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Archived threads in /tg/ - Traditional Games - 2298. page

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Which system do you think would be the best to run a campaign in the inFamous universe?
7 posts and 1 images submitted.
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>>50545917
Superhero system of your choice.

I quite like Worlds in Peril. Growing distant from humanity as you grow stronger is sort of a theme in it.
>>
>>50546031
Not a big fan PbtA, but I'll find a pdf and give it a try.
>>
>>50546725
Considering how bonkers and versatile the powers are in inFamous, trying to stat them out in a more simulationist system would be both tedious and miss the po... wait, no. I'm thinking of Prototype.

Yeah, you could probably do inFamous in whatever. Probably M&M or SW.

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>Latest News
Fighter UA is out! https://dnd.wizards.com/articles/unearthed-arcana/fighter
Be sure to fill out the survey on last week's Druids.

>Official /5eg/ Mega Trove v3:
https://mega.nz/#F!BUdBDABK!K8WbWPKh6Qi1vZSm4OI2PQ

>Community DMs Guild trove
>Submit to [email protected], cleaning available!
https://mega.nz/#F!UA1BhCBS!Oul1nsYh15qJvCWOD2Wo9w

>Pastebin with resources and so on:
http://pastebin.com/X1TFNxck (embed)

>/5eg/ Discord server
https://discord.gg/0rRMo7j6WJoQmZ1b

Previous thread >>50540836

How long until WotC gets their shit together and fixes the UA Fighter PDF link?
435 posts and 39 images submitted.
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>>50545844
>Fighter UA is out!
>File not found."
>>
>>50545844
It'll never be fixed.
Next weeks feedback will be "it was fucking broken" and then they'll nerf the class because they thought everybody meant the archetypes.
>>
>>50545824
>>50545822
Humans are just about the oldest race still running around and doing visible thing on Faerun.

Despite this, they were scratching around in the dirt for millennia, then Dwarves popped out of a portal from another fucking planet, brought language and metalworking and all this other shit, and Humans were STILL shitting into their hands and eating raw meat for several thousand years after.

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Recommend a dungeon crawl board game.

>>In before, just play D&D.
6 posts and 1 images submitted.
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>>50545339
Dungeon World, Meikyuu Kingdom, Basic Roleplay
>>
>>50545348

Are those board games?
>>
>>50545339
Hero Quest

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I was invited to a game being runned by a friend. The setting is too realistic for me, since the world has no mysticism nor magic, only boring humans, and it's centered around politics and diplomacy. Last session I got so bored that I decided to explode a tavern using a gunpowder barrel because the bartender was a dick. That was truly hilarious and the DM failed so hard his rolls I went with it without consequences.

No, seriously: what can I do? Fighting against humans is boring, historically loyal quests based on diplomacy and commerce are boring as hell too. It's around 800 a.C in an invented (but very similar to Earth) world, by the way.
6 posts and 1 images submitted.
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>>50545319
>What can I do on a historical medieval game?
Just about anything.
>>
Build a castle, start your own kingdom.
>>
Accomplish grand feats of might and main you halfwit.

Betray, swindle, backstab, intrigue, murder, kidnap, arsonize, plot, misappropriate and maim.

Play a character - adopt a persona, develop goals and a view of the world you are in.

If you can't pay attention to the game because you aren't allowed to go supersaiyan 2 and shoot kamehamehas at everything then you're probably thirteen years old and have been invited to play with the older boys because they're being nice.

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How do I even get started? I really want to start playing games like DnD (I want to make my own settings and stuff) but i have no clue where to start.
7 posts and 4 images submitted.
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>>50545056
>I want to make my own settings and stuff
You can do that in D&D.
>but i have no clue where to start.
D&D is a good place to start. It's the "mainstream" RPG.
Partially off name, but it's a new player friendly game.

Look for a group, buy pic related. (in that order)
>>
>>50545056
>where do I start?
Once upon a time...
>>
Let's start from the basics, before any talking about specific systems.

The first thing you need is a group of interested friends, generally totalling between four and six. Above that can be a little clunky, below that can be a little sparse, and you'll generally find your own sweetspot eventually.

Now, moving on from there, what experiences do the people you're going to be playing with have with games? And I don't just mean roleplaying games. Experience of vidya, boardgames, wargames and other things can all be useful background knowledge for finding a good vector for introducing people into roleplaying games. Other creative things like theatre, writing and so on are also very relevant.

