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Archived threads in /tg/ - Traditional Games - 294. page

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show us your tg collection
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>>54895369
Keep mito and carcassonne, ditch the rest.
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>>54895369
>All this shit taste
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>>54895369
maybe if this wasn't a ruse cruise

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How are you supposed to do a hex crawl in a 3d space?

Pic related is what I'm trying to wrap my head around. The flatter areas could probably just have flat hex maps, and the vertical chasms could be a hex cylinder. But I have no idea what to do with conical areas. And everything gets more complicated because a lot of the terrain is filled with caverns, 3D networks of giant trees, etc so you also need to handle depth.

I'm also interested in any more-general solutions for hex maps in 3D space.
8 posts and 7 images submitted.
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>>54895224
pic related is something I'm considering but I have no idea how I would create the map without also building custom 3d software.
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For additional consideration, here's some more crazy 3-dimensional lands.
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>>54895321

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Is this too complicated for a tabletop game?
>turn order is determined by derived initiative stat in descending order
>if your initiative stat is at least 10, you get an extra turn at -10 initiative
>same with -20 and so on
>repeat until everyone's initiative is under 10
Now here's the part I'm not sure about: on the following round, you add the remainder of the division (between 0 and 9) to your new initiative.
So for example if your initiative on the first round is 15, you get a turn at 15 and a turn at 5, then your initiative on the second round gets +5, giving you turns at 20, 10 and 0 that round.
It's so simple in my mind, and I could've sworn there's a popular tabletop RPG that does this, but I don't know what I'm doing.
7 posts and 1 images submitted.
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>>54895003
>>turn order is determined by derived initiative stat in descending order
>>if your initiative stat is at least 10, you get an extra turn at -10 initiative
>>same with -20 and so on
>>repeat until everyone's initiative is under 10

Shadowrun, until this part:

>Now here's the part I'm not sure about: on the following round, you add the remainder of the division (between 0 and 9) to your new initiative.
>So for example if your initiative on the first round is 15, you get a turn at 15 and a turn at 5, then your initiative on the second round gets +5, giving you turns at 20, 10 and 0 that round.
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>>54895003
I see what you're getting at, and the logic of the between-round initiative change. However, it's a lot to keep track of if there's 8+ participants in a fight, and I'm not sure if what it adds is necessarily worth the extra headache of teaching and tracking that bit.
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Everybody will max out intiative to break the action economy. Tieing actions to stats or something else buyable will inevitably result in the players maximizing their actions.

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>Great evil was struck down long long ago and imprisoned deep within the earth, festering for countless ages while empires rise and fall above it.
>It's minions and its own machinations lead to it digging upwards to freedom, while explorers dig down to plunder the ruins of ancient civilizations. Meanwhile, earthquakes rock the region, leading to the area becoming a labyrinth of natural caverns and crafted dungeons.
>Eventually a cabal of arch-wizards stumble upon the place. They explore a bit, disregard the history and foreboding evil of the place, and have a very bad idea.
>They hire adventurers to go through the place and scry on them dying horribly.
>It entertains the wizards for a little bit, but they quickly decide the place needs improvement.
>Arch-wizards hire assistants to expand, oversee, and stock the dungeons with tricks, traps, and monsters.
>They then televise delves to the masses via crystal ball. It's an instant hit, and they rake in tons of cash from their reality show/death sport.

Solid concept for a megadungeon? Or is it too goofy?
8 posts and 1 images submitted.
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>>54894625
x-crawl did it better.
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>>54894625
It's pretty goofy. If it's too goofy, depends on your group.
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Do you guys have any other ideas? Or am I worrying about the origin story a little too much?

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Looking for some recommendations for good Western (as in the genre with Cowboys and Indians) RPGs.

I know DeadLands is usually the go-to for Westerns, but I'm hoping there's other options out there that cranks down the steampunk and supernatural a notch or two.
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>>54893522
Dogs in the Memeyard
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>>54893522
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>>54893522
Dogs in the Vineyard is a good choice

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One of my buds and I are doing a one on one campaign soon. I told him that I'd be okay with playing Call of Cthulhu or Dungeons and Dragons 5e since we're doing a one on one campaign. Which is better for a one on one campaign, DnD 5e or CoC? Would FATE be better?
Pic sort of related.
7 posts and 2 images submitted.
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D&D is heavily team based.

FATE isn't, so my vote goes there... but basically all tabletop RPGs prefer having 3-4 players.
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>>54893502
If those are your only options, I'd say FATE. Were you running a Gung Ho Gun campaign?
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>>54893734
Yeah. I want to have him face tons of bad guys and be able to take them all on by himself like John Wick.

