The Dark House Campaign
A group of travellers huddled together near the fire, the night sky bore down an icy wind on them as the moon rose high. This motley crew consisted of a paladin, a Warrior, a Dark elf, a Tiefling, and a man who thought he was some sort of bird creature. This rather odd band of misfits had drawn together after a bar fight erupted in a town. The paladin was protecting said town (Called Turmeric, the spice wasn’t known by the founders.) and was standing just outside the bar (quietly minding her own business) when four adventurers invited her for a drink.
Later, (when at least ten pints of mead, whisky, and a rather suspect liquid that the paladin kissed the holy amulet around her neck before drinking had been emptied) the Warrior started talking rather sourly about a certain god, a god that had several followers in the bar. Things didn’t cool down after the Paladin joined in, attacking the god as well, and received punch to her jaw for her troubles.
During the bar fight a band of bandits attempted to raid it the town. However, they weren’t expecting two drunk, armed warriors, followed by an angry midget wizard, a drunk squawking magic man, and a tipsy dark elf to burst out of the nearby tavern, and proceed to put aside their differences to murder them.
After the fight had been cleaned up, the Paladin realized how much she missed fighting alongside a group of mad hatters who could keep up with her. She told she had decided to travel with them.
How would you do a setting based off of the work of Henry Darger?
Good place to start might be the movie adaptation they did a few years back.
>>54401017
Sucker Punch was balls.
>>54401017
Is this somehow related to bitch slap? I only saw sucker punch but both movies coming out at the same time with such titles always made me curious
Hello
I am looking for recasters that do HH Epic . Managed to get in touch with Resin Bro , but he just went silent for couple of days . If you are still there ResinBro please contact me . My Reddit name is HorusWarhamster .
This software helps fantasy world builders manage their fantasy worlds, while keeping it entirely on their own hard drives, and in their own hands. It is designed as a dungeon master aid, and it focuses on things typically found in fantasy rpg worlds. The four main entities it tracks are Npcs, Gods, Regions, and Events. You can use this tool to track relationships between the different parts of your world in a rather zippy manner, and if you don't have enough information on the default screen just throw it into the statblock. If that still isn't enough for you, don't let labels confine you (Npcs are very similar to Items,) so use it in a way that makes sense to you! It is your fantasy world after all.
Because this application is a dungeon master tool it comes with easy ways to show players your fantasy world, every major object can be shown to the players through a second monitor facing the players, or connecting a different device to this computer through a IP adress after starting the web service. Additionally, You can move your worlds around on a hard drive with the software, so if you need to DM at another person's PC all of your information is still right where you left it, along with the application. This should not slow down your gameplay, and keeping track of information with this tool means that you shouldn't forget it by the time next session rolls around, not because your memory is so good, but because you wrote it down and it is on your screen again.
We hope that you enjoy using our software!
https://github.com/ForJ-Latech/fwm/blob/master/README.md
updates:
1. web service no longer shitty for exploring.
2. things should auto refresh when retabbing back into things.
shadilay
kek is calling his flock together to create the promised land.
>pls be my ai gf
ash al yid
praise kek and prophet pepe (memes be upon him)
What aesthetics, themes, or playstyle elements attract you to a miniature army in a game?
>>54396499
Mostly aesthetic and themes. Playstyle generally comes second, but is a factor I am willing to bend on if I have a cool army conversion idea in mind.
>>54396499
Rules are number one to me. I can forgive less than perfect models if the rules are solid.
I tend to look for stuff that does something somewhat unique. Be it rules or model design or whatever.
I like personability. I don't like big uniformed legions
It's a fantasy tabletop wargame, but instead of being a shitty pastiche of generic fantasy wargames, it's about insects.
Specifically, newly sentient super smart insects created in some vaguely fallout-esque disaster that freshly wiped humanity out.
Armies of Spiders using homemade weaponry from both their silk and things found in the ruins of humanity (like small shards of glass or wires to create daggers and flails) charging into battle against Ants riding a cavalry of trained mice, ripping each other apart.
Butterflies fighting in the sky, using newly created tech to rain hell on the Termites who have infested a JCB and are using not just that, but an alliance with a beehive to wipe them out. Insect factions of all sorts breaking into ancient human tech and making their own from their own research and reverse engineering
Grand, impossibly large battles that only take up a single suburb. Armies fighting to the last claw and wing in order to fend off the hive destroying, godly powerful bears who roam and hunger.
1/2
Sounds cool.
