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Archived threads in /tg/ - Traditional Games - 563. page

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Stories? Characters? Good stuff? Complaints?

Let's talk Adventurers League!
2 posts and 1 images submitted.
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I love my premade character. He's an entirely human folk hero from a town that's been overrun by dragons for 30 years. His destiny is to revive the town!
Also he swears creatively in Elvish, because I think it's funny.

Hi /tg/
can someone link me to a PDF of the Shadow war armageddon rulebook?
2 posts and 1 images submitted.
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>>54301104
no

Working on the rules.

-Draw 1 card each turn.
>maybe start with 6.
-After drawing, you may trade in any number of cards from your hand for cards at the top of your deck. Cards in your hand art placed at the bottom of the deck in any order.
>this could be dangerous.
-If you run out of cards, you lose.
>No deck limit though

There are no external tokens or counters in this game. You can not have duplicates in a deck.

The field consists of 2 sides. Each side can have any number of zones. Each zone has a line of decks called stacks. In the context of play, line's have an order; front and back. Each stack consist of 4 sections. The top card, face card. The held cards; face up underneath face card. The buried cards; face down underneath held cards. Crossed cards; these can be put on top or bottom. They are perpendicular to the stack and represent damage & negative effects.
Stacks can be horizontal or vertical. Each orientation has opportunities for different effects. Horizontal is generally defensive or indirect abilities. Vertical is often direct and offensive.

There is no framework to this game outside of what I've mentioned above. All further instructions come from the cards themselves. This game is meant to run a little longer than magic & is much more of a "sit down" strategy game. The idea is to build up good ecosystems of cards to sweep your opponent. Some cards have broad targeting, but are weak, some cards are strong, but target a narrow set of card types, some cards can amplify or alter other cards.

>Pic related
This looks like a "brute force" creature. It would probably be able to burry creatures with 3 orbs (of any type) if they had a <insert target niche here> glyph.
It should have at least 1 other abilities.
When using <jungle><techniques> this creature applies a +3 bonus to the card's <wild> factor.
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there used to be more container glyphs but I took out "up triangle" and "down triangle" containers because of the "cross" state a card can have. "Crossed" cards have solved a few things and made the game less cluttered.

|None| - No container.
(life) - Organic life. Not for golems.
[material] - Generally represents Material. what something is made of and how much of it it's made of. Damageable
<passive> - these are always "damage" when crossed onto a stack. They may come with additional effects. A lot of cards have these because every card can be considered an energy resource for another card. There can be positive effects too for diamon cards that are held regularly; parallel with the stack.
{general-association} - a master of ___, skilled with ____, primary emphasis ____
[|Vehicle|] - Damageable.
[<Device>] - This + Material is for golems/mechas. Damageable.
[[Building]] - a building made of ____, a building for ____. Damageable
<[AOE]> - fog, earthquake, rain


Smaller creatures can be good for ecosystems because they're abilities will focus on routing the targeting of your cards and changing states of cards. Another great ability for "starter" creatures, is for them to allow larger ones to be summoned with certain costs.
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There are many glyph types.
If there is enough imagination to back a concept creatively, it's deserving of a glyph. That's how the blockchain works.

Ink will be a glyph.
Think of a card called "ink heart"
It enchants a creature, and allows it to cast ink spells that also share their element.
There will be ink spells that are not just ink, but water, fire, lightning, etc.
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Not all monsters can attack each other directly. that's because this is not a battle scene. this is a story. Some creatures can attack directly, but in order to go to war you'll need to summon battle cards. These are cards with specific rules for each advantage and bonus different types of creatures gain when engaging in many forms of battle. Battle cards have different rules and use glyphs differently when calculating for priority, attack and defense. Be prepared for all types of combat.

From before you are born you are assigned a number which will track you long after your death. You live your life out unaware that your very existence is tied into a portfolio of Swiss bank accounts, hoards of long lost art and cultural treasures, and blackmail on generations of political and business leaders. The cryptogram that contains this information is your #.

If you can ever get your hands on your #, you will cease to legally exist. You will have no public records, no Social Security number, no standing as a citizen of any country or even as a human being. And through the resources of your # you will have access to the wealth and influence to travel the world as a shadow, a non-entity, a black spot. Lose your # and you have nothing.

If you want to go hunting for other such people as yourself at that point, and to take their #'s from them, you will need a Trace. These are firearms that will never be tracked or investigated by the public authorities. Instead it will give you an existence and standing among the World Shadow Government. By performing missions, they can use your Trace to transfer you rewards and keep track of your ratings among the other denizens of the shadows. It also makes you a moving target, a member of the deadly web of factions in a war of assassination that makes up the Shadow Government.

> How would you do a Dark Souls style campaign in a modern/thriller setting?
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Total shit Illuminati based on woketard platitudes.

