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Archived threads in /tg/ - Traditional Games - 159. page

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>>55150997
A combination of infinite improbability and many worlds interpretation of quantum mechanics. Basically there is nigh infinite amount of universes but physical laws are not 'laws', they look like laws because by sheer random chance particles behave as if they were affected by laws. If they don't even for a moment life or anything material ceases to exist in that universe. Thus you think there are laws because you can't exist where the laws don't work. Due to that almost all of those bubble universes are weird messes of elementary particles constantly changing and shifting while the tiny but still numerically huge amount of habitable universes can have any physical law needed by the plot.
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>>55150997
standard DnD world set up with the "planes" renamed. everything is connected though, no planes bullshit. so, that means if you want. you can just walk to Inferno (hell) and the FeyFell (feywild),
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Modified Planescape

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Describe your favorite RPG with a song title (e.g. Don't Rest Your Head=Mr. Tambourine Man, etc.)
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Short Change Hero
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>>55150910
Setting, rules, or both? We need specifics, anon.
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>>55150995
Could be any so long as it fits.

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Guardfags gonna guardfag edition

>Death Guard stuff from White Dwarf
http://imgur.com/a/90wRO

>Konor Campaign, dead even, hours to go. Win for Ultramar!
https://konor.warhammer40000.com/

>GW FAQs (1.1):
https://www.games-workshop.com/en-US/Rules-Errata
>FW FAQ (1.1):
https://www.warhammer-community.com/2017/07/15/new-and-updated-forge-world-faqs-july16gw-homepage-post-2/

>Rules and such. Use Readium on pc/iphone, lithium/kobo on android:
>Everything 8th edition in properly converted pdf & epub, fully bookmarked and linked with in-line errata annotations
https://mega.nz/#F!bF0ExS4D!_XaMECn0K9HiJKUFSopJLA

>Other Megas
https://mega.nz/#F!64wmnBZR!rWcm37EkOOeToeueqhPjpA
https://mega.nz/#F!BxI1HSgI!0tKymKh9RZTzGpgIA5EyCg
https://mega.nz/#F!9NchGZyZ!-V1LhJALxDp9Tw97WzEQGA
https://mega.nz/#F!pFgm0RKR!J06C1gVYcjzNGsF8YNLsjQ

>WIP Math-hammer doc (Thanks Chart-Anon!)
https://docs.google.com/spreadsheets/d/1h0hk_IdJ7fivDEjMiIpKM5yMMB8HTm64lZHuKdLZCIU/edit?usp=sharing
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First for the Tau and best Commander. Fuck Separatists.
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>>55150483

New Deathwatch codex when? Primaris flyer when?

I want Primaris Deathwatch (pic-related, not my model), and the Repulsor is too slow.
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1st for Khorne

Anyone have the Legion of the Damned novel? Can't find it in the megas.

Pls help

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I have no idea how to write a PCs story. I'm usually the foreverGM and I can write long elaborate stories for villains and other NPCs, but I'm having writers block trying to make a PC character story, as PCs are the chaotic anomaly to the lawful ebb and flow of a story or narrative. Can you guys throw out some suggestions for a paladin PC backstory?
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>>55150377

Well Id really need more details on the setting to get really creative but to offer a tip, don't get hung up on trying to be super complex. A backstory is just there to get you started what's more important is the adventure itself and how your character reacts to things and, idealy, grows through it.

As for a Paladin? You don't need to be super complex. Just the standard, was raised in the church or standard war orphan is good enough.

My last Pally was just the son of one who got killed in the line of duty.
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>>55150411
Setting seems to be homebrewed standard fantasy kitchen sink. It's 1v1 so GM is more concerned with building the story around my character. System is pathfinder, I was thinking perhaps going chosen one so she has a mouthpiece through my familiar to give me the usual GM nudges.
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>>55150377
The most important thing about making a PC character is defining clear motivations for their participation in the present (and future) stories/sessions.

For motivations, I generally start with 2 or 3, expecting that through the course of the game I will pick up more, generally one being related to the other player characters).

Start by putting them to the "why" test - for example, our concept is a paladin. Instantly we can assume some sort of motivation relating to her (going with her due to OP picture) faith or belief. Pilgrimage - as part of her order's duties, she is visiting various holy sites.
That already gives us a lot of options, perhaps it simply is enough in itself, she is traveling and in the course of these travels got roped into the starting plot, or perhaps she specifically is traveling to this plot location for plot related purpose.

