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Archived threads in /tg/ - Traditional Games - 16. page

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Anybody know of a good way to make scenic large ships, possibly ships I could fit a 5x5 20/25mm based unit on? I was thinking a 2 liter cut in half lengthwise but I have a feeling there's a better way. Anybody have any tips/tricks?
3 posts and 2 images submitted.
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>>55314865
I mean, most crafters I know make them out of thick cardboard and shit tons of hot glue. You can make one using five large pieces if you measure carefully. Two identical pieces for the sides, one for the bottom, one for the back of the ship, and one for the deck. How much detail you want to put into them after that is up to you. The bottom can be flat since the ship is probably floating in the water anyways which helps with the stability.
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>>55315363
Man I'm dumb, didnt even think to use carboard.

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I have a conundrum /tg/

Every year I run tabletop games for a 72 hour charity event. We generally do a bunch of easy entry games (catan, munchkin, pandemic) because we don't know who/how many people will participate. Last year I started dabbling with more rpgish tabletop games, I ran two games of DREAD, which everyone seemed to have fun with. This year the "core group" who I ran dread for has mentioned interest in something like DnD (which most have at least passing knowledge of) is their an easier to run rpg, good for 3-4 players +DM that's fast enough where a 5h game session would seem complete? Sorry if I've worded this awfully.
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Guess I should have started with a pic of big E jerking off a guardsman
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Savage Worlds is super fast to set up, run, and resolve
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>>55314223
I'd go with a GURPS Dungeon Fantasy hex crawl. With premade characters you can get pretty far in five hours, and the random elements of a hex crawl make for very fun short games where you don't have to worry about getting though a story, it's just a chance for them to explore another location.

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Corpuscarii vs Fulgurite. Who is really in the right during the conduit wars?
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>>55313281
those guys who worship lube
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>>55313281
>just fuck my faction's aesthetic up pham

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Discuss
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what does it mean?
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>>55312255
It's describing the players that play those alignments?

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Tell me about your Ork klans/WAAAG's /tg/
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>>55311373
Green
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>>55311587
Nice

Continued from >>55299411.

For the past few years, I have been compulsively running a setting with spaceships, world-terraforming, Dyson spheres, laser guns, ansible-internet-connected computers and smartphones, televisions, memory uploads and VR sensoriums, mind-recording and mind-resleeving into new bodies, artificial intelligences, bioaugmentations and cybernetic implants (some of which are hereditary), controversies over implants, cloning, nanomachines, and so on. People travel to different planets. There are megacorporations.

However, all of it is literally magic, and the setting is Planescape's Great Wheel (focusing on the Outer Planes) with a touch of 4e's World Axis.

The spaceships are highly advanced spelljammers, world-terraforming is an alchemical balancing act of Inner Planar elements, the Dyson spheres hook up directly to the Inner Planes of fire/radiance/positive energy, the laser guns project arcane force, the ansible-internet-connected computers and smartphones are matrices of divination and illusion, the televisions work through scrying, the memory uploads and VR sensoriums work ala the Society of Sensation, the mind-resleeving into new bodies is advanced reincarnation at the hands of the Believers of the Source and the Dustmen, the artificial intelligences are incorporeal constructs, the bioaugmentations and cybernetic implants are biomancy (also hereditary), there are huge controversies over things like altralothic implants, the clones are illusory simulacra and necromantic clones, the nanomachines are elementites, etc.

There is planet-hopping, plane-hopping, exploration of the uncharted reaches of the infinite multiverse, portal networks ranging from intra-city to inter-planar, and dozens-miles-long capital ships. The Great Wheel's factions are cyberpunk-like monolothic megacorporations, only with more benevolence and PC-appeal.

Have you ever played in a setting with this kind of magic?

What sci-fi-isms would you like to see magic-ified?
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>>55300726

I cannot be so sure that is what the writers of 2e Planes of Chaos had in mind when writing up Bast and her Dream Hunters.

>>55303484

It is not especially difficult to piece together "rules" for consistent magic given several editions' worth of D&D lore to work with.

>>55303500

I focus on the planar races for the most part. The most influential planar species are the archons of Mount Celestia, the guardinals of Elysium, the eladrin of Arborea, the modrons and inevitables of Mechanus, the rilmani of the Outlands, the baatezu of Baator, the yugoloths of Gehenna and the Grey Waste, the tanar'ri of the Abyss and their press-ganged obyrith and loumara servitors, and the various elementals and genies of the Inner Planes. (Sorry, but the slaadi were screwed over by either Ssendam and Ygorl, or Primus, depending on whom you ask.)

Humans are still a major species in the Prime, of course, and it is human souls that make up the bulk of Outer Planar petitioners and thus outsiders.

