These two are pretty similar, but who is the best what they do?
Let's have a non-fantasy thread cyberpunk, space opera, post apocalyptic and all others are welcome
I've been thinking about so called "hard scifi" settings and determined that most of them are pure crap because they don't grok human nature. There's no way that a big chunk of humanity will EVER let itself become unable to walk around outdoors on Earth barring some environmental catastrophe like a K-T scale impact before we figure out space habs with gravity. This means no Belters or Integral Trees spess elfs. 1g spinning gravity for everything, and no pregnant women or kids in space.
Forgot to put 'art thread' oh well
If dogs could make RPGs, what kinda settings would they dream up?
>>54336510
Alignment would be dependent on how much of a good boy you are.
>>54336510
I wouldn't want to know what kind of settings would dolphins come up with.
https://www.youtube.com/watch?v=B_MW65XxS7s
Does anyone know where these parts are from? I found the pic some time ago and some of my friends and myself are curious as to where they are from? Or do you think they are custom-made?
Probably custom 3D-printed.
I've never heard of Berserk figs coming that small.
>>54336360
https://klukvaminiatures.nethouse.ru/products/24437636
Took like 30 seconds.
What digital card games (DCGs) are you boys and girls playing nowadays, if any?
Pic related: I was only recently introduced to Eternal, and it feels like Magic if it fully took advantage of the digital format. I'm also playing Shardbound, one of those up-and-coming tactical card games: a card game where the action plays out on a grid-based playfield.
Apparently, Shadowverse is going through the middle of its proverbial "eldrazi winter" right now, where the meta is stuck on hard mana curves and a single deck wins over 60% of all matches. That's pretty nuts.
How important would artillery be in a low fantasy setting based on 19th century america/europe?
>>54335826
What level of magic/monsters?
>>54335836
Weak magic/Lots of monsters
>>54335881
Seeing as artillery was incredibly important in warfare at the time and there's lots of monsters, I'm going to presume there's also a lot of larger ones, I'd say definitely.
But what interests me more is how your societies are run, especially in terms of travel and commerce; 19th century societies were created due to the increased ability to transport goods, resources and peoples, resulting in economic advancement and accumulation of capital to push these technologies. How are they occuring in a regions where there are a lot of monsters? The monsters would take the place of lawless brigands and such, and cause a government (many of which by the 19th century had pushed for the extermination of harmful animals and had accomplished it centuries ago) to make travel safe?
What are the best Deck Building Games to play co-op in a group?
Aren't all deck builders competitive ?
Which are some different "flavors" one can play when playing a samurai? Original or overused, i don't care, just give me some ideas.
>the lonesome silent ronin who has a good heart deep inside.
>the guy who is loyal to its lord and its going to die for him eventually
>the guy who abuses his power and doesn't care about bushido principles
>the guy who commands a whole army but wants to usurp his lord's throne.
This is how I fighter
This is how I kill the board.
This is how I Thrallherd.
Hey /tg/. I remember a thread on here a while ago about a game system that worked well with Persona. What was the name again? If any of you tried it, is it fun?
>>54335129
It's called Monsters and Other Childish Things. There's a homebrew being worked on and playtested these days that is Persona flavored.
>>54335608
>>54335129
ORE (One Rolle Engine) is another term to search for - the base mechanical system MaOCT uses.
>>54335129
I am running a persona campaign using a refluff of the MaOCTs rules that you saw earlier. Shit's pretty cash
Good morrow, fa/tg/uys and ca/tg/irls. I'm here to discuss strategies for better characters to improve role play.
How do you make your characters? Stats, alignments, backgrounds, etc. Do you have a process? Do you min-max? Do you focus on RP, utility or combat prowess? Do your characters have flaws?
How do your characters treat their friends? Their enemies?
What does your character do outside of combat?
What does your character honor/care about? What are their goals?
Lastly, what choices do you make as a player to convey your character's motives? How do you interact with PCs and NPCs (aka role play)?
I've tried using voices, painting a mini that represents my character, changing my diction, and making characters with loyalties outside the party that can cause group conflict.
Please discuss. I want to learn how to make and play better characters!
Pic unrelated, only vaguely /tg/ pic I have.
>>54334374
>How do you make your characters?
Depends on the system.
>Do you have a process?
The one described in the rulebook.
>Do you min-max?
Depends on the system.
>Do you focus on RP, utility or combat prowess?
Depends on the system.
>Do your characters have flaws?
Nobody's perfect.
>How do your characters treat their friends? Their enemies?
Depends on the character.
>What does your character do outside of combat?
Depends on the character.
>What does your character honor/care about? What are their goals?
Depends on the character.
>Lastly, what choices do you make as a player to convey your character's motives?
Ones consistent with my character's motives.
>How do you interact with PCs and NPCs (aka role play)?
As warranted by my character and the situation.
