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Archived threads in /tg/ - Traditional Games - 27. page

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ITT we talk about TCGs, and group card games. Currently, it's mostly Yugioh, but more things are welcome.

>What's your main TCGs
>How many have you played?
>What do you wish came back?
>What do you wish had a game?

Board games and table tops are welcome there too.

in case you ever wanted to know what there is here:

https://en.wikipedia.org/wiki/List_of_collectible_card_games

Wanna talk to a bunch of nerds at once? Alice Games

Here: https://discord.gg/MEGakH3 (currently 17 people in it.)

Me:
Any one think that a splatoon TCG or a deck building/LCG game would work?
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>>55197860
I have two games rumbling in my head at the moment:
>A pirate card/board game where you all start from the same position and build the ocean each turn while finding islands and treasure and crew mates to join you while battling sea creatures, navy men and the sea itself. Players also get to build ships which give them passive buffs to better navigate the seas.

>A Corporate Shill party game where some players are innocent consumers and some are corporate shills. Each player has a hidden card which states how good their customer service is and how big of a paycheck they get for shilling. Players as a team decide whether to keep the cards they have or to swap them out. The winner is either the player with the highest service or if they're a shill the highest pay check

Corporate Shill might go along the lines of a Mafia/Werewolf type game with a game master so the shills can do stuff behind the scenes.
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>>55197860
>>What's your main TCGs
Dragon Ball Super
>>How many have you played?
That, MtG, Pokemon, YGO
>>What do you wish came back?
MtG pre-NWO
>>What do you wish had a game?
Star Trek. A good one, I mean, TCG's have existed for it.
>>
>>55197860
>https://en.wikipedia.org/wiki/List_of_collectible_card_games
So many dead games.

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Hello /tg/. I hope I'm not bothering you guys, but I was looking to get into pen and paper role playing. I've never played before too much, but I've had some of the core books for a couple of systems.

Anyway long story short, I'm gm'ing for the first time with a group of first time players. I'm looking to run a campaign that is a Western sort of with Medieval technology. I'm looking for a good system that isn't too number crunch that would be good to run this (cheap or free would be great because my friends are poor but I don't want to press my luck).

Also, what are some good game systems to run one shots? I was looking at Fiasco to possibly break them into gaming, but I'd be interested in something with some combat elements.

Anyway, thanks for reading /tg/
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>>55197734
Savage Worlds is simple and designed to run nearly anything. It would certainly work for what you have in mind. Cowboys with crossbows sounds pretty cool in fact.
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>>55197734
Fiasco is a pretty fun game. It's not really a role playing game, but it's not a bad idea as a way to introduce newbies to the general concept.

As for an actual first time game, I will second Savage Worlds as a decent choice. FATE is also okay. SW will be slightly more math and rules, FATE will have more concepts and narrative elements, so you may want to base which you use on what sort of people you're playing with. If your friends are Magic players and video gamers, SW might work better. If they're musicians and English majors, they might adapt faster to FATE.
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>>55197734
>d6 open

But really what systems do you own. Why not just use them.

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I had a really weird quality-whiplash with a game recently. Thought I'd tell you guys about it. Share your turning point in quality / GM cutscene stories.

So, it was Shadowrun. On the RunnerHub specifically, a living world kinda thing where GMs post jobs and strangers meet up on roll20/discord and play.

So, the run itself was signposted repeatedly with "disturbing content" warnings, and the GM spent a solid 5 minutes going over this again at the start

It started out really solid, lots of great imagery and roleplay all around, some good physical legwork (we had no Decker), classic Noir kinda case to find a missing girl, find a "den of evil" and kill the man behind the disappearances, a high-ranking bishop. So far so good.

Eventually we end up at this club. We find out it's being run by the bishop's cultists, and there are secret rooms all around the back that are heavily guarded.

We figure this is the den of evil, and so we start formulating a plan to bag-and-tag one of the cultists when he goes out for a smoke, and get him to spill his guts.