People seem to like playing outsiders, especially celestials and fiends. Across the various players I have GMed for, there is a certain primal appeal to being an outright heavenly being, or a dark and profane entity.

>>55303725

I have been running this for a few years, and I have never used a *traditionally* class-based system for it. At most, I usually use a system with "classes" that determine a character's combat capacities, but that is about it.
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>>55308858
>>55308987

Not OP, bumping to irritate autistic purists, rock on OP.
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>>55311546

Again, are there any particular sci-fi-isms that you would like to see filtered through a magical, planar-fantasy lens?

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>mfw my campaign is starting to become a mess because i haven't sorted my notes and after 12 sessions I have a pile of uncategorized pieces of papers

What do. I am really lazy and I have a game to run on monday, should I keep winging it? Or if not how to find the will to order my stuff.
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>>55308838
You should stop jerking your dick
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>>55308838
>Notes

I never make notes on my games other than puzzles and shit about my players background past.

Why the fuck do you need so many notes?
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>>55308838
Learn to improvGM

Seriously, all I have is a single notepad with vague notes and broad-stroke ideas, and the rest is improv.

Overplanning, can blow up in your face more often than not.

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What do you like about DnD?

What don't you like about DnD?
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>>55308605
I'm good with it actually.
I'm about four or five years over my "nerd elitism" phase now, and I've come to realize that elitism about stuff like that is kind of a sign of someone who has almost nothing else in their life to actually be proud of.
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>>55308605
What a waste of thread. Another pointless (You) farm.
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>>55308634
OP here, I'm just curious. DnD is great for what it is, I just think it gets spread around too liberally. It's great for sword and sorcery dungeon crawls, which have a lot of combat. I personally have evolved past it, but I'm just interested to hear opinions.

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I'll start
>Forever DM starts a homebrew campaign in 5e
>Party starts out in a penal colony off the coast of the main continent
>We have an orc barbarian, a half-elf ranger, a human monk, a gnome wizard, and me, a teifling (with his horns shorn down like Hellboy)
>I claim to be a holy man, falsely imprisoned for collecting alms
>Say I shear my horns down as a penance to my god Pelor
>team buys it, proceed to bust out of our cells and steal an unoccupied boat
>reach level 2 as we sail to the mainland
>Sudden shimmering envelops me, and I am ""miraculously"" granted a human form
>Make a big show of praising Pelor for this gift
>fast forward about 3 sessions
>My holy man has been begging for alms for the entire campaign
>Use high charisma to convince people to give to the needy
>Keep a generous portion of the alms for myself
>Whenever party gets suspicious, I claim that one must care for oneself before attending to others
>whatever.jpg
>Flash forward another 2 sessions
>In a town under attack by zombies
>Fight them off, town is saved
>Ranger asks me why I didn't create holy water
>sweatingintensifies.gif
>My tiefling claims that he simply forgot in all the excitement
>DM gives me a knowing smile, ranger's suspicions are aroused
>Skip 2 more sessions ahead
>at level 5 now
>We reach another town filled with zombies (they've been appearing more and more as of late)
>Ranger tells me to make holy water to fight them off
>My teifling looks into his sacred tome (he got it from his "god" earlier) and performs the ritual
>Ranger's not convinced, throws some of it at decapitated zombie head from an earlier encounter
>it shrieks and shrivels up
>smugcostanza.avi
>He's satisfied, asks me to make more to fight them with
>Happily comply
>Skip to last encounter
>By now reach level 10
>Beat the vampire warlock Valgurl, who was responsible for the uptick in undead creatures in the realm
>He led a cult devoted to Orcus, and his human followers often killed themselves to become zombies
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>>55308147
Cnt.
>Gnome wizard marvels at the sheer amount of magical artifacts Valgurl has amassed in his keep
>Tiefling starts laughing maniacally
>ohshitwut.png
>activate summoning circle that Valgurl was going to use to bring Orcus to this plane
>devils start crawling out
>reveal my true tiefling form to the party, my horns have grown back to their full length
>Turns out I was a warlock all along, and my patron was a servant of Mammon
>Mammon wanted Orcus out of the picture so he could take this plane
>mfw I'm the BBEG for the campaign
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>>55308147

>Beat the vampire warlock Valgurl
>Valgurl

Did she, like, totally talk like this?
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>>55308513
It was pronounced "Vaal-Goorl", lol

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I bet having only bards in a party would be like this.
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>>55307193
It would basically boil down to a band just travelling around.
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>>55307243
Is there a rock band tour RPG?

