Anyone run or running a One Piece game?
I played in a gritty One Piece reboot for a while. Blackbeard killed Luffy and his entire crew except Nami, who he kept as his rape-slave.
One of the adventures involved freeing her, but as soon as we undid her cuffs she grabbed the pistol out of my belt and immediately blew her own brains out.
Group was kind of pissed that we had wasted like three sessions on that but the more I think about it the more I realized we should have expected it and planned accordingly desu
>>54635037
Not to my knowledge. It's a great series but it's too long to get into.
>>54635739
>One of the adventures involved freeing her, but as soon as we undid her cuffs she grabbed the pistol out of my belt and immediately blew her own brains out
Well that's sad. Why would you bother playing in a One Piece setting like that? It'd feel nothing like OP.
Where do you guys draw the line on points limits? Let's say you have a 1,500 point game with your friend. How far would you allow someone to stray from that number (aside from tournament play). My friend is trying to say that going 75 points over isn't that bad, but I made my army so that it doesn't pass our limit at all. Who would you say is in the right?
>>54635034
You're in the right. 75 points over is basically letting him have an extra unit.
>>54635034
Zero points over the limit is the most I'll allow. It's a fucking limit, not abiding by it is just cheating.
If he wants a higher point limit, it needs to apply to everyone. He's trying for a full 5% advantage.
Tell him to look up "limit" in the dictionary,
Then tell him if he wants to play 1575, then tell the opponent to make a 1575 list. "Fooling" the opponent into bringing a smaller list so you get an advantage is blatant cheating.
Would it be possible to build a peaceful society of necromancers?
Peacefull? yes
Good? no
>>54635013
We literally just had this thread you fucking cunt
>>54635230
Good not peaceful
There is a difference
How would you do it?
Can we play Necromunda yet edition?
Starring: the falling over Ork and the Scout that has had too much to drink.
Swear to God 2nd edition is coming back.................
Kabalite shadow war rules!
>>54635020
Sweet I was bitching about this befor.
Hope someone posts the downloads. Couldn't find them when we needed them last week.
how would you go about writing interesting vampire npcs that dont fall into edge bullshit or "i vant to suk ur blood!" cliche?
>>54634799
Make them like human villains? They have their own reasons, either for power or for some warped ideology. Being a vampire shouldn't erase everything human about a person
>>54634799
Have you seen the recent Castlevania series? Dracula had a pretty good reason if maybe slightly over the top for what he did/doing.
Vampire are still related to humans they are basically just "advanced" humans in a way. So human emotions, aspirations, etc.. are still present. If you wanted to you could essentially write them as human then at the end just write it so they happen to be a vampire then add in the personal things for a vampire (can't be in sunlight etc)
It's not like there isn't a huge pool of vampires both as protagonists and antagonists featured in media to draw from
What do you do when the campaign ends and you have to deal with the fact you'll never become to hero you are on the tabletop?
Last week, one of the best campaigns I was ever in ended. In it, I was someone important, someone charming, someone who mattered.
This week, I'm staring at an empty group chat, painfully reminded that I'm a paralyzed, wheelchair-bound cripple who lives off of disability bucks and a face that not even my dad loves.
How do I get these pains to stop?
>>54634641
start over faggot
>>54634641
Stop living in your head and go see a psychiatrist. Seriously, you need help.
>>54634641
See:
>>54634657
How do you deal with players travelling long distances across continents/countries or across seas? Players have been doing it frequently in my game and I'm not really sure what else to do besides occasional random encounters, or telling the players that there's something noteworthy in the distance.
>>54634486
>make speed matter
>include choices that influence speed
>ration concerns
>travel through unknown territory
>coordinating various groups
>racing and chasing others
>conveyance breakdowns
Mind your players tolerance for bookkeeping.
>>54634486
Play less FFVII you cuck
>>54634486
The travelling is the meat of the quest. there should be set pieces along the way, key areas to pass through, sights to see, etc. The fellowship didn't just teleport to mount doom and be done with it.
What are the essential elements of a jaunty pirate adventure?
Probably pirates.
>>5463
Forgotten Realms, sea monster, singing shanties, drinking, brawls and duels along with saying arrrrrrr a lot?
>>54634450
un-necessary comedic killings of randoms
Previous thread: >>54622547
Archives and other resources: https://pastebin.com/vrqYhnpu
Well?
What music do you guys use, if any at all, when you DM? I've been recently toying with the idea of using music and sound affects to make things more fun. Ambient is sort of a given but do any of you use soundboards and plan things like that?
Related, does anyone have any songs they can thing of that just oozes the feeling of "You're at the feet of an unholy beast that you can't hope to beat"? Something that'll really make the players feel they're in over their heads.
https://www.reddit.com/r/DnD/comments/635fzq/i_give_you_14_of_my_dd_playlists_on_youtube_over/
Dark Knight sound track is good for tense battles.
https://www.youtube.com/watch?v=CLlfhrP7t_A
D&D- Depth of Lore for campaign
Hello lads- a lot of DM guides I'm reading suggest not trying to go heavy with lore, but I'm curious if there is a way insert heavy lore into a campaign for a group that love high-fantasy stories while keeping the campaign fun
While it wouldn't be excessive detail like a wanna-be tolkien, it would still be heavy enough to give depth and fantasy to the world . Or should I not even bother because of the difficulty and the risk of boring the players?