Now, right as we begin to plan out how to kidnap this guy, the GM (and this is 5.5 hours into a 6 hour run) says "Suddenly, you realise that the stealth tag you planted on the Bishop's car is moving! He's in the barrens, about an hour and a half away."

We figure, hey, he wants to move along to his epic conclusion because we took too long on the legwork and it's 1am for most of us. So we ditch the cultist plan and roll up at this guy's cabin in the woods, armed to the teeth.

There's a watcher spirit, which the only summoner in the party fights. The GM rules that we can't pick the lock on the door during this fight, so everyone else is silent for 15 minutes while the GM and the shaman roll the same attack and dodge rolls back and forth.

Finally! Time for the medic and the face to pick that lock. But, wait! We hear a man's voice behind us. We turn around, fully armed, and (and this is the turning point) 1/2
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>>55197288
...it's "a pale man in a neat, dark suit". The GM says "you can shoot him before he speaks" but there's no in-character reason for any of us to do so. Without rolling initiative (or we did and he had a higher minimum than our maximums anyway, I don't remember, either way it was pointless), he casts a "Force 10 Control Actions" spell and yells "SUBMIT!" We attempt to resist and fail because it's extremely strong, at which point the GM says "oh, you have minus 10 dice to your pool to shake it off", which puts us all completely unable to move, indefinitely.

The GM would later mention that this was incorrect interpretation of the rules on his part, and that we should not have had minus ten at all.

Anyway, so he ties us up, and then we hear the Bishop's voice say, and I'm not joking, "Good work... LUCIFER. Hahahaha!", followed by in a classic growling demon voice "YES, MY LORD."

There's a pause and then the GM says, "there will now be a ten minute intermission".

So, we all wake up in separate rooms. The mage is first; he attempts to cast a spell and we hear the GM go "oh, right, you... feel a powerful electric shock as the mage shackles detect the use of magic, you take 12 stun damage" which immediately knocks him out.

The face is next - Lucifer growls along the lines of "God won't help you here, pretty boy" and begins carving off the face's ear. "You take 6 physical damage, and your left ear is permanently mutilated"

Face: "Oh."

next up is the cat mage, who had no combat spells and was designed for sneaking around as a magical burglar and stealing high-value packages. Cool guy, not sure why he came on a wetwork run. Whatever. "You take 9 physical damage as Lucifer spends an hour torturing you in horrible ways with a knife".
Essentially the same deal for the medic, only he was also told that "your dog is dead" 2/3
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>>55197405
3/3 this dude made the dog at character creation and its tracking/hunting abilities were important additions to his build. It had a name and a back story. No rolls, no reasoning, just "your dog is dead, Lucifer knew it was here and found it"

so, while torturing the medic, Lucifer growls "take this... it will make you STRONGER" so I may torture you longer". The guy, pretty upset at losing his dog with no roll or roleplay, sounds fairly detached and says "yeah sure I'll give it a shot". At this point now that he has the syringe stuck in him, Lucifer leaves the whole complex permanently, and a player is (it's been probably 20 minutes since Lucifer's unavoidable mind control spell) allowed to make a choice other than "what do you say before he tortures you" again


The summoner overcharges himself wildly to summon a force 10 (equal to Lucifer) spirit of beasts, essentially a giant Tasmanian Tiger. He sends it to chase after Bishop Gregory. At this point the GM's mind breaks down because he decides he needs the EXACT rules and the exact maths on how long Lucifer was torturing people for vs how long the guy's been driving away, puts the spirit in an impossible situation by requiring an extra SIX SUCCESSES every attempt, then eventually gets him to retroactively use a bonus because he realises it was impossible.

So, the guy's two bodyguards jump on top of the principle and the GM declares "they protect the principle" which is a specific action that costs initiative. Problem is, they don't have the initiative to do it, but in the GM's head they are still dog piling their subject, despite having acted out of turn, so now the spirit has to go through them. The spirit does so and gets him to within an inch of his life (apparently) before being destroyed, because it had to go through 2 surprisingly resilient (to a giant tiger) regular henchmen.

In the end we got no money, the run took 8 hours, and we got 4 karma (I got 5 for a 4 hour run last time).