Hagbard would have ate this nonsense for breakfast.

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Anybody play Mindjammer?

What about transhumanism makes it fun to play in, and how is it different from good ol' space opera/fantasy?
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>>54300162
I'm looking at running a game of the FATE version. The mechanics and options are cool (you can play a sentient space station and so on) but I'll definitely be jettisoning the lore for something not super boring.
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>>54300688
>for something not super boring.
The lore is super-boring? I thought that was the whole appeal of the setting.

BTW, can I play as a hyper-intelligent Mantis-form von Neumann machine swarm?
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>>54300758
It feels very ho-hum and settled to me. Stars Without Number has more interesting lore in that you can still do all the cool shit, but it's set in a universe not run by a giant insurmountable star empire that ultimately cares for nothing more than preserving its bland oatmeal culture.

The best way I can describe the Commonality is if all of the modern "liberal" causes were accomplished and now nobody has anything better to do than safeguard that progress. It's a nice place to live, I'm sure, but really fucking boring to play in.

Also the backstory is hilarious in how long it takes humanity to accomplish anything.

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I thought Gretchins would be easy because of their size.
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You fooooooool
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>>54300058
pls no bully
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>>54299238
Looks like some pretty solid gretchins though.

Your favorite setting and your favorite rpg system: are they compatible?

That is to say, could you feasibly run a campaign using that system in that setting?
2 posts and 1 images submitted.
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I mostly want to run games in my own setting, but yes

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>find game through game finder thread
>everything seems cool, group is fun and chill, game is a blast, interesting setting and the GM's style is good
>less than two months go by
>game fucking dies
>GM immediately moves on to running a fucking bleach game

I'm only a little angry, mostly just disappointed. Post /tg/ feels and lets commiserate together
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>>54299167
There, there, you poor thing, you.

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Welcome to Night Shift, a game of minimum wage and maximum weird. https://1d4chan.org/wiki/Night_Shift

We just had a Night Shift thread with some people who said they might post interesting things if the thread stayed up. That thread hit he archives, so I'm setting up a new thread.

NSWanon had some stories he could share, but only was able to share one before the thread ended. I'd be interested in reading the others.
If anyone else has stories from running/playing Night Shift, I'd be interested in those too.

Also from NSWanon, he described a system of rolling d6's and counting 5s and 6s as successes. But in that system, what would the attribute numbers mean? Are they added to each die, or add more dice to the roll (in which case, what do negative numbers mean?), or contribute/take away successes?

There was one poster who said he found the descriptions for his Gas'N'Go and surroundings, which I'd be interested in.

Does anyone else have their Night Shift store/surroundings detailed? I'm having a hard time imagining the size for the store. It's usually described as being along a highway, but those stores seem usually small to me, which seems like it would make it hard to keep things happening between the aisles without it being noticed by everyone right away.

On a somewhat related note, has anyone run Small Towns? I can't find any examples of anyone playing it, and I'd be interested in stories/impressions of it.
3 posts and 1 images submitted.
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>>54298978
>but those stores seem usually small to me, which seems like it would make it hard to keep things happening between the aisles

Not when they're piled up with 16 feet of junk food and diapers.
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>>54298978

>Also from NSWanon, he described a system of rolling d6s and counting 5s as successes. But in that system, what would the attribute numbers mean?

You start with 1 free d6 in your pool. If the challenge in question is related to your character's role or background (packing a bowl of N'Zur Kind Bud in order to smoke yourself back to the right dimension, for example, while being a fucking stoner) you get another d6. At maximum, you only get those two d6 for free.

If there are any helpful [Tags] you may draw a die from the central "Station Pool" which all characters share. This gets replenished when you start solving the Weirdness or just do your job (that second part rarely happens in my experience).

[Tags] are temporary notes added to your character sheet like [Stoned Out of Mind], [Currently Lacks A Nose], [Baba Yaga's Wallet]. They arise out of play and I hand them out like candy. Not great candy, though. Those gross orange waxy things everyone has on Halloween.

Finally you may draw any number of dice from your personal "Effort Pool" (starts at 5, replenishes according to role, so Assistant Manager might replenish by being an asshole), and anyone helping you may donate from their Effort Pool as well.

You roll all the dice, adding (or subtracting) to each result depending on which Attribute the DM specifies. 5's and 6's are successes, if you get enough you do the thing. But you probably didn't get enough and now the ghost of Yogi Berra is trying to take the rest of your toenails.

>In Summary
1d6 + Background + [Tag] + Effort = Dice Pool
+/- Attribute to dice results, 5 or 6 = success
If # of successes = or > DM specified Target Number then Yay! If not then Boo.

In practice, the game involves me setting unrealistically high target numbers and rewarding players for absolute bullshit. And then punishing them for absolute bullshit.

