monsters in the beginning, we had jumped aboard the eldritch/cosmic horror storyline, not the fey-themed storyline that the group unanimously voted for. Supposedly, the GM wanted to complete the eldritch/cosmic horror storyline quickly, but we instead prolonged it.

The GM elaborated that these "blood gods" and their cultists were empowered by people knowing more about them. This was why the pirates and the sea monsters were growing stronger: because we kept on learning more about the "blood gods" and sharing our discoveries with our allies.

The NPC we had defeated knew plenty about the "blood gods," but knew that said "blood gods" were empowered by people knowing about them. She was trying to kill everyone in that city to prevent knowledge of the "blood gods" from spreading. By psychically compelling her to tell us everything she knew of the "blood gods," our new knowledge caused the "blood gods" to reach critical mass, blow up a country, and doom the whole world.

The only warning we ever received about this was that whenever we corresponded with our allies to tell them our discoveries, our allies would also report that the pirates and sea monsters were growing stronger. Never mind that they could have been growing stronger for any other number of reasons.

In other words, what we were "supposed" to do was simply beeline straight for the pirates and sea monsters, kill all of them, and never even learn about the existence of the "blood gods." By choosing to investigate and learn more, we were doing the wrong thing; we should have just gotten our murderhobo on.

And so, the GM announced, the world was irrevocably doomed beyond all hope, and the campaign was over. We would restart soon.

Which does not seem particularly satisfying. Why even punish players for choosing to learn more, let alone make the punishment "the world is doomed"? We never even asked for the eldritch horror storyline!

(Continued.)
>>
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>>52151811
>Why even punish players for choosing to learn more, let alone make the punishment "the world is doomed"?

Your DM is shit. His ideas are shit. And worst of all he's probably like every other shit DM where he thinks everything EXCEPT his own ideas are shit. Not sure what you're hoping to hear for an answer this time that differs from the previous thread. You can't fix a bad DM, the only answer is to put someone else in your group in charge of DMing or find a new group.
>>
The GM initially defended this with lines like:
>Well, you managed to break off the rails in the specifically right way to destroy the world. Any other way would have saved it, and staying on them would have saved it.
and
>There were lots of way this COULD have ended quickly, but you didn't choose them. One disconnect we may be having is that I don't push my players towards the "right" answer. I let them pick mostly whatever they want to do. And you guys got unlucky and picked the one thing that ends the world.

Later, however, the GM gave a more detailed defense.

>Remember at the very beginning when I asked about mobs, it was going to be a couple mobs of pirates and their captain, and one sniper from the upper masts, with [friendly NPC] helping out.

>Regardless of that, it was supposed to be an "Eldritch Horror" plotline.

>In order for it to be an Eldritch Horror, your opponent has to actually be scary and difficult to understand. I figured I wouldn't be able to stop such powerful players from doing whatever they wanted (Which was confirmed after my first session with [you]), so the only idea I had was an opponent which gets stronger the more successfully and determinedly the player carves away at the mystery. It was supposed to be classic "nice-job-breaking-it-hero" plotline, where the heroes' stubbornness/curiosity unleashes great danger and then they have to solve it.

>However, I didn't count on you guys being so determinedly non-lethal and effective.

>You were supposed to get your next hint when you went to the cult base, and learned that the sea monsters are indeed being controlled by the blood gods. You'd then relay than information, and then suddenly [friendly NPC] would tell you "Now the sea monsters are four times stronger and attack us in tandem with the pirates".

(Continued.)

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>Villain: "If you kill me, you will be just as bad as I am."
>Party member: "I've killed tens and hundreds of your minions just to get here. What makes you think I'm not actually worse than you are?"

>revenge-driven orphan finally bursts into the villain's lair
>finds him on his deathbed
>the only reason he hasn't died yet is because he was waiting for her and was sustaining himself on pure willpower
>when he sees her, he says something along the lines of "Finally, you're here. Now I can die in peace."

>Party member: "You killed my parents/lover/children/dog/etc.!"
>Villain: "Well, I can't be expected to remember everyone I've killed, yknow?"
73 posts and 19 images submitted.
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>>52151491
Depending on delivery, both could be great.
>>
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>>52151491
>Player: The whole "I'm a magical prodigy" backstory. Especially with younger spellcasters.
It bleeds of special snowflake, but when magic is involved this is actually preferable, to me, in comparison with the whole "I studied I really hard" thing, because being a prodigy doesn't imply the setting is full of people who are even BETTER at it than you on account of having had way more time to study/practice the craft.
>>
>>52151491
Anyone who can do a good HK voice has my artistic licence to have as much fun at the table as possible. I don't care how corny it is, a good HK can really liven up the party.

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