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Alright /tg/, your latest group of murder-hobos have fiddled with things not meant to be fiddled with, and have no been dunked into the Don't Starve world. How long can they last against the shit infesting the land?
And how long before they go Insane?
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>>55197174
Unlimited, and probably a couple of weeks
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>>55197414
>probably a couple of weeks
Then they last just as long as a Don't Starve protagonist usually does, then.

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What makes a good nightmarish BBEG/what makes a villain scary?
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>>55196339
The villain is scariest when he is right
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>>55196339
His tax policy.
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>>55198287\
THIS
Lawful evil done right!

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Every spell that exists, every enchantment and effect, every summon and curse and hex and subtle manipulation of the universe comes from somewhere. Magic is doing nothing except creating an overlap between our world and another world in such a way that some of the qualities of that world bleed into ours.

For some spells this is easy to understand. Fireball? Clearly just a moving transposition between our world and the elemental plane of Fire. Someone struck by it isn't simply burnt like they would be if you pressed a torch to them, their flesh is transposed into that realm of flame momentarily and suffers the results of it. Some spells are stranger. Necromancy is considered profoundly heretical and profane less because it raises the dead and more because of what it taps in on. It transposes the corpse with the deathless realm from which all life, the "Soul", originates. It places a corpse into a realm in which death does not exist and forces, by means of inescapable contradiction, the body to rise again.

Some spells, charm for instance, are far more difficult to pin down the origin of. Many would be pioneers have attempted, by means of the interaction of magical gateways and these sorts of spells, to discern their source. All attempts have either been inconclusive or resulted in the permanent alteration of the experimenter. See Alstair Oakstaff's work "Realms of Unbearable Carnal Pleasure" for more information on these attempts.
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>>55195873
pretty much FMA anime
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>>55195873
Clearly the caster of Charm is tapping into a parallel universe where he rolled an exploding crit on a diplomacy check.
>but skills can't-
Parallel. Universe.
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>>55196188
I guess it would depend on what kind of charm. The charm of getting someone to agree with you and making someone find you attractive are two different things. If you fuck it up you might just make the ambassador for the mole people horny.

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I've had a real craving for some horror elements in my science fiction rpgs. Have any suggestions for setting modules or systems I might look at?
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>>55195697
Here's the ultimate scifi horror:

At any time, our civilization can be wiped out by a relativistic missile and we'd never even know it was coming, who sent it, or why the world is suddenly on fire.

Based on a true story.
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>>55195697
Eclipse Phase if you like Ghost in the Shell inspired sci fi.
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>>55195697

Eclipse Phase, in theory, is science fiction horror. In practice most people get a bit too up into the politics of it or too into the transhumanism stuff, for that to happen much.

Besides that I don't think anyone has attempted a dedicated SF horror system. So really, most systems that can already do science fiction, can do science fiction horror at least satisfactorily.

What kind of horror are you looking for? Dead Space zombies on a ship? Things that should not be? Hunted by ayys? Existential horror?

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How would one go about trying to replicate the feel of the old DMC games?
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Wushu might be a good fit. You earn dice for your dice pool by describing your over-the-top violence. Never actually played it, though.

Maybe Feng Shui or Exalted, or one of the anime-style systems. Someone actually made a playbook based on Dante for Dungeon World, which seems hilariously out of place.
>>
exploding small damage dice, or each attack also being a (ramping dc) check to make a free bonus attack. cha bonuses crammed all over. rule of cool applied to both pc and antagonist-dm, with neutral gm referee if needed.

I'm participating in a 5e game in the near future and want to play a Rouge that creates uses a bunch of Batman esque gadgets to sneak around and lay traps.

Anyone have any advice on doing this? I looked at the Tinkerer and Engie classes but still want to primarily be a Rouge
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>>55193773
Don't level past five or your gimmick becomes utterly useless.
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>>55193773
Thief rogue is pretty good at using items due to Fast Hands.

Also this homebrew is sorta like that.
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>>55193773
I'm reasonably confident you only made this post in order to misspell rogue a bunch of times.