Furthermore that motivation immediately gives us color as to her background; she is a part of a religious order (what order? how long? under what circumstances did she join?), she is a pilgrim (is she new to travel, or a veteran of the world?), and also gives a goal (when will the pilgrimage be accomplished? What expectations are there upon completion of the pilgrimage? Where have they visited already? Are they homesick?).

Throw another motivation or two, generally completely different, and that should give you enough questions with the usual 5 Ws to flesh out a background. The motivations give you instant pivot points for roleplaying, and serve as integration points for the GM to utilize for content/obstacles in the game.

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Is there any particular good system for the classic horror slasher flick style?

The generic Camp Counselors or High School students fucking about in an abandoned carnival, topped off with a supernatural killer who they can't seem to put down.

Any recommendations for games in that setting or other rule sets I caneed apply to something like this?
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>>55150308
There are three or four systems I know of made specifically for it. Slasher Flick, another I think is called Blood RPG, a few others...they're pretty forgettable.

Personally I'd just use nWoD with the Slasher's supplement, or Nemesis. Or just use Dread.
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>>55150496
>>55150308
Could do the fiasco slasher set if that's your style as well
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>>55150547
Fiasco or Final Girl works well for Slasher stuff.

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what now
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>>55150289

New good guys rise to challenge him assuming the old good guys died. this is of course also assuming he hasn't destroyed the world or something trite like that. The thing about bad guys is that they tend to make enemies.
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>>55150289
Everyone goes back to sleep.
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>>55150289
the Settings morality becomes default evil and the goodguys are now the people hiding in caves trying to summon gods of good.

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So /tg/, my group decided that in the vein of the oncoming S3 of our favorite non-japanese Anime, they want to play a Wakfu-based campaign. So basically, I need your help to get a better fell by discussing all things Wakfu.


https://pastebin.com/pnixYFQ4 (embed)

S03E01 French TV rip (no English subs yet)

https://mega.nz/#!NvxXUT5a!VdG_LyxqezguJxYGr60lRPr8N3JAUSXQR7APUiXyvSI
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Damn is it time already?
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>>55152082
Those are some really happy knees on the bottom left character.

And some angry ankles.

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What mystical and esoteric things are in the forests?
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>>55149572
go ask /k/

other than that, I wouldn't worry about it...
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Women.
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>>55149572
Squirrels.
MYSTICAL squirrels.

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Hey, I made an alignment chart for universal systems to help me organize my thoughts about what the differences are, because even a universal system can'd do everything in terms of playstyle and tone even if it can be adapted to any setting.

The Rules-Light/Crunchy spectrum should be pretty self explanitory. It can be simplified to "amount of math" even if it's really a bit more complicated than that.... I think you all know what I mean by this.

The Heroic/Gritty spectrum might take a bit more explaining. It doesn't necessarily mean PC lethality, though MOST Heroic games do in-fact have lower PC lethality. It more refers to the degree to which the PC's are apart from the rest of the world. In a Gritty game, PC's are built on the exact same chassis and with the exact same tools as the rest of the world and NPC's; the mechanics of the rules and the Physics of the game are one and the same, and the PC's are just a part of that world. In a Heroic game, the PC's are built on a fundamentally different chassis to the rest of the world, and with fundamentally different rules; the mechanics primarily represent how the PC's interact with the world rather than emulating the world itself.

I Included 4e and STRIKE in the same box because while only STRIKE! was created intentionally as a generic/universal system, you can accomplish most of the things STRIKE! does by simply re-fluffing 4e. Love it or Hate it, in 4e, crunch and fluff are so separate that you can "CTRL+C" "CTRL+V" another fluff on top of the printed one without a hiccup.


Thoughts?

Comments?
66 posts and 13 images submitted.
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>>55149252
Your categories aren't any more obvious than the examples.
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What is gritty rules light? LARPing?
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>>55149307
It's late and I've had a bit to drink. Does that mean that my categories are too obvious, or that my categories were too obscure and not obvious enough? Genuinely asking.

Would you play in a setting that takes place in the modern day, only that you play as a Animal Samurai?
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No, that's furfag shit.
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>>55149212
So Samurai Pizza Cats tier stuff or what?