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Do you fa/tg/uys have any favorites accessories you use to play rpg? I'm looking for good dice bags, hexagonal mat and anything that could help keep track of ammunition without rewriting my character sheet 50 times.

Any other accessory aimed at the players or at the GM is appreciated.
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i like die hard dice's folding dice tray, it's the same size as a piece of paper flat so it's very portable
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I use one of these for my 7 dice. Stole it from Grandma after she killed off my trickster with no allowed save.
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>>54892523
Why don't just use two d10s to keep track of ammo?

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Have you ever played a game without combat? How did it go?

How do you make a non-combat game interesting? In combat players can make tactical choices which directly affect the outcome of their challenges. How do you get a similar level of player involvement for tasks like repairing an engine or building a farm?
10 posts and 1 images submitted.
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>>54891917

Of course.

Well.

Geneally you need a specific conflict to substitute the engine of the interest (in the game by the players). A dedicated system/game really helps.

You don't do this shit. You make them interested in persons.
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>>54891917
the investment comes from caring about seeing their endeavours succeed or fail, let the players figure out what they care about or want to achieve and then let them make choices which directly influence those things, this is pretty basic stuff that also applies to combat-focused games

obviously, in terms of giving them clear choices playing a system with good mechanical support for non-combat stuff helps, I'd personally recommend MonsterHearts
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>>54891917
No combat != no conflict.

I once ran a 1 on 1 40k pnp where a player was suddenly catapulted into the role of Planetary Governor, through the chicanery of parties unknown at the start of the campaign. There was a grand total of one "combat" in the game, which was settled without rolling, he shot the guy who had a knife with the poison needle in his ring and just killed the assailant.

Instead, the bulk of the campaign was an intrigue one, and rarely left the governorian palace. He almost never did anything directly, it was all centered around who he was trusting, who he was believing, and who he was tasking with a given mission at any one time, including making sure the other people doing their own missions properly.

We could have easily eliminated the "fight", and it would still have significant stakes and significant combat.

>Horus, Horus, I need you to-urp-replace me as the leader of the Greeeat Crusade. I got some-belch-really important shit to do on Terra. Like, really important sciencey shit, Horus. Y-y-y-you gotta-you gotta do this for daddy, Horus, y-you gotta spread humanity's glory to the-buuuuurp-stars, Horus
>Aw, jeez Dad, are you sure that's a good idea? It-It's kind of a big deal, y-y-you know, leading the Great Crusade and all.
>Y-you'll do fine Horus, y-you're a good kid.
6 posts and 3 images submitted.
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Wouldn't that make Horus Beth instead of Morty?
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>>54890833
Angron was on ulanor?
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>>54890896
Yes, between Magnus and the Khan.

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How do you handle language in space opera?

I'm planning to run a game where the PCs are the envoys that make first contact with previously uncontacted planets (somewhat based on LeGuin's Hainish/Ekumen books).

The thing is, I'm not sure how to handle the language barrier. Should the language be recorded by drones and taught to the PCs before they arrive? Should there be a "universal translater" type thing? Should trying to communicate non-verbally be standard procedure? (I was thinking of using the last one as a plot hook, but I think it would be boring to do on every single planet).

Any tips or ideas?
pic unrelated
7 posts and 1 images submitted.
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>>54890168
Translator*
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>>54890168
Look to Star Wars and Star Trek. The language barrier is broken in most cases because of universal translator software and the fact that polygots are all over the place. Language only really becomes an issue when dealing with extra-galactic beings.
>>
Universal translators are your only option if you're not planning to introduce Solaris-tier aliens. Which would require a lot of work. And judging by your question, the campaign's focus is interacting with aliens, not failure to do so.

ok /tg/ story time followed by I need advice time

>be me
>be friends with a dude I met during visiting diff colleges
>don't go to the same school but stay in contact
>he plays fantasy I play 40k
>"hey anon would you be interested in going halfsies on recasting a bunch of minis"
>poor college student me says fuckyea
>go halfsies
>send him a ton of sobs and grey knights
>we're making good progress with casts, photos and daily talks on facebook
>suddenly one day mutual friend contacts me thru fb msg
>"hey anon did you hear what happened with friend"
>ivegotabadfeelingaboutthis.jpg
>google friend's name
>friend just v& for coercing underage girls for cp and distributing it
>holy fuck
>shocked, seemed like a totally normal dude
>realize he still has hundreds of dollars worth of my minis
>HOLY FUCK
>frantically try to contact his local tabletop buddies
>guess he didn't tell anyone about what we were doing
>nobody knows where my minis are
>if he's sold them to make bail he's so dead
>guess I'll have to just wait for the legal proceedings to go and then try to figure out where the fuck my friend is
>hear nothing for over a year

Today I got a fb message from one of his tabletop friends saying he's now in jail and asking about me by name asking if it was ok to snail mail me. They gave me his prison address.

