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Archived threads in /tg/ - Traditional Games - 500. page

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In fantasy settings, do you have a particular preference for picking humans or a fantasy race? Why? Do you think picking humans is boring? Do you think picking fantasy races is trying too hard to stand out?
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>>54502714
I like to pick humans because they are always portrayed as the underdogs in settings with other races.
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>>54502714
I only let players be other races if they can prove to me that their character concept can't be done with humans.

So far i have a grand total of 3 non-humans over 10 years of GMing. And a LOT of huffing, and puffing, and leaving the table.
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I usually pick humans because I think generally think humans adapting to fantasy elements is more interesting than the other way around. I'll sometimes play the more toned down races like halfling and half-elf though

stat them, /tg/.
11 posts and 1 images submitted.
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>>54502438
Sure thing. Any preferred system?
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>>54502438
one-handed martial weapon, 1d8 slashing damage, 19-20/x2 criti

Boom, next?
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>>54502438

My nigger.

Coinspinner and Wayfinder a best.

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Sup, /tg/

So I'm working on my own setting for an upcoming fantasy campaign. Currently I'm at this point where I'm deciding how vampires and other undead function in this world. I was looking through traditional vampire weaknesses in lore when I noticed something...
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>>54502287
So what unique weaknesses do your undead have?
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>>54502321
Fucking forgot the image
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>>54502321
>people reaching out towards them for a hug counts as a "cross" that repels them

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They are virtually risk-free, and they will only go up in price. So, I wonder, do organized criminals buy Duals and Power to hide their stolen money? It seems like a smart idea.
22 posts and 1 images submitted.
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>investing in paper
An actual smart idea for Chinese organized crime would be to find a cost-effective way to make near-perfect replicas of mtg cards, both in color and in feel. Then they could sell those and undercut the entire market.
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>>54503544
Happened not that long ago.
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>>54503580
>>54503544
Thing is that

1. Proxies aren't perfect enough to be all going around and causing problems.
2. People feel bad about buying chinaman when other people had to pay more (and also don't want to get caught, however slim)
3. They haven't managed to copy the M15 Holofoil.

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How well do you succeed in making your antagonists come off as "evil?"
25 posts and 5 images submitted.
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I write it in the alignment section of their character sheet.
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>>54501897

Appallingly, I can never get the balance right between "Bruhahahaha" and "Misguided methods".

So either end up with a Saturday Morning Cartoon Villian or a Not-Tau.

How well do your attempts go?
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I feel i've had a 100% success rate. It's really not that hard.

All you really need is:

A) Irrational hatred

or

B) They are an asshole with little value for life.

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>I don't want no Bard
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>>54501402

>A bard ain't gonna get no love from me
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>>54501412

>Hanging of the rear end side of the paladins ride
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>>54501427

>Trying to holla at me

For the past month or so, I've been posting a "solo-play RPG" thread once a week, and I've gotten various degrees of enthusiasm and interest in response.

Some Anons have asked questions about how to run a solo campaign for yourself, others have shared stories or materials that can assist a solo-campaign. It's actually been really refreshing.

My question is, should we make this a weekly thread on Sundays/Mondays? I'd really like to keep up with your ongoing stories and I'd like to share my ongoing progress in my solo campaign.

Anyone have any stories of their recent solo-play stuff? Anyone have any questions on how to run a solo campaign?
23 posts and 3 images submitted.
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>>54501242
1 on 1 can be fun. Solo seems dumb.
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>>54501269
Some of my best campaigns featured long one on one portions. When I was in college, we had a campaign where people could split off and do their own thing. Whenever one guy was free I would play along with him and we'd do side-quest stuff. We'd play on the bus or in our dorm, and it was always cool to get back with the group and have him explain what he found on his own.

I thought solo-games would be dumb, too. And the first ten minutes or so was really awkward, but I quickly got used to it. Using something like the Mythic GM Emulator or randomizer tools online makes a solo game really interesting though. It's kind of like playing a "play by post" RPG, except you're just writing in response to whatever the dice show you.
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>>54501242
>dat pic
>more like single-hand RPG, amirite?