>>55149855
I dunno, could work for a Japan themed Mouseguard game.
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>>55149212

Can I play in Feudal Japan and be a rabbit?

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Old one hit the image limit. Post world maps, combat grids, floor plans, city maps, map making techniques, works in progress, etc.

Continuing from >>55148954
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>>55149003
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>>55149011
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>>55149038

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I'm running a game with some friends, new to tabletops, and one is trying to make broken characters to destroy any sense of difficulty whilst others are just in for the role play and such. Any way I can keep the action balanced so that my other players aren't feeling left out?
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>>55148915
The best and easiest way to do thigns and keep things balanced is to ask the 'broken character' player to keep things a bit cooled down. Ask them not to use certain abilities or powers, most of the time. If they're a real friend, they'll keep things calm. If that doesn't work, maybe promise to make it up to them.

And then as a favor back to them, make sure to give them a good moment or two eventually (like, near the climax of an arc or something) to go 'swan song' and show off what they can really do.
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>>55148915
Its not exactly workable in all situations, but I've seen kt suggested you have the power player deal with a separate component of an encounter where the others couldnt while the other do other things.

Something like keeping the big beefy guard busy while the rest of the party deal with a puzzle/lesser minions. Holding the door while the rest of the party evacuates the house. Things like that. Of course that requires a fair bit of pre planning by the GM and the player in question being willing to play ball, and even then your room for encounter design is strained.
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>>55148915
1. Ask him why he's doing it.
1.5. If he doesnt know, tell him to stop or suggest that there's more to the game than that.
2. If he's doing it intentionally ask him why he thinks thats the point.
3. If you cant talk him down from there just give him the boot.

If you want to take the backstabbing chinese approach you could always either cripple his character or start using monsters specifically tailored to invalidate his build.

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what would you say about it if Games Workshop hired experts in the language of Latin to go through all the lore of Warhammer and replace all the faux Latin with real latin names and words(at least wherever Latin might fit).

those of you fluent in latin, what sort of changes would you make to the Warhammer?
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>>55148721
"Wow, there must be some real autistic fucks on the board of directors."
There's nothing wrong with the faux-Latin infesting 40k, it's only there to sound gothic and stuffy in a stuffy, gothic setting.
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Fake Latin grows on you after a while.
It ends up amusing. I mean
It aends upo aemusinus
>>
There is no way that extra customer or two they gain is going to make up for the expense of the translation. On the other hand, they aren't going to hurt anyone spending their money that way, so I wouldn't care.

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Previous thread: >>55133230
Pastebin: https://pastebin.com/vrqYhnpu

Anticipation Edition
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1/4
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2/4
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>>55148769

>Google Drive
http://drive.google.com/drive/folders/0B1qb0_OLhDrDSmZpRWdZaGZRcWs?tid=0B20r6rsFLOg_Zk5RdVdya3hJNnc&authuser=0

>Jumpchain IRC Chat
https://client00.chat.mibbit.com/?server=rizon.mibbit.org&channel=%23JumpchainCYOA
http://kiwiirc.com/client/ircrizon.net/?#JumpchainCYOA

>Rules
http://pastebin.com/Gqj3iKyn

>How to Jumpchain
http://drive.google.com/file/d/0B1qb0_OLhDrDNjZmRG02SDFaRVk/view

>Last Thread
>>55140526
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What is your teaching style for stuff, /Jc/?
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>>55148017
The True Love is getting too Lawyery in the description. And only working once every decade just makes it bad at dealing with scrub curses you could already deal with. Can we say something like
>When you kiss (or are kissed by) someone you love, who loves you in turn, a primal and powerful magic is invoked, one that opposes all hostile magics affecting either of you, as well as being a healing blessing itself. While the power of True Love's Kiss is not insurmountable, it is also empowered by the magical potential of both you and the one you kiss, and if that is not enough, once per decade my overcome that which it ordinarily could not, by the blessing of the benefactor.
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>>55148561
That is way more lawyery then how it does now, I find. And also a lot more powerful. It only works once a decade for resurrecting the recently dead, the rest of the effects are for any kiss, so long as there's a few seconds between kisses.

Also, scrub curses? Anon, it's any curse. There's no limit on it just doing weak curses. As long as it's a curse, the kiss lifts it, no matter how strong the curse.

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