>>54395350
2/2
The game would be played more like a trading card game/grid based than your standard "eyeball and measure" tabletop.
Each unit/race would have two specific traits and advantages, and then more for other ones. Unlike some other tabletops, the concept of mixing armies would be heavily encouraged.
Spiders: Spiders would have a unique Stunning/Trapping ranged attack on some units (replaced by a lunge for others), as well as traplaying. Tarantulas, Jumping Spiders, Funnelwebs, Trapdoors... Lots of options, but they'd be a low tech faction.
Locusts: Locusts would have numbers. They'd come in repurposed vehicles and they'd just jump out en masse, their little guns and everything everywhere. Increased morale so they can't be routed, faster reinforcement summoning and the best movement speed of any race. They'd have good tech, but they'd be fragile because they didn't study armour, only flamethrowers and how to power vehicles.
Bees: Bees would be able to kill anything at their own cost, but it's a risky gamble for larger units. They'd have fortresses on the field to rally behind, and have shitty tech, but just better than the spiders.
>>54395350
>but instead of being a shitty pastiche of generic fantasy wargames
Annnnnnd you lost me.
I like RPG's a lot but there's one problem, the start. In a game like Daggerfall, your movement speed starts out low and it makes the game so much more sluggish especially with how it also affects turning with your mouse. How do you solve this in other RPG's?
Is this /v/ question or /tg/ question?
>>54395287
>>>/v/
>>>/vg/
>>>/vr/
/tg/ rules are pretty lax when you're talking about lore or rules, but this is very specifically a question that has nothing to do with /tg/
So guys I'm going to send my players to a an area inhabited by partially urbanized horse nomads like the old turks next but I don't really have any ideas for side quests in that area.
I am planning on atleast including one unwanted bride kidnapping but aside from that I dont know.
How does /tg/ make their dungeons? Handmade, or automated, or touched up after a generator? Do you forego grids and visual aids entirely?
>>54394816
I make each room by hand, put them into a flowchart describing intended player progression, and use that flowchart to decide what rooms get connected how.
I don't actually map the hallways on grids, I just have a generic "stone hallway" / "cave hallway" / "flaming skeleton hallway" set of maps I use for those if combat happens in them.
>>54394816
I once sent my party through my Dwarf Fortress.
There were no survivors.
>>54395140
Why would you be so cruel and do such a thing anon?
questions and advice that do not deserve their own thread. GMs and players welcome.
>what is the best damage/armor system you have seen so far?
>what are good playerskill-based mechanics for a game that relies primarily on RNG? stuff like Dnd.
>what are some interesting thematics for a super-dungeon consisting of 10 different layers and more?
>what are some examples of fantastical yet "plausible" wildlife?
I will also try to answer or at least contribute any of your questions.
>>54394774
>what is the best damage/armor system you have seen so far?
I still love the system present in the various war hammer rpg's
>what are good playerskill-based mechanics for a game that relies primarily on RNG? stuff like Dnd.
I feel like if you try to make D&D about playerskill then its not really D&D, that being said you could learn something from the OSR threads about dungeoncrawling
>what is the best damage/armor system you have seen so far?
I personally like it best from ORE (specifically WT)
>what are good playerskill-based mechanics for a game that relies primarily on RNG? stuff like Dnd.
RPing should be the only out of game skill, most players will be autists
>what are some interesting thematics for a super-dungeon consisting of 10 different layers and more?
Portals probably. Make it like Dark Souls or Phantom Hourglass where you can keep coming back to similar areas finding more hidden parts as you go.
>what are some examples of fantastical yet "plausible" wildlife?
Prehistoric versions of modern animals. Bears, deer, rabbits and wolves could all be made more savage.
Can anyone recommend me a good super hero tabletop game? Ideally one with lots of power customizability.
complaining thread, let it all out
>friend insists on bringing weed to session 2
>whatever
>D&D day, all starving because we wanted to order pizza and friend A is 30 late
>he finally arrives, tells us he was late because he forgot time while eating dinner with his GF
>a bit later friend B pulls out the weed, weed lmao ensues
>friend A and B start to randomly go on a walk without saying anything
>me and the other 2 wtf, well lets just have some fun playing some smaller board games, they can't stay away long
>1 hours later friend A returns
>tells the other is still at the pub and its great fun
>we already went back to the campaign and continued on. decided to kick the friend A and B from the campaign
>runs off in a fit
I had no words
>>54394629
No one wants to help give advice on updating Modern Jund :c
>>54394629
>friend insists on bringing weed to session 2
Where you fucked up, don't need to read the rest.