Example: players meet npc which talks about the geographic regions history in the form of passed down stories that set the stage for larger political events both within the region and in the world while also foreshadowing adventure locations and explanations of why some events may be occurring. The overall story probably takes 4 minutes overall
>>54633124
The key to infodumping setting lore is to work it into conversations off-handedly in a way that hints at the facts without outright stating them because the NPC assumes that the PCs are familiar with what's being referenced.
I usually end up worldbuilding by starting with a very small defined area and then just making up locations and persons of note on the spot when an NPC is talking.
>>54633124
Does it have to be told? Can it be read?
I write letters between NPCs and print them out. When the PCs loot the bodies or search the barracks or cultist quarters, they can find the documents.
You could even have an NPC give them a book and you just give them the only interesting chapter in the book as soon as someone sits around a campfire reading it one night.
Attached is one the templates I use for the letters and things, there are shitloads of these on the web.
Just being able to have your NPC's answer any question a PC may have (Within reason of the NPC's personal knowledge), helps a lot.
You want the lore to be accessible, but not shoved in your face. Describe things in detail when needed, but don't have peopling walking up to your PC's in the street and start spouting their nation's history. Just keep it natural.
If the PC's don't want lore, they won't ask questions. Most players in a real game will want some amount of lore, and they will look for it. I promise.
Didn't see one
>>54632673
>>54632673
This pic makes me feel so good
>>54632741
How do you combine magic and space travel?
>>54632638
Spelljammer nigger.
>>54632638
Learn magic from traveling space thing.
>>54632638
Hey TG, i need some feedback on a premise for a dungeon-crawl-focused campaign I'm working on.
About 60 years ago, Kingdom A and Kingdom B were at war. A was losing
The old king of Kingdom A invited a cabal of wizards to offer their magic to the war effort, but before hearing their proposals, died in battle.
His son, still raw with grief, goes to meet the wizards, and is appalled at their proposals, particularly the bit about reviving his father as a swarm of flesh-eating beetles. He declares the wizards enemies of the state and attacks them, although they get away, swearing they'll have their revenge as they leave.
Faced with two foes now, the new king agrees to capitulate to Kingdom B, on condition that Kingdom B declare the wizards enemies as well. Kingdom B agrees, because, hey free land.
So, it's 60 years later, and someone stumbled on the wizards' lair, a sprawling dungeon they've been building for the last 50 years... inside Kingdom B's territory.
This is an issue because Kingdom B doesn't want to allow a heap of Kingdom A soldiers to come into their land to assault the dungeon, and doesn't really want to annoy some evil wizards by sending their own soldiers.
So the dungeon is opened up to adventurers, like the PCs. The idea is that the adventures will vary in focus between simple dungeon-crawling through a maze built by multiple mad wizards who don't all get on perfectly well, and some degree of political intrigue, as multiple kingdoms/other groups have differing attitudes and interests in regards to the mad wizards and their abominable magics (ranging from "BURN IT ALL" to "we want to use it for ourselves").
http://thealexandrian.net/wordpress/13085/roleplaying-games/jaquaying-the-dungeon
>>54633000
I love that article, although if it was directed at the dugneon map I picked... that isn't going to be the megadungeon. It was just a picture I found and vaguely liked.
>>54632450
Something about the writing bugs me, but I can't put my finger on it...
I think it is the wizards, who move in a very "plot like" fashion. A bit to unbound by logistics, a bit lacking in planed actions beyond what is required for the plot.
Given they are powerful wizards, why choose a plan on a 60 years+ timetable that runs the risk of the person it is meant for deceasing before it is ready? Why the extra megadungeon, don't they have a base of operations already?
If they had a base in B, why not offer aid to B instead of A? Why didn't they react in the 10 years prior to construction, having gotten a declaration of war from B? Couldn't they have build the base in lands under their own or not hostile control? Or wouldn't A be more convenient, as it is the target and now that B has gone hostile it doesn't make any difference?
And putting down a megadungeon solely on magic means while being completely stealth lacks a certain weight in the game world.
Also I think that there isn't much there involving the character of the megadungeon location. For it to feel really mega, it needs a connection to the one place where it is, why it cant be anywhere else specifically. Under the world biggest city, the bottomless drop to hell, the volcano that will birth a new sun.
Forget all you know about /tg/.
Pretend it's your first time on this board.
No, go a step further. Forget all you know about traditional games. Forget any knowledge you may have beyond that traditional games exist. Take a moment. Close your eyes if you think that will help.
Now, look at /tg/. While still in the fresh mindset of a gaming virgin, look over the catalog. Imagine what a person would think about traditional games if /tg/ was their first introduction to them.
What can you tell me about traditional games?
>>54632268
Don't play dnd.
>>54632280
/thread
>>54632268
Wow, this place is full of autistic retards.