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In the year of 2077, the great war began and everything on Earth was obliterated by nuclear bombs. To this day, nobody knows if the US or communist China shot first.

It was neither of them. The nukes were launched from a hidden underwater city in the middle of the Atlantic ocean; Rapture. But who gave the order? Was it Fountaine, who won in this version of the first Bioshock? Was it Jack in the bad ending? Was it Elanor from the second game?

Now, the radioactive world is a combination of Fallout and Bioshock. Plasmids are powerful abilities that have spread throughout the world. Radiation is known to help the body produce more eve, despite its negative effects on other systems. Ghouls and splicers are one in the same now; radiation junkies high on magic power drugs. Big Daddies sift through the rubble with their little sister mutants, recycling adam for reuse by the survivors. Different communities have to survive against a nuclear wasteland filled with biological experiments and ADAM empowered raiders. Power armor suits and big daddy armor is one and the same.

How can we make this work? Sound interesting?

>TL;DR Crossover clusterfuck between Bioshock and Fallout series.
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>>54326817
I want it to work, these are two of my favorite things, but I am not sure it could work. It is like trying to build something cool with Legos but you only grabbed the cool pieces, you need filler.

The time lines are radically different, I would say it is easier to roll fallout back than bioshock forward. But instead of just focusing on the divergence from normal history where do these timeliness converge? Maybe instead of vault tech making underground bunkers, there biggest sellers were underwater ones! Makes sense with most of the US population on the coast.

But now that you have made that change, what would change in the bioshock universe. Let's say frank Fontaine leaves rapture with enough information to start up splicing topside. Does rapture still fall? Probably not, though I am sure it had hardships. Now Ryan Andrews is still in play to get pissed off when his proprietary sink and be safe cities get copied by vault tech.

But then back to the fallout side. Do we still see the world wide energy shortage that lead to the war that gave power armor and laser robots? Who would splice topside? Likely not civilian with a 50s mindset. But the Enclave sure liked their genetics and viruses. And maybe chinese stealth suits were just a way to augment gene tonics?

Tell me more OP. I want this to be good, even if it just turns into a fan fic. What major players do you want? Brotherhood, NCR, Eleanor, Thinker?
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>>54327152
Me rambling more.

Remember OP, that both of these games work around scarcity. They feel the best when you are low on health, and low on bullets. Don't give commoners and settlers any splices. It would be like if everyone had a laser rifle, you need scarcity for this to work. But at the same time play with genetics. Super mutants and even ghouls might be the dead end of two much splicing. What would happen in a vault where everyone was given telekinesis before the door sealed? What is going to be your Adam and eve? If your great grandpa had electrobolt, maybe you just needed a hit of eve to get the juice flowing again? But I can't quite figure out who would still be making little sisters after all that time, but whoever it is, would be powerful and likely on the brotherhood's shit list. In fact if anything g you should start with a list of what factions like what things.

And some things might have to stay a mystery. We didn't know who shot the first nuke till fallout 4, and in a way it doesn't matter. You could have big sisters raid the mainland for girls and never explain why, and it would still be a better plot the institute.
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>>54327152

I would have kept Bioshock's world a secret from the main Fallout universe until after the war, or that it caused it. The gene tonics and plasmids started to spread on the mainland after the radiation was mostly over. Now you could have the NCR and Legion fighting each other with plasmids. I would honestly see the Brotherhood of Steel being opposed to genetic engineering. They are pro technology, but they seem more all about metal suits and laser guns, probably not as comfortable with bio-engineering monsters.

I could also see the genetic modification of the various wildlife, along with radiation, giving birth to all kinds of horrible mutants. Maybe mutants of all kinds have a small amount of adam inside them, which makes hunting them profitable? Maybe Super Mutants are like biological versions of big daddies, with those freaky centaur monsters absorbing Adam from human corpses?

I do like the idea of undersea vaults though. Maybe during the nuclear proliferation Rapture ended up being revealed to the world as a modern nation instead of in secret, and was one of the world powers? I could see all kinds of underwater cities winding up everywhere, which could also explain how Adam and plasmids and gene tonics ended up on the mainland during or after the war.

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I'm stuck trying to find a system to run a campaign idea in. I'm looking to you fa/tg/uys for advice, both helpful and retarded.