>be me
Thinking of getting another boardgame for 2 players. I've been playing Arkham Horror with a couple of expansions and also thinking of getting another one. Here's what the choice comes down to:
>Doom 2nd edition
>Terraforming Mars
>Great Western Trail
>Arkham Horror Kingsport or Dunwich Expansion
I already own Innsmouth, Lurker and Curse of the Dark Pharaoh for AH. I also have trouble convincing my pleb friend that GWT is a good game, I've seen nothing but good stuff about it but he dismisses it all just because of the setting.
So, I want to run a Rom-Com/Slice of Life style RPG, but with aliens living amongst the human populace.
What system would y'all use? How would you incentivize Rom-Com esque play? Favorite unusual alien phenotypes?
>"What system would y'all use?"
I found one about going around the galaxy meeting new species and trading goods and services while ensuring you don't get eaten by a inter dimensional scary thing or have a bunch of goths declare me a heretic and sacrifice me in the name of their holy emperor. Interested?
>>54393726
D&D 4e
Threats of violence
Giant penises
>>54393726
...Maid RPG?
Hi /tg/ I'm trying to start on development of a campaign set in a setting akin to Final Fantasy 7's 'high-tech fantasy' world with all the more or less light sci-fi/modern tech that is more or less a plague over a hard fantasy setting.
The idea of basically Rogue Trader's with a FF7-like airship running around a world akin to said game but a little more gruesome and depressing. My only issue is what game system allows for such a mix of might&magic alongside things like firearms, mechas, and jurry-rigged gadgets...
pls no bully
>>54393498
GURPS.
>>54393498
>>54394122
GURPS is versatile in setting, infinitely so, but not particularly versatile in tone. It's tone is very gritty, simulationist, and low-heroism. That might be what you're looking for.
INterrestingly enough, 4e is also setting neutral, but inflexible in tone, but while GURPS is setting versatile because of all the interchangable subsystems to, 4e is setting versatile because the fluff-crunch separation means you can refluff the classes to anything you like: from space opera archetypes, to giant robots.
However, much like GURPS, it is also inflexible in tone. There are always three universal truths in any universe you are running using 4e.
1: Melee weapons are a viable choice in combat, even if guns exist.
2: Flight is not going to be available in combat before epic tier (I.E. when things start getting... you know... epic)
3: The PC's are the goddamned heroes of whatever story it is you're telling. They are not a band of mercenaries who met in a bar just trying to survive by delving through underground teasure-troves: they are the PROTAGONISTS with a capital P
Honestly.... between GURPS and 4e, you've basically got every setting and tone covered, so the question you have to ask yourself is: do you want your PC's to be the protagonists of the story who are destined to save the world, or vulnerable pieces of a living breathing world that functions with or without them.
If you chose the former, go with 4e. If you want the latter, go with GURPS.
>>54393498
As others have said gurps can handle your idea well. If the system is too "crunchy" for you perhaps try other generic systems like BRP or even the cypher system. If you want something very rules lite maybe Fate, though personally i cant seem to get myself into fate.
So I may have fucked up slightly in my storytelling, and I want to hear y'all opinion of it before I decide what to do.
Basically, I've got a player who wanted to play a somewhat more morally-ambiguous game. His character is high charisma, manipulative, and power hungry. So far it's worked out great. I've been throwing greater-of-two-evils types at him mostly, so he can save the town, but still play the character. Near the beginning of the game, I introduced him to an NPC witch to support him with potions and such. She's been bound in service to an outsider ever since her father fucked up his debt. I've been slowly pushing a romance between them closer and closer, leaving him with a choice, but making it clear that she's into him.
Now here's my issue. I recently realized I've pair up a textbook narcissist with a textbook co-dependent. While I admit I don't know a lot about relationships, I do know that these types of pairs are notorious for blowing up spectacularly. So do I let them keep falling in love and give them a happy ending, glossing over the obvious flaw? Or do I have it fall apart like it should?
>>54393489
as someone who mainly GMs MonsterHearts (a game which literally has a class for being a co-dependant) I'd have to say it depends on whether or not your group are comfortable having that sort of dynamic at the table. If anyone is made uncomfortable by seeing that kind of screwed-up relationship play out then either angle away from the romance or make it clear to the player that he can't be abusive. That said there is an interesting dynamic to be explored here if no one objects.
>>54393489
Flip a coin and post the results.
>>54393489
See if you can make it creepy enough for the player that they back out on their own accord.