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How would you run a danganronpa game? Oneshot or campaign.

How would you manage inevitable PC death? How would you uphold secrecy? Would bluffs be dependent on rolls or roleplay?

Personally I think this would be a really fun idea. Do you guys think it's feasible?
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>>55193584
Same way you would run an Ace Attorney game: Not.
It's just not a game concept that translates even remotely well to the tabletop.
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>>55193584
Best DR sort of rp seems to happen in the context of a game of like, Mafia.
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>>55193584
By making the PCs the core group that aren't going to betray each other and let NPCs do the fucking over(unless the PCs stop that of course). PCs shitting on other PCs is a recipe for disaster.

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>created Necromancy
>vampires are a fucking side-effect of his research and his little bitches
>a normal (if talented) man, no muh destiny bullshit, rose up and achieved everything through knowledge, ambition, will and focus
>THE most powerful (formerly) mortal being to every walk the world, every defeat he suffered was with EVERYONE uniting against him and him being weakened and them empowered
>died several times, always comes back
>despite everything going against him, managed to obtain Godhood, effectively suffering no karma for his unspeakable evil thanks to his will and drive
Holy shit Nagash is cool, how can other characters even compare?
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Eh, he's alright.
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>>55193550
What I don't like about Nagash is that the "undead mage turned god" has basically become a trope.
Nearly all fantasy settings has one.

> Vecna
> Szass Tam / Larloch
> The Emperor in The Old Republic
> Nagash
> Ner'zhul
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>>55193671
>>55193671
>Ner'zhul
Shaman cursed to undeath by a Demon Lord. I get why you would count him, but everyone else with the trope to a T
>extremely intelligent, ambitious and driven individual learns/develops evil powers and becomes immortal (and sometimes a god)
while Ner'zhul wasn't willing and didn't even have a physical form.

Also it's a pretty cool trope, not hard to pull off and always an impactful character, and it's not THAT common.

So for my players I am running a Fate/Apocrypha style Holy Grail war rather than a standard because I don't think my players can handle PvP in a civil manner.

I have been deciding where to have it handled, and who to put on the PC's side as the sort of 'big best servant'. What I have decided upon is the following:
>New Orleans Holy Grail War
>2005 USA in the wake of Hurricane Katrina
>US military involvement was actually to keep people out of many areas of New Orleans where the Holy Grail War was going on
>The enemy side of US Government sanctioned masters
>Ruler is George Washington as a cute girl wielding Old Glory, the US Flag
>On the side of the PCs is a Servant who is far more powerful because he is revered in New Orleans, Baron Samedi as Caster
>https://en.wikipedia.org/wiki/Baron_Samedi
>The PCs are part of what amounts to a rebel faction trying to secure the grail for unknown reasons, the head of their family being the master of Baron Samedi

How retarded does this sound? I have 5 players so we have two open spots on their side as well I filled. Here are all the other servants:

Union Servants:
>Saber
Robert E. Lee
>Archer
Butch Cassidy
>Lancer
John Henry
>Rider
Clyde Champion Barrow
>Caster
Emily Dickinson
>Assassin
H.H. Holmes
>Berserker
William Tecumseh Sherman

Neutral Servants:
>Ruler
George Washington

Rebel Servants:
>Saber
PC
>Archer
PC
>Lancer
PC
>Rider
PC
>Caster
Baron Samedi
>Assassin
PC
>Berserker
Crazy Horse
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Fate campaigns have historically been difficult to pull off since combat only constitutes half the action at best. Unless you have a good party that enjoys diplomacy, intrigue, detective work, etc it could degenerate into a quick brawl and then it's over.

Also I'm not too sure on making the one team full of US historical figures. They will have to be bullshitted just to be strong enough to compete with traditional Servants.
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>>55194308
American servants are stronger in the united states because they are in the united states. Older means stronger as well as location gives strength.

One of the reasons why in Fate/Apocrypha Vlad didn't summon as a vampire.

Also I encouraged the players to be americans on both sides. The US Government mainly has summoning artifacts for US Historical figures.