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Post a time where your character achieved MAXIMUM UNLIMITED POWER and and went absolutely nutshit on whatever barred his or her way.
6 posts and 1 images submitted.
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Playing a wierd game where players can temporarily generate random items, from crystal swords to pieces of toast. These items are usually magical in nature.
When a Vampire Cult tricked us into hunting down some innocent Spirit Whisperers (we were told they were Necromancers) I had to stop a Half Mountain Giant from crushing their leader with his Legendary Warhammer (our parties "Excalibur")
I rolled up a flag from a country that is the chosen land of our settings Creator Diety. Planted my feet between our Fighter and his target and claimed this land in Gods name.
Not only did this stop him, it caused a manifestation of the diety to appear, causing both parties to tremble in awe and basically ended the fight right there. He was lucky the Warhammer wasnt shattered, but it did get damaged, which was a big problem for us later. Completely derailed the quest.
>>
>>50544878
My character once got TWO guns.
This did not actually make her any stronger since she could only fire one at a time but she somehow failed to notice this.
>>
Well, by the end of the campaign she pretty much ascended as deity so...
I guess that the fact that she could kill every single thing that had less than 50 hp in the range of 25 km with a single physical/magical attack, did count?
The final BBEG fight would had been a very hard fight too (against a being that had pretty much her powers but reversed, plus the ability to virtually negate her strongest attacks), if she wasn't smart enough to take all her advantages in a single go and turn the fight into a curb stomp battle.

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All else aside, can we all agree that Master of Metal is the best planeswalker title yet?
16 posts and 3 images submitted.
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Intro pack Walker, so don't freak out about its lack of power.

and that is indeed a fucking amazing name.
>>
https://www.youtube.com/watch?v=UzejqYRtmdY
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>>50544760

that -3 is going to be fun in EDH

Aliens appear and give us a choice. To accept their religion or to die. How would governments and people react?
22 posts and 3 images submitted.
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>>50544718
Surrender but couch it in political terms so the people never realize they've been annexed
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>>50544718
See "The Day the Earth stood still"
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>>50544718
So long as we get to motorboat hot alien babes, earth would be cool with it.

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What's even the point of warriors if mages exist? If they need a meat shield they can summon one and don't give me this ''it takes a long time to train mages'' bullshit because the same can be said about cavalry. Fantasy battles should be nothing but mages and their minions going at i
11 posts and 2 images submitted.
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>>50544647
All it takes is a single anti-magic field, and all you're left with is a bunch of dweebs with sticks hitting each other.

While that would be fun to watch, it's not exactly fun to play, nor is it feasible for international war.
>>
>>50544647
What if mages aren't omnipotent beings with access to all sorts of powerful magic at all times? What if example of extremely powerful mage is Circe?
>>
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>>50544647
> It's this thread again

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We often have threads for coming up with Fantasy weapons, armor and items but how about we have one for making/stating stuff for FFG 40K RPGs.

If you want a guide for making new stuffuse the New Pattern guide in the Only War Hammer of the Emperor book.

I'll dump some i've made or saved during the years to start off with.

Pic only tangentially related.
13 posts and 3 images submitted.
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Choo-Zhau Pattern Assault Autogun
Basic, 75m, S/2/10, 1d10+4 I, Pen 0, 20, Half, Unreliable, 3kg, Average

Lightweight Material: Reduces the penalty for firing it one-handed to –10.

Rapid Clip Ejection: Reduce the Reload of the weapon by one Full Action (to a minimum of one
Half Action).

Erratic: This weapon gains the Unreliable Quality.

Delicate: Whenever this weapon Jams, roll 1d10. On a result of 1, the weapon’s internal mechanisms
seize up or snap, and it must be repaired with a Hard (–20) Tech-Use Test that requires at least several
minutes before it can be fired again.

The Choo-Zhao Pattern Assault Autogun was developed by the Brice Union Committe for Small Arms Deployment as a stopgap solution for arming assault troops during the years-long stalemate of the Verdant Line offensive on Brice/Auhussia*. As the supply of lasweapons quickly dwindled due to combat losses the Brice union had to resort to easy-to-produce ballistic weaponry, and after several round of discussion and debate the agreed-upon pattern was named after both the chairman of the B.U.C.S.A.D, Aldric Choo, and the Adeptus Mechanicus Enginseer Prime of the Brice faction, Enginseer Prime Sigma-5 Zhau.

(CONTINUED IN NEXT POST)
>>
>>50544274
The weapon has several major design flaws, several of which are so bad that in the hands of a untrained soldier that the weapon has a effective lifespan counted in hours before most, if not all, moving parts needs immediate replacement. It does have some areas where it scores high points though. Its light weight, overpowered cartridge and quick magazine release makes it a formidable short to medium range solid projectile weapon for use in close quarters in the hands of a well-trained and disciplined soldier.

* The Brice/Auhussia conflict began with a administratum schism on official planetary name when the planet was officially declared colonized. Two high ranking administratum officials, Lexicator-Prefect William Brice and Lexicator-Prefect Johann Auhussia, demanded to have the planet named after themselves, citing previous promises and deeds. No middle ground or compromise was deemed acceptable and the situations quickly spiraled into all-out war as different branches of the governing body supported one side or the other. The conflict has, at the point of scribing this document, still not ended and has become a source of hardened fighters fit to bolster the ranks of any Imperial Guard regiment. For more information on the subject, see the Datacollection 19141918WWI “General Panic and Major Shellshock - a breakdown of the Brice/Auhussia debacle “ by C.Hurchill & H.Itler
>>
Schlock-Pattern Plasma Pistol
This pattern became popular after the memoires of Sergeant Schlock were published (and subsequently vetted by the Inquisition). Aside from custom vat-rