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In the opening and closing scenes of Stranger Things, how accurate a representation is this of how real 1st Edition DnD is played? There's no initiation rolls made, no move actions, you are killed by failed attack rolls (not even critically failed, like a 7), etc. I'm only familiar with 3.5 and above and I was curious if this is actually how it used to be played or if this is another example of TV bullshitting about something it doesn't know?

Also what do you find the most accurate depiction of table-top games in popular media like a movie/show/cartoon, etc
19 posts and 1 images submitted.
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>>51646544
Was there ever an accurate representation of tabletop in media?
>>
The show was adapted for people who have never EVER played a TG, let alone even know DnD was a thing.

I know this cause the girl I'm keen on had never even heard of a d20 and yet loved the show.
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>>51646544
Its tv bullshitting about things it doesn't know.

I have a copy of OD&D.

Stat me
17 posts and 1 images submitted.
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>>51646140

+1 to WE WUZ ROMANS IN SHEET
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>>51646152
Everyone forgets that Romans themselves endlessly LARPed as Trojans:

We the sons of Aeneas n sheeit

Zeus? Das his slave name! We calls him Jupiter, his KANGLY TROJAN name.
>>
>>51646140
Cataphract (5 Cataphracts) (200 Points)
Cavalry
WS4 BS4 S4 T5 W2 I5 A2 Ld9 Save 3+

Wargear:
Power Sword
Close Combat Weapon
Plate Mail Armor

Special Rules:
Very Bulky
Logistica
Anti-Infantry
Cavalry
Fleet

May add up to 35 additional Cataphracts to the unit.... +40 Points Each


Plate Mail Armor: Provides a 3+ Armor Save and a 5+ Invulnerable Save.

Logistica: When a Cataphract attacks, place a Blast template over the model. In addition to any attack rolls made by the model, all enemy models (besides the one the Cataphract is rolling to attack) under the Blast template are automatically hit with a Strength 3 AP- attack.

Anti-Infantry: When a Cataphract is attacking a model with the Infantry or Jump Infantry type, add 1 Strength to all of the Cataphract's attacks (including any attacks made by Logistica).

Cavalry: When a Cataphract is attacked in Assault by a model with a either a Power Lance or a weapon with "Halberd", "Spear", or "Pike" in the name, the Cataphract's Armor Save is reduced to a 5+. In addition, the Toughness of the Cataphract is increased by 1 (this bonus is already included in the model's stats) and is counted as having Assault grenades.

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Amateur who is learning here, WHY do we try to control the center so much? I see everyone always scrambling for openings that puts the center in their control and to make sure the enemy can't approach, but what does that actually do? What can I do with the center against say, someone who is novice?
16 posts and 2 images submitted.
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Well, for starters, it's pretty hard to launch any real attack if your opponent controls the center.

But, if you're playing against someone who is a total novice, strategy doesn't matter as much as tactics and not screwing up.
>>
>>51646260
I just feel like I've been developing my meta against more meta, and I keep wondering "So say I let the opponent take my center while I come up around the side. What then?"
>>
it's hard to corner a piece that is in the center

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If GW decided to give some love to IG, what army would you like to see done?

http://www.strawpoll.me/12302023
19 posts and 1 images submitted.
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>>51645083
Death Korps have always been my favorite regiment, and while I doubt GW
will do then since Forgeworld does them.
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>>51645083
>http://www.strawpoll.me/12302023
>not including Praetorians
>not including Maccabian Janissaries
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>>51645083
Catachan Jungle Fighters

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/tg/ I've been searching for systems for a long time but nothing I've tried works. So I'm gonna ask you before I give up and homebrew. I'm looking for a system that has the following things:

1. Either a focus on, or suited for dungeon crawling.

2. Modern or near future, not medieval fantasy.

3. Combat that resolves quickly and is dangerous without being too bullshit.
29 posts and 2 images submitted.
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>>51644483
So, GURPS Pulp Adventures, FATEs' Spirit of the Century updated to modern, or WoD core (none of the monster splats).
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>>51644483
>dungeon crawling
>modern or near future

u wot m8?
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>>51644586
Ancient ruins, secret and undiscovered cultures in the Amazon....you know, pulp hero stuff.

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what are some little things you've learned over the years that help improve game night?

I've got about 1 years experience and I've found that making for available is always great.
23 posts and 3 images submitted.
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>>51644480
>>51644480
1. Never let someone make a test to persuade/intimidate an NPC without telling you what he is going to say first, no matter what excuse he uses; what he says must at least have the potential to persuade the NPC in question.

2. NPCs should interact with PCs, and not with each other; i'm tired of games where the story basically revolve around other NPCs and the players are just there to fight for them without any saying in the matter.

3. Thinking on what will actually happen in your game is more important than thinking on the setting; if you prepared the setting but did not plan properly on the tests and encounters that will happen, your game will fail.
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>>51644480
>1
Plan the beginning and the end of every session.
>2
Players will always choose the option that gives them awesome power at the cost of life and limb.
>3
Everyone at the table should have fun, even the GM.
>4
If someone's causing problems in a game, talk to them and let them know they're being shitty.
>5
If they don't improve after talking to them, kick them out of the group.
>6
Everyone railroads and fudge dice to an extent, if they claim they don't then they're lying.
>7
With that being said, you should only do so sparingly and as subtly as possible.
>8
The GM ultimately sets the pace of the campaign, including which options are available and which ones are not.
>9
Charisma checks are not a substitute to roleplay.
>10
Never host a game with strangers, especially online; never play with GM's who need to advertise at a local FLGS.
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>>51645389
>Never let someone make a test to persuade/intimidate an NPC without telling you what he is going to say first
I disagree with this, as you are using the player's personal ability as a limit on a character's mechanical ability.
If you had said "explain what method of rationale you are using" or "how are you approaching it, either sweet words or threats of physical violence", that is far more palatable, because the character should be able to achieve this (that's why the dice roll is for).
I've seen enough players shat on by GMs who demand that the player be as knowledgeable as the character about a variety of subjects to be immediately annoyed by it.

Let's make a Dark Eldar Kabal

>https://1d4chan.org/wiki/Dark_Eldar_Kabal_Creation_Tables

Ok. Our first roll is:
>Kabal Age (d10)
16 posts and 2 images submitted.
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Rolled 2 (1d10)

>>51644180
>>
>>51644180
Rolled 4

>Young (1- 2500 years)
>>
Rolled 67382 (1d69439)

>>51644195
Nigga that's not how this works.

> society of sentient mimics who forgot over time that they are mimics and genuinely think that they are humans/humanoids
Yes or no?
16 posts and 4 images submitted.
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>>51644133
Really really REALLY stupid idea senpai.

Mimics are inanimate. Do something like dopplegangers. But even then, how would it ever come up? If they didn't know and you didn't know, how would anyone know?
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>>51644133
Yes. Almost Borgesian.

Ignore the literalist idiot that answered first.
>>
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>>51644133
I could see that working. Ignore fellow who answered first.

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If a character is, by nature, inherently intensively evil, only finding joy from hurting and killing other creatures, but upon realizing what a shithole the world is began abiding by a strict set of moral rules in order to not cause harm and try to make the world a better place for everyone, not because the character emotionally wants to but because it's logically the best outcome for everyone, is that character evil or good?

Basically, the character does good while living in a constant state of emotional dullness, only acting upon rationality, but still finds great joy from hurting and killing.

Pic unrelated, but it got your attention.
35 posts and 0 images submitted.
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>>51642883
Depends on hte setting, some have objective morality, but for myself it is simple: Actions speak, thoughts do not.

If you do good you are good, if you do evil you are evil. What you get out of it doesnt matter
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>>51642900
So say the character fights evil, but is incredibly sadistic and violent in the way it disposes of it, taking pleasure from seeing pain smeared across the faces of the monsters it kills?

>>51642904
T&A is the cherry on top for every good thread.
>>
>>51642900
By action speaking 80% of my NE characters should be considered NG. But doing good because it profits you, builds you a good rep and generally helps the society which in turn helps you is an egoistic reasoning to it's core and thus Evil by the very definition of it. You can do plenty of good by being Evil and not stupd about it.

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Why does your world not have giant dung beetles that act as its societies waste disposal men?
12 posts and 3 images submitted.
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I have giant dung beetles who live in a frozen desert and make their balls out of snow.
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>>51642873
Why are they not enslaved and used for waste disposal?

Your fantasy world also probably has a massive dysentery problem.
>>
>>51642852
I've played a 10+ year campaign setting where that world is for all intents a cesspit. Most PCs originate from other universes and got deposited on this world like being flushed down the toilet.

It's also a water world filled with thousands of island nations.

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For people who have really played it:
Isn't the partial success on a 7-9 too broad?

Being 2d6 + mod (0 to 3), this makes the partial success the most probable outcome to appear all around.

I'm about to start a campaign of pic related, but i was thinking of lowering the partial success to 7 and 8, because it seems weird to me that is so hard to score a full success, even for characters with a solid +2 strenght
27 posts and 3 images submitted.
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>>51642265
Partial successes being very common is fully intended.

Moves are supposed to snowball, and they snowball more easily if they have unintended consequences.
>>
>>51642265
>>51642317
this, partial success creates new problems and keeps the conflict going without having the PCs suck at everything
>>
>>51642433
>>51642317
It sounds reasonable, but in your experience, does it get weird or tiresome on the table?

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Do you use music in your campaigns, if so, do you use it for any special functions other than ambiance. if not, why?

Personally i use music for setting the mood and trying to instill certain emotions etc.
14 posts and 2 images submitted.
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What you wrote pretty much summarize what ambiance is - instilling emotions.
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>>51641848
Only for certain bits.

My players want me to play like 'ambient DnD music' all the time because it would be allegedly atmospheric but I prefer the quiet to control the tension myself.

I play suitably over the top action music like the Doom theme if a drawn out combat especially with one monster starts to get old.
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>>51643290
https://mynoise.net/

Use that, and if you love it, toss her a few bobs. She deserves it.

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Post art that will inspire me. Can be any kind of art and style, just something interesting that will help me overcome my creative writing block
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>>51641320

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Your whole party as to go through him to get to the BBEG.

What happens ?

Anyone left alive to fight the BBEG ?
21 posts and 6 images submitted.
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So, these "BBEG" threads are just another super lazy "Stat me" variant? Gay as fuck.
>>
>>51641267
It's more of an excuse to talk about your party, your characters and all that.

But don't let me stop you from misreading.
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>>51641249
This fight was kind of easy desu

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/ysg/- Yog-Sothothery General
This thread is meant to inspire Lovecraftian /tg/ (like Delta Green and CoC) and discuss Lovecraft's works for inspiration along with anything else that fits into this genre or takes place in the Yog-Sothothery.
>Previous Thread:
>>???→

>The Texts of Lore that Men were not meant to know:
http://www.eldritchdark.com
http://www.hplovecraft.com/writings/texts/

>PDF Archive:

>Call of Cthulhu
https://www.mediafire.com/folder/h9qjka0i4e75t/Call_Of_Cthulhu

>Atchung! Cthulhu
https://mega.nz/#F!ywcHkIAA!ycphEhCOkbnjOvAQ4t7TBg

>Pulp Cthulhu
https://mega.nz/#!L9EFWSIT!o6clZxfdrVSOLkmcQz3wQ2Af9-hKsUxKc7214VynuY4
__________________
>Flash Gordon's Space Opera
https://docs.google.com/document/d/1LJ_beiUVa7mpeKJGPBvH2yQCMDVWXLGawz4K39Rea8Q

>AM1200
https://vimeo.com/102372269

>Recommend things to put in the next OP
>Please create a new thread when the Bump Limit has been reached and we are in the Lower Pages or if the old thread dies.
>If you don't, Nyarlathotep will shitpost in other threads
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I made a thing.
I plan to put this in front of my players and let them decide when they make sanity roles based on their character backstories.
This is give them baselines and ideas of what is good sanity loss for different traumas.
It is stolen from Trail of Cthulhu but adds in CoC sanity mechanics.
Does anyone have an opinions?
>>
Why are these threads so dead?
>>
Anybody have stats for enemy NPCs/monsters for the new Delta Green? Since the main rulebook is yet to be released I don't really know how to go about making creatures, and would like to make some soon. So if anyone has a guide on making creatures or a list with stats for a bunch of enemies I'd love to have that.

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