The concept I'm working with is that there will be 5 pre-built characters that my players will control as a group. They'll vote on each character's actions as a committee. If they can't agree, the character hesitates and loses his actions. Each character will have personality traits and flaws that may cause them to act against the group's wishes anyway. They're going to be explorers hexcrawling an alien planet, looking for resources and alien artifacts and such.

I'm looking for a system that is complex enough to allow the 5 explorers to specialize (as Tank, Striker, Crowd-Control, Scout and Support), broad enough so that they can upgrade to cover their weaknesses, and enough tactical depth that the players feel like they're not just rolling d20s all night. Ideally, the system would also allow for upgrades from alien tech.

At first we were going to use Mutants and Masterminds, but it became apparent that tactical combat doesn't work in that system. Then we looked at GURPS, but it's just too dense for the kind of pick-up game it's supposed to be.

I know it's not an easy task, so, what do you suggest?
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DnD 4e, or one of the games based off it.

>>54313634
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>>54326638
Thanks. I'm looking for something more futuristic, and it doesn't support out-of-mech encounters . I guess it wouldn't take much to reskin all of the powers to be mech-based and the enemies to be alien-based, though.

I'm still looking for other ideas, though.
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>>54326822
Gamma World is fun, the one based on 4th ed D&D

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Just started taking part in some RT sessions with some friends from uni, anyone got any tips or stories? I will recap story and characters so far if people would like. I have been a GM many times in the past but this is my first time being a PC
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>>54326426
>anyone got any tips
Use cover. Aim. Stack as many bonuses as you can. In ship combat, make sure every party member is able to use an Extended Action to assist the ship each turn.

Also, if you're going to be playing through the official adventures, building your ship with a bunch of +Achievement Point components will yield a shitload of extra Profit Factor at the adventure's completion. I ran the numbers on Lure of the Expanse, and you can wind up with something in the ballpark of +30 to +40 Profit Factor at the end of it if your ship is set up right.

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Sup /tg/. I'm planning a Pathfinder campaign in a low-magic setting, and need some help with magic items.

My problem is that, by design, characters are supposed to gain certain abilities and bonuses through magic items - Wealth by Level is factored into character progression and CR and so on. But the setting I'm working in is somewhat low magic, where you can't just walk into the Magic Item Store that's in every major city. I want magical items to feel special and powerful, more akin to artifacts, than standard gear.

I seem to remember 3.P having a variant rulesystem where, instead of there being "magic items" that were made by wizards and stuff, "magic items" were legendary items that had power because they were wielded by a hero - by the PCs. And the legendary sword or whatever wasn't really that powerful; the power was in the guy who wielded it. Functionally, it gave players this pool of points to spend on making their items magical, and it took a certain amount of time so that they wouldn't just make a bunch of potions and stuff, etc.

Does anyone know the system I'm talking about? Or have alternative suggestions for magic items in low magic settings?
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>>54326203
http://www.d20pfsrd.com/gamemastering/other-rules/unchained-rules/automatic-bonus-progression

just copy and work something out of this bud. also probably should've posted this in pfg or pgg or whatever its called now
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>>54326456

That looks like a good place to start; thanks. Also, pfg? pgg? I haven't been to 4chan since around the time qst was formed; is tg not the place for tabletop stuff anymore?
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>>54327201
pathfinder general/ paizo games general thread
browse catalog

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How do I put my thoughts into words more easily, so that I can be a better tabletop player? As I am I'm pretty much socially retarded, never knowing what to say and when.
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>>54326147
Find someone who'll practice one-on-one or two-on-one.
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Just like vidya, git gud.
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Read books.

That might not seem like a very helpful answer, but it helped me. Learning other people's vocabulary (through reading) helped me learn to express ideas better.

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> Archmagos Belisarius Cawl collected samples of the genomes of all twenty of the original Primarchs, including those deemed Lost or Traitors, though Roboute Guilliman made clear to his overeager servant that Primaris Astartes were to be created only from the lines of those of his brothers who led the nine Loyalist Space Marine Legions
Didn't Guilliman hate the Space Wolves?
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No, the only legion that Guilliman has hated is the Alpha Legion.
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We all know he should have used 1000 Sons geneseed to get some more Psykers to fuck up Chaos.
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>>54325824
>implying Cawl hasn't done exactly that

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sup /tg/, asking for a friend about system recommendations for running a game set in the Tales of Demons and Gods mythos. I'm only about 300 chapters in but from what I can tell it's chinese 'levelgrinding' xianxia where the main gimmick is combining with a demon to further power up your kung-fu magicks. They're not permament though and can be traded out at will.