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Rolled 15 (1d100)

Post meme games
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>>
Every game that /tg/ talks about is a meme game because memetic discussion is the default for this website.

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Anyone tried pic related out?
If so, how does it play and function?
Also, should I use the latest preview, or beta version?
3 posts and 1 images submitted.
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Why would someone make a game about the worst Halo game?
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>>54298588
I've played one of the older versions, and it was alright

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Non-annoying meta thread

Is their anything stoping smut threads from coming back? Why?
6 posts and 1 images submitted.
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>>54298466
>Is their anything stoping smut threads from coming back?
The colour of the background.

>Why?
Because some of us browse at work, and don't want our bosses to know our fetishes.
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>>54298498
Erotic literature is outlawed on blue boards?

I think if we made the OP's extremely sanitary we could get around number 2

Maybe have a rule about posting no racy images or something
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>>54298466
Mostly the whole business about the people who made the smut threads having really no intention of actually discussing traditional games, and the other boards they've ended up on are much better suited for their topic of discussion.

This is the traditional games board. If you just want to talk about your fetishes, that's what /d/ is for, and why there's a smut thread on /d/ right now.

That, and yes, it's a blue board. It makes no sense to try and hamfist fetish discussion here when you can't even post uncensored pictures here.

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Okay, so in a few weeks I'm supposed to GM a pathfinder game for some people who have never played before. Any tips or resources you guys could give me to be a good GM? Also have no idea what sort of campaign i will run them through, so any ideas on that front would be most welcome.
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>>54298464
whose idea was this
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>>54298464
Give Robin's Laws of Good Game Mastering a read. Exploit tools and frameworks like Five Room Dungeons. Rip off your favorite media if you're strapped for ideas/inspiration. Consider not running PF.
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>>54298563
Literally everything on this list. Especially the spoiler text. I realize it's free online but there are better games that are also free online.

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>7022 Post Omnigate
>he thinks the Abolishers will be able to take over the Mindforge
Third War for the Mistverse when?

Let's talk about a made-up setting like it's an established thing
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>>54298200
Wtf you smoking f a m? Abolishers have been the Supreme Auteur's waifu faction. Of course they gonna win.
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>>54298200
Bitch please, the Mindforge are fucking shiteaters and cumguzzlers extraordinaire.

I mean, mind control powers across the whole faction, and they go "lol they're a bunch of over-hedonistic twats" like that isn't the characterisation of like every mind-control capable bad guy.

I mean, the Abolishers are shit, but at least they're interesting shit. The Mindforge are just shit, period.

In case you're wondering: Rain Men for life, yo. Precipitator best girl, Condensation a shit tactic that should be thrown in a garbage fire.
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>>54298333
>Condensation
>Shit
Pleb detected. Do you even Spark synergy bro?

>He doesn't bait the enemy into Mist Clouds under gunbolt fire before condensing the cloud and zapping the whole squad with a chain-Spark

So, I have a strange problem. My D&D group sort of died off (may be reestablished in fall), but I miss the game and I have decided to look for other D&D opportunities. On my new yob I got a really comfy room where potential group can play and I decided to look for players. (I can GM) I vent to FLGS and since it is rather new, it is FLOODED with people who are interested in D&D. I joined an open-game group with about 10 people and another 8 interested in playing, but unable to join for obvious reasons of overcrowding. So I have a ton of cadre to pick from.

Now I'm thinking of just putting a post on FLGS's fb and asking for potential players to join and perhaps picking them on basis of their fb profiles. I also noticed a few people in pre-mentioned group i sort of like ... But I do not really know how to pick them.

In my past I had a few bad experiences with groups (people screaming, fighting, munchkin-ing, being disinterested in the game), so I wonder if /tg/ has any good advice for me on how to pick players for my campaign.

thanks
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b0mp
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>>54298193
Talking to them to find out what their interests are, what their experience is, and how well they mesh with your desires.
People who have a similar vision as you, or are flexible enough to have fun and be creative with multiple ideals are best. That said, you want to see how well they accept instruction from the GM (which is damned important these days), with many other issues such that you can pull them aside and talk to them first, kick them second (like electronics at the table).
As a long time DM, I prefer to have a mixed, varied group, it keeps me on my toes, and the stronger clash of mindsets adds to the party.
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>>54298193
First, propose a game, including a campaign setting. That will immediately cut out 50% of the people who don't want to play that particular game or in that particular setting.

Next, set a time. That will cut out another 30% who can't make it for that time.

Then have a Session 0 to make characters. 1/2 of the remaining people won't show up.

After the 2nd session, another 1 or 2 people will flake out and never show up again.

That should leave you with a group of 4-6 reliable people actually interested in your game.

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