What do I send him /tg/? Should I just straight up ask where the fuck my minis are? Should I pretend to be nice to him and then ask? I have really no desire to continue being friends with this guy but I want my stuff back
10 posts and 2 images submitted.
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That's why you don't fuck children anon.

Stick with traps they look like children and are just as tight.
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Well on one hand if he's a pedo in prison, so you might want to hurry
On the other this seems like a bridge in need a burning, and you might just want to write up the mini's as the cost of that
>>
Just ask about the minis and break contact afterwards anon

I haven't kept up with 40k since like 011 and the 5th ed so I know i'm a slowpoke at this.

I just got wind that the cannon is finally being moved up and a 2nd generation of Space marines is out that are oddly less grim dark and more Halo/spartan master chief in look tech wise. All of this lore wise being new innovations.

These nuMarines are less focused on close range tactics, getting shit done and because they are newly developed, not as suicidal and willing lose vast numbers in glory charges.
This all sounds oddly like GW took a page out of the reasonable marines.

Is the imperium finally coming out of the dark ages?
6 posts and 2 images submitted.
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Age of Sigmar happened for 40k and now kids are the main target for GW to sell bigger upscale models aka toys

40k is no longer grimdark and there are only three main factions, chaos, imperium and the other guys.
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>>54889451
>just got wind that the cannon is finally being moved up
Magnus got revenge on the Space Wolves, Cadia blew up, the galaxy is torn in half, Ynnead is real and Guilliman is back on action.

>and a 2nd generation of Space marines is out that are oddly less grim dark and more Halo/spartan master chief in look tech wise. All of this lore wise being new innovations.
The Primaris Astartes

These nuMarines are less focused on close range tactics, getting shit done and because they are newly developed, not as suicidal and willing lose vast numbers in glory charges.
This all sounds oddly like GW took a page out of the reasonable marines.
That is because most of them came from the ending of the HH. They and Guilliman are asking WTF went wrong with the Imperium.

>Is the imperium finally coming out of the dark ages?
Guilliman hopes so, but the Abbadon/Chaos wankfest is on full force.
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>>54889556
>and now kids
>now

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Need some help with being DM.
I started a campaign with a group of friends and everything was going pretty well until their adventure sent them into a crypt that involved solving some pretty easy puzzles, the issue I'm having is that the players are just getting bored trying to solve basically any puzzle or obstacle they encounter which is forcing me to essentially turn the entire campaign into a series of melees rather than weave any kind of story.

I just don't really know where to go with it anymore, I had a grand adventure penned and ready to go but they all just seem insistent to kill or attempt to kill any other living NPC they encounter.
7 posts and 1 images submitted.
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>>54888993

If you are playing D&D that might be your problem.

D&D combat is naturally fun and easy to understand, tactical and allowing people to find ways to creatively use their powers. That is a strength of the system but it can also be weakness since it can overly draw your players to that particular aspect of the campaign, especially if your non-combat stuff fails to capture their interest.
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If the problem is just that they enjoy combat more than puzzle solving, then focus on making your combat into a puzzle. Have enemies that are unique and can't be stopped just by slashing them to death. It will satisfy your need for creative situations, and their need to kill.

If they will literally murder everyone in their path without stopping and don't care about story in the slightest, then you gotta talk to them.
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Puzzles are bad game design. They waste time that could be used for something actually fun, and never make sense in-universe.

>Dark Eldar Harlequins

We want the _______ audience
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>>54888914
Stuck up and smug good guys
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>>54888914
clown pussy
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A Harlequin is a just an Eldar, they might hail from Commorragh or a Craftworld, but this doesn't matter anymore.

How does Fantasy AGE and other Green Ronin games play? What are the pros and cons?

And what is the World of Lazarus comic that this new game will be based on?
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It seems very D&D-ish. All my experience with AGE comes from trying to make a Blue Rose character, and I wasn't able to make a starting character who could play an instrument without houseruling, because the game doesn't let you choose your starting skills. I also didn't like the class system, which made it so that I couldn't make a character who wasn't sneaky, fighty, or magicky. I wanted to make a travelling musician, and I had to fight the system to make such a basic concept work.

Basically, the character creation put me off the system so much that I'm hacking A Song Of Ice And Fire so I can play Blue Rose with that game's system instead of AGE.
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>>54888146
>The mechanics for the game that is supposedly pro-LQGBTBBQ doesn't let you make a gay bard

Sounds awful.

And class-based systems for modern games are awful in general already.
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