Bare with my till the end
>Enter game in LGS
>PF (I know I know)
>GM only allows books translated to our language
>People seem new with the system, including the GM
>Roll pretty high so I decide to go monk (PHB though)
>GM trys to push a backstory for my character in which he's the chosen one, avatar of perfection trained by the best masters of the continent because he's convinced my char is incredible powerful
>As you know this doesn't translate to well to the game because mechanics
>Fail at pretty much everything
>GM gets mad at me because he thinks I'm doing this on purpose
So my question, how do you conciliate mechanics with background?

Another example
>In Anima BF a 1st level character is supposed to be way more powerful than 1st level NPCs and easy can beat even 3rd level knights and stuff
>LA+1 blood heritages make you even more powerful
>Literally can't beat a bandit in a 1vs1 because again lore is not equal to mechanics
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>PF
>is a foreigner
>rolling for stats
>weirdly pushy GM
>is also petty and vindictive

cool
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>>55191621
>anima
1 anima level is about 2 D&D levels.

You need to scale things appropriately and that entails knowing what a level is (4 and 5e in D&D had tiers for this IIRC).

level 1-2 is normal. level 5 is the top a realistic, gritty IRL human can be. level 10 are fantasy heroes. level 15+ are epic high-powered fantasy characters.
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>>55191742
Having eyes of the destiny doesn't make you as good as a +1 level dude, at all.

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How is the relationship between asmodeus and Bane?
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One was born in the darkness, molded by it, while the other merely adopted it.
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>>55191616
>>
>>55191616
Expertly relevant meming, anon. It's even accurate.

>>55191600
Asmodeus is a top-tier planar lord, Bane is just another god. They're equal in brute firepower, but in secrets, ancient knowledge and magic, social status, armies commanded or wealth Asmodeus trumps Bane.

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As my good luck's had it, I've managed to go for almost 15 years of gaming without having to deal with a That Guy. I made sure to always play with people I know, trust, and like, and my gaming buddies were usually my general purpose real life buddies anyway so this was never an issue. Unfortunately, my sister just moved to Massachusetts for her new job and we were missing a player, so another member of the group - my oldest, best, and most trusted friend - brought in an army buddy he vouched for.

Said army buddy... well, the problem is I can't really say he "doesn't work", or something. He's a good player, clearly an intelligent guy, he doesn't do anything bad on purpose. Doesn't disrupt the game itself or anything. However, he's kinda obnoxious and he's got some bad habits. He constantly hits on another player, he takes every opportunity to bring up politics/make stupid political jokes, and a few times already he's had one of those "Why aren't you all laughing/praising me? Can't you see how crazy/edgy/brilliant I am?". You know, the type of dude who always makes sure to show up with a death metal t-shirt with the sleeves just short enough so you could see his dragon tattoos and asks whether clerics and black people get Int penalties.

Like, it's uncomfortable. The other players seem to get along with him mostly fine so long as he doesn't try to hit on them so I'm reluctant to flat out take disciplinary measures, but I don't know the guy so I feel like it'd be impolite to straight out tell him his shit's grating. I dunno, it's a delicate situation. I'm used to players just getting along and being excellent.

Any advice?
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>>55190111
Have you tried talking like two adult human beings?
>>
My advice would be to talk about it with your group, and ask them what they think of his behavior, and then discuss with them how it's bumming you out. Once you're sure your group will support you, then talk to the guy about it.

The best way to do it is with a smile and a laugh and say something like, "Hey man, I appreciate your jokes, but maybe save them for when the game is over." I don't know how to word it, because I am not you. But I notice if you do it with a smile and a laugh, they will take it better than if you went up to them seriously. The trick is saying your piece while still keeping the mood of the game going.

If your group agrees with you beforehand, they can support you on your brief confrontation.
>>
Let this go on no longer. The GM has to be a referee. Referees call out troublesome players. They don't brood on it for weeks and then have a big confrontation where they list off all the player's fouls. If something unacceptable is happening at your table, it has to be dealt with then and there.

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