>>54334374
>How do you make your characters? Stats, alignments, backgrounds, etc. Do you have a process? Do you min-max? Do you focus on RP, utility or combat prowess? Do your characters have flaws?
I like randomly rolling for stats, and play the dice as they fall. I tend to min-max for combat, but roleplay the flaws.
Like a charisma dump statted character might be a leper knight, who is determined to die on the battlefield rather than from illness. He's grim and bitter about life, and absolutely hideous with his bandages off. That's why has about 5 cha.
Or a rogue with 5 wis might be a guy who sees himself as a robin hood or some sort of celebrity, and instead of laying low when committing crimes, leaves calling cards and taunts the guards.
>>54334374
Let the GM create your flaws for you, then overcome them.
Trying to assert that kind of thing ahead of time is like preplaying the game without the DM and then insisting he accomodate what you want to do regardless of the situation and setting you are in. It leads to an incoherent mess.
Make that stuff in response to what you are handed. Give the DM as little as possible up front. Make him draw it out of you, and when he has a problem with something, retract it and make something better.
Skitarii here; The Ecclesiarchy are dumb, and SoB are stupid.
P.S. Cult Mechanicus is the only logical choice.
>>54333937
Heretek here; The Cult Mechanicus are a bunch of ignorant slavemasters.
"The path of the Omnissiah has left humanity dithering in the darkness, incapable of advancing on the paths of knowledge. Embracing the Warp reveals technology that the primitives on Mars could never dream of wielding."
>>54333937
Sons of Medusa here; the Cult Mechanicus and Ecclesiarchy are two halves of the same whole, and it's time to bring the gang back together again.
The Astronomican said so.
>>54333937
>>54334001
Isn't there a middle choice that embraces science and technology without being a hidebound idiot or a warptainted retard?
Oh right, there is. Cawl.
Bellisarius Cawl: He's better than you.(tm)
Stat me /tg/
>>54333227
0 HP
>>54333227
Size/Type: Large Magical Beast
Hit Dice: 5d10+25 (52 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +5/+14
Attack: Claw +9 melee (1d6+5)
Full Attack: 2 claws +9 melee (1d6+5) and bite +4 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Scent
Saves: Fort +9, Ref +5, Will +2
Abilities: Str 21, Dex 12, Con 21, Int 2, Wis 12, Cha 10
Skills: Listen +8, Spot +8
Feats: Alertness, Track
Environment: Temperate forests
Organization: Solitary, pair, or pack (3-8)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-8 HD (Large); 9-15 HD (Huge)
Level Adjustment: —
Previous thread: >>54170654
Trove: https://mega.nz/#F!l6gyGJIY!a9EKxOkVtOV8ZsYQ7XgENQ
>What is Godbound?
A rules-light fantasy power-trip TTRPG about playing demigods, accomplishing epic feats, battling mythological creatures, and reshaping the world in your image.
>Where can I get it?
Look in the trove, or get the free version here :
http://www.drivethrurpg.com/product/185959/Godbound-A-Game-of-Divine-Heroes-Free-Edition
Thread starter:
>Faction rules. Do you use them? Did you hack them? How can they be improved?
>>54332636
>faction rules
They're fine as long as you don't do stupid shit like treating a bunch of smaller groups like villages as individual Factions instead of rolling them together into a single larger group.
>>54332636
Every experience I've had with the game has been a disaster; has anyone had a good, long lasting campaign of this? How much were rules altered, what did it focus on, etc.?
>>54333481
Not yet a long lasting campaign, but I'm three sessions in, and so far it has been great.
Right now, the PCs are transitioning from a focus on discovery of the setting to expansionist goals.
There is a lot of talking, as they try to bring people to their side, and strike deals with the other prominent figures.
The two fights that happened where brief and intense : in both cases, the pantheon was outmatched and had to find a way to get out of the conflict alive rather than defeat the opposition.
I'm mostly GMing it as some kind of political conspiracy campaign, with angels, made-gods and godbounds all scheming to take over the universe. I have the three main antagonists (that the PCs have yet to meet) manipulating the NPCs from the shadows to further their goals. The campaign's overall structure is somewhat equivalent to Night's Black Agents' conspiramid.
Last session, the PCs discovered the Night Roads, Heaven Shards and realms other than Arcem (Qelong and Yoon-Suin). The scope of the campaign is expanding quickly, they plan on taking control of the Patrian Empire next session.
As far as rule alteration goes, I increased the amount of XP per session in order to speed-up character progression: it's going to be a short campaign ending in September, and I don't want the PCs to stay low level until the end. My plan is to have them sit on the Throne at the last session, but we'll see how it goes.
What's are the coolest fantasy kingdom / empire / city names you've met in a game?
>>54332470
Bon Marché. It sounds like it should mean "beautiful wetlands," it literally translates to "good market," but it's actually idiomatic French for "cheap/low quality."
Of course, I think all good worldbuilding starts with a pun I don't expect my players to get, so YMMV.