Only other thing I can say for sure from what I've read is it seems heavily inspired by MMORPG mechanics in places (world event bosses, raiding parties, differently levelled zones) although it always makes sure to couch them in mysticism/justify in-universe to avoid looking too tacky.

Also, although my first thought was Mutants and Masterminds, most of the potential players don't particularly like the system. Please advise /tg/, you're my only hope!

Feel fre to discuss this new fad of 'grindy' light-novel fighting wuxia/xianxia btw, I have no experience with them prior to this and went in expecting something similar to Crouching Tiger Hidden Dragon. Would appreciate some insight if I'm going to be running this thing.
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Thinking of trying out Call of Cthulu. Which edition is considered the best? Are the differences between editions even that substantial?
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The differences, as far as I know, are relatively minor. I still have 6th edition and I haven't bothered with the new one yet.
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go for 7th - layout is really good and it's still pretty much compatible with everything that came before.

the biggest change from 6th to 7th is that attributes (strength, size, intelligence etc) are now ranked as percentages (like skills) instead of the old 3-18 range
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>>54325689
The differences are tiny so it doesn't matter. Just buy whatever is available at the lowest price.

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>Dwarven tavern owner used to be an adventurer
>Until his arm got broken off during an arm wrestling contest with a troll
>Now he likes for adventurers to gift him with various trinkets and interesting items to decorate the tavern with
>The greater the adventure behind the item, the better

Name me some things he has in the tavern already /tg/
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024 Deck of Spellweaving
A deck of 20-40 Blank cards. When a spell is cast on one, the spell is negated and the card can then be used to cast that spell, negating all components
required for that spell, but only once before it must be shuffled back into the deck to recharge.

026 The chaos butterfly
You walk in an empty room and see a bell jar on a pedestal. Inside the jar is a large beautiful butterfly perched absolutely still. If the bell jar is removed
the butterfly will flap it's wings. Hurricane force winds fill the room and everyone needs to make fortitude saves. The winds continue until the insect is trapped
again under the bell jar or killed.

Healing spellbomb: a tiny clockwork sphere; when activated it starts a timer, and when it runs out it detonates healing everyone in the vicinity for a small to moderate amount. Reacharges by boiling in hot water for an hour.

Quicksilver shields: any projectile (magical or otherwise) that doesn't go through AC gets eaten by the shield. You can release it at a later time.

Jelly powder: turns water into jelly.

003 Bracers of Clicking: When these bracers are put on, they make an audible click. They have no further effect.

010 Dagger of Told Secrets
A simple-looking dagger. If used to backstab someone to death, it will whisper your most embarrassing secret to that person.

012 Enchanted Book of Collected Stories
Opening this will cause miniature creatures/people to pour out and preform a chapter from the book much like a theatre.

013 Diadem of Brothaurity
When wearing this headpiece, you are as elegant and well-spoken as a famous diplomat or regent, but you can't stop calling everyone bro.

017 The Artist's Bludgeon
Inanimate objects hit with this bludgeon will receive no damage; they will however change colour.

022 Bagpipe of Stealth
Grants the user invisibility as long as it is being played.
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Pillow of Jung
When unfastened, the zipper on this large pillow can be used to enter the dreams of the person currently sleeping on it.


Ring of Spell Absorbing. Contains spells, can be released. Must be released before taking off the ring, or the spells will discharge on the wearer.

deck of many trivia facts
a deck of cards that when one is drawn displays a random trivia fact about something in the world, could be anything from how farmer bob lost his shoe to where the Genie lord's secret treasure is


a shard of mirror that shows a weird reflection of reality where everything is black and white, and instead of people shows their shadows only.

a monocle, if you hold it to your eye, you can see little portals next to sleeping creature's heads and watch their dreams.