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>that player who rolls nothing but nat 20s
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>>55306859
Then don't let them use their own dice you twat
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>>55306859
Honestly I would rather have a quest thread than another
>thing that didn't happen
thread

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I'm having a real big brain far right now. My buddies want me to write up a campaign and we are supposed to play our first session tonight. For some reason I can't really think of anything to write, I have a vague idea of what the campaign is gonna be about. My first session involves players seeing a person get stabbed in the streets by a cult member and eventually go to a house outside of the city that's home to some cult dudes, players find out they're necromancers praying to some strange god.

I'm not feeling it.

It seems so generic to me, for some reason my creative juices aren't really flowing right now.

Does anybody have any ideas for me to make the first session exciting? Or even ideas of a campaign story that's not so generic?
4 posts and 1 images submitted.
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What level/system are we talking? What kind of games do your players like (intregue, dungeon crawls, etc)? Do you have any backstories from them yet?
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Do a really crazy setting, that usually gets me thinking.

How about a frozen world. A three hundred years ago, it used to be full of life, but something angered the gods, and now people struggle to survive. Also, all the elves disappeared. Are they connected? Probably.

The party could start hunting a large animal for their village's food, and defending the kill from wolves/bandits/cultists of the Frozen King. During one of those encounters, one of the baddies drops a green leaf. Then the party will look for where the leaf came from, probably after a tearful goodbye to their families/friends in the village.

Should be enough for a first session.
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>>55306318
5e lvl 2. Idk, my players like exciting campaigns lmao with a cool story. I don't use any dnd lore so done mention places or factions or whatever in the dnd world, I just use the system. So far the theme is a GoT type. Kingdoms are gonna go into eventual civil war, viking raids are gonna be a big part, and there's gonna be a Hun like horde coming from the east that will eventually invade the land. I want some impending doom type situation to happen as well. Don't really have an antagonist or don't really know how to get the players involved or make them feel important in a setting like that.

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Does /tg/ have some tips and pointers when it comes to roleplaying characters of varying intelligence levels. The type of character that's either smarter or dumber than the player. How do you determine if a particular action/idea is "too smart" or "too dumb" for a character. Did you come up with a structured/reliable way to make these decisions or are just winging it? How does one manage to be subtly dumb instead of making obvious idiotic mistakes? What about characters that are decently intuitive but not too bright? Do you separate "street smarts" from "book smarts" or do you bundle them both together. How to introduce nuance to stupidity?
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>>55305840
In order:

Structured ideas and winging it are both valid.

"Subtly" dumb would be, perhaps, someone lacking in common sense. Doesn't close doors behind them, doesn't wipe their feet on doormats, carries too much stuff at once, doesn't check how much ammo they carry, et cetera.

Another way would be the "addleminded professor" angle--instead of being 'merely' book-dumb, the character is extremely articulate and passionate about a certain topic (combat, magic, religion, geography, history...), and totally clueless in other disciplines. They're "dumb", but only in a certain context.

"Intuitive but dim" would be akin to a street-smart character. Perhaps they never finished a formal education. They'd have a good handle on social situations and vernacular, but struggle to define words--or have to search their memory for a word to describe something they're feeling.

(D&D essentially differentiates street/book smarts through WIS/INT--your mileage will vary by the system)

Introducing nuance is like any other attribute to a character--observe their personality and attributes from a new perspective and see what can be adapted.

Be aware that not every group handles 'roleplaying intellect' the same way. Some won't mind a mentally-stunted barbarian solving complex riddles, others will. Take the group into account, too.
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>>55305840
Intelligence only means whatever the mechanics of that system make it mean, in D&D, for instance, an intelligent character gets more skill points, is probably better at magic, and is more likely to succeed at certain (mostly knowledge) skills. That is all having high Intelligence means, the rest of the character's personality is whatever you want it to be.

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Can y'all suggest resources for a new DM? I've been watching Matthew Colville's series about running D&D on YouTube so far and listening to Drunks and Dragons Podcast. I have copies of all three major books and have read them, but I'm sure I'm missing something.
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>>55305762
by ressources you mean general tips on how to DM?

Maybe not for a new DM, but I find angryDM to be interesting.
http://theangrygm.com/

I got some ressources from cassus belli and J&S in french, too.

Don't sweat it, the first games won't be amazing but like everything you'll do it well after some time.
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>>55305762

Honestly, as cancerous as the other D&D subreddits are, I would hit up r/DnDBehindtheScreen. They have a ton of pretty helpful resources there.
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>>55305762
Ryuutama and Apocalypse World.

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What kind of PCs would there be in a Moomin game? Should there really be any combat at all in such a game? How would you make it interesting?
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>>55305479
I don't know many systems that work without combat. Maybe a one-page system like The Witch's Familiars, or something like Golden Sky Stories? Really, once you found a mechanical base, the only problem is establishing tone.
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