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Could 5 terminator squads (50 terminators) kill/hurt a primarch? Primarch is alone. Only lore.
27 posts and 5 images submitted.
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Probably, also depends on terrain though. Like I can't imagine anyone would have a fun day surrounded in a plain being shot at by fifty terminators. But Id say angron would have a pretty easy time pummeling 50 terminators to death if they were forced to come at him in melee one at a time.
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twenty good terminators could do it
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>>54500270
Depends who's writing it and the outcome they want.

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What are those occasional times where either you see a hope spot in 40K or just see a nice moment? Like a space marine saving a civilian or children playing?
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>>54499538
>Space Marines not acting like assholes to the IG.
>Chaos Lords killed without some warp "just as planned" fuckery.
>Interfaction alliances that do not end in backstabing.
>Exterminatus avoided.

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How many ranks in disguise is too many?
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>>54498311
More than 0.
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>>54498311
Less than 0.
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>>54498311
Something in between 0 and 0

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See the PDF for pastebin and mega
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So due to reasons, I'm building a setting where Ritual Path Magic, Energy Shaping style exists, and where spirits exist and can be asked for help with spells.

Which works perfectly fine for standard magic and for standard Ritual Path Magic, but I need suggestions for what it should do for an effect shaping mage. My current idea's just that it provides the same amount of "energy", lowering the penalty for the spell/basically providing a bonus, but I get the sinking feeling that'll break something. Is anyone familiar enough with the system to comment?
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>>54498112

An interesting idea of how to do use the Undead Path with enchanting in RPM:

Could you perhaps make enchanted objects which function as bond versions of undead animating spells? This would then be implanted/inserted inside of a corpse and keep it undead so long as said object remains inside (possibly representing this as a constant dependency, as residual mystical animating energy remains long enough, after said object being destroyed or removed, for it to move around some more as it crumbles away). Making an undead army this way would be absurd for mortal's lifespan. A lich, however, has all the time it needs to make a bunch of these enchanted objects for later implantation (along with forming connections, making a few undead guards, and setting up traps along the way).

I could also see this idea being an example of an early phylactery, with the next stage essentially being the same thing that also holds a sapient being's soul. The final iteration, then, would be to fully enchant the body itself and only keep the "holding soul" function of said object intact while converting it into a D&D style phylactery. Each iteration would, understandably, require more time and effort; thus leading to a lich--after centuries of work--having a horde of mindless undead and a few fellow (kept weaker and non-mages) sapient undead for company. In like manner, you'd have at least three types of liches: One being a highly vulnerable one which can be destroyed by removing its implanted proto-phylactery, the normal GURPS one with its soul bound to it's enchanted body, and a D&D style one (along with a fourth possible one which then tends to improving the state of its undead form, such as being akin to the Dragon Priests in Skyrim).
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>>54498226

I had an idea of having powerful spirits (such as the minor god stated out in GURPS: Fantasy) offer x amount of energy to casters in exchange for proportional things (i.e. complete a minor task or sacrifice some food to get a small amount of energy, etc.).

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Ive never used a bestiary before in my life, I've mostly just gone with what i know and adding some mechanics to the creature. recently i started a new game and the players just fucking destroyed the entire group of enemies i had created, the entire floor wiped in one fight.

i need to step up my enemy game. currently the enemies theyre fighting are (Not)Orcs and Demons and on the orcs side you have basic combat skills, some grenades, a flurry, and a few alchemists placed within the ranks.

With the demons you've got mostly fireballs and fire based powers, some flight and lightning, and lastly one that summons weak imps.

but all these are far too weak and basic i guess. can anyone recommend either improved demons/orcs or something? i can modify just about any bestiary into this system, its very flexible.
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Oh right, part of the reason the party stomped them was because they were in close quarters and every single one of them had powerful AOE abilities. 2 lightning AOE one gorgon like ability that paralyzes anyone who looks at him, And a guy who can ignore armor and breathe a magic fire on all enemies around him that deals light or dark damage.
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I've never played D&D or pathfinder so I don't know an equivalent level or CR or whatever. But if I had to guess I would say they're a level 6-7 party
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What sort of tactics do you have them use?

The same enemies can be a lot more challenging if they don't fight fair. Use terrain, tricks and traps, straight up run for help if they are unsure of victory.

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Easy mode: Game is well-known and has a huge following
Normal mode: Game is not very popular, but has a devoted fan-base
Hard mode: Game is pretty obscure, not a lot of people know about
Nightmare mode: Game is unpublished homebrew
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Easy mode: GURPS. If you like a lot of variation in your games it's the very logical choice: there's a splatbook for everithing you can came up to (so less work on research). The only problem is thath require some system mastery on the gm side since gurps is a rule-toolbox thet require some choices to begin with.

Normal mode: FATE. if you like variation AND a prominent narrative approach, fate is best suited: as a gm your work is lessered by the shared storytelling between you and the players. Also the relative abstraction level of the game make easyer taking care of the setting detail level.

Hard mode: Primetime Adventures. If you like variations, narrativism, and dislike preparation time PA is the answer: its a shared storytelling system with still a gm prevalence approach.

Nightmare mode: Millantauno. Its a 3-4 pages rulelite italian system about Monicelli's movie "L'armata brancaleone". Tired of your boring fantasy campaign? Had enough of this 'game of memes' edge shit? Than brace yourself and start talking like a knight in the italian landscape of 1001 a.d.. little insight: "indebted with a jew infidel" it's a possibility when rolling for starting equipment
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>>54497584
Don't mind if I do!

Strike! is a d6 based, very fast, simple and modular system that was designed from the ground up with ease of playability in mind.
The "core" is very light and decidedly narrative, generic framework that the rest of the modules are built around. It could technically handle just about anything, as long as what you are looking for isn't simulation, but it's not very exciting.
The meat is in the submodules, most importantly, the tactical combat one. The core of the game is classless, the tactical combat adds classes, roles and feats to your characters to be used in grid based fights. Note that I say "adds"; this is on top of your skills, tricks and other stuff your character already has.
The classes/roles are mostly fluff neutral, which makes it very easy to find one that could fit your character, that you can then further tweak with feats. This makes the game a good fit for any genre where you expect the characters to get into fights often where they have to combine their disparate talents in order to overcome their enemies.
The combat itself is reminiscent of D&D, except heavily streamlined, focusing on tactical choices, positioning, etc. over raw numbers. There's optional rules within the module, that can add some of the complexity back (damage types), or tweak in other ways (for those enjoying XCOM operators operating operationally there's one where you get absolutely murdered if you are caught without cover, for example).

There's also a bunch of other modules that are worth mentioning, like the team conflict, and optional rules that make it viable for OSR style dungeon crawls and the like.

If I had to find problems with the game is that it is a bit too broad strokes (especially the core system) but because of it's simplicity it's moddable. And the CRB editing sucks.

PDF related is a post from the SA forum thread that goes into a bit more detail. I'd be also happy to go through building a character or characters.
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>>54497959
>"indebted with a jew infidel"
...is a possibility in every setting, up to the present day.

What are some good contracts for a mercenary air force to be hired to accomplish, /tg/?
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>>54494292
You've got to stop a pigeon from delivering vital intelligence to the enemy.
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>>54494292
Hired as a neutral party to enforce a no-fly zone. All sides trying to bribe them for under the table support
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>>54494292
Destroying enemy supply lines, bombing trains, scouting, sinking ships, escorting ships. All sorts of things.

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Explain to me why it is more noble to kill ten thousand men in battle than a dozen at dinner.
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>>54493216
Because more people die in the former
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>>54493216
Because the ten thousand men will die with a sword in their hand, not a spoon.
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>>54493216
Because without the trust inherent to diplomacy, many more thousands will die in unpreventable wars.

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