Warhammer filled with holy water, +radiant damage to undead and fiends
Compass that can always point toward a target/object of user’s choice. Target can be changed at will once per day.

Riddick goggles to negate sunlight sensitivity.

A folio of text of an unknown language.

A small pewter cage which holds a swirling cloud of shadow.
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A monstrous eye preserved in quartz.

A bronze miniature of a ship that appears in your dreams.

A fragment of meteroric stone which seems to make animals feel uneasy.

Twilight's Battleaxe
Weapon (Battleaxe), uncommon (requires attunement)
Once per short rest, when you crit with this weapon it casts Hex on the target. Roll a d6 to determine which of the target's attributes is weakened. The bearer cannot transfer the curse to another creature.

Eidolic Foil
Weapon (Rapier), uncommon (requires attunement)
Dark apparitions bound to this weapon haunt the edges of the bearer's peripheral vision, becoming hideously visible to devour the bodies of beings slain by this weapon. Once 666 bodies have been devoured, the apparitions will be released to prey upon our world and the sword becomes a permanent +3 weapon. So far, the weapon has eaten 1d6 x 100 + 3d20 bodies.

Draconic Frying Pan +1 vs dragons
Jester's Hammer
Weapon (Light Hammer), uncommon (requires attunement)Once per short rest, when the bearer crits with this weapon it casts Crown of Madness on the creature it hit, DC 12


Nullifying Trident
Weapon (Trident), uncommon (requires attunement)
Any spell of 1st level or lower that includes the bearer as a target has a 10% chance to fail, cast by both friendly and enemy spellcasters.

Gambit Cards
Used as throwing daggers. Use real card deck, each card has a different effect. Ex: King of Hearts forces target to make a save vs death, etc.

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What setting/universe fictional or historical would you like a tabletop rpg for? I know that there are many systems that can early support homebrew stuff and settings are mainly fluff but I'm just curious what would you like to have with serious production cojones.

I would love a Grim Dawn rpg for example.
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Endless Legend. Auriga seems like a really interesting setting for an RPG.
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>>54325126
I had not thought of that. Yes indeed it would be interesting!
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Mine we mostly from literature.

I would like the world of Jeroun (Zachary Jernigan novels), the insect tech from the Bel Dame Apocrypha series (Cameron Hurley), and maybe some jap sci-fi ala Alita.

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Post memes.
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Anime was a mistake.

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Emerging into the Galaxy near the Halo Stars Hive Fleet Ghoul was originally a standard tendril of the Great devourer seeking organic matter to absorb. Ghoul had the misfortune of finding a System near the Eye of Terror known simply to the only being who visited it as “Spawnhole” For as long as even the ancients of the Traitor legions could remember Chaos Spawn was dumped in this out of the way system and occasionally harvested for various uses.
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Go on.

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I have a friend who would really like to play some table-top RPGs, but due to various reasons, can't make any of the other group games in our area. I'm looking for any suggestions on games that are reasonably functional for one DM and one player. At the moment don't know what kind of game I'd run for them, but I'm looking for a system that won't collapse if there's not a "party".
Anyone done anything similar to this? How did it go?
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>>54323594
i've heard of people running 1 player d&d games. maybe an entire campaign could get boring but a single game would be fine, especially if you switch off dming
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Mars Colony.

Warning, will probably be depressing
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>>54323594
Isn't The Mountain Witch made for a single player and a GM?

What happened to Exodus?
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>>54323382
He was destroyed by a quartet of punch cards.
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>>54323400
Huh?

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First adventure of my upcoming horror/espionage campaign;

> party is a team hired by an unknown conspiracy to collect black magic artefacts.
> first mission is to pick up a stash of artefacts from a small office.
> rival conspiracy got there first, grabbed the stash and murdered all the office workers, fled the scene two hours before the party got there.
> every victim got their hands chopped off (for black magic purposes), some doors had their locks blasted with breaching rounds, security cameras are no good (tapes were taken/destroyed), a worker was a traitor but got killed after the stash was nicked, the safe containing the artefacts was cracked (used a cutting torch)...

I originally was thinking the party wouldn't be able to track down the rival mercs, but now I also want them to have a chance at finding them instead of just reporting back the theft to their handler.

What clues should they find on the scene? The setting's modern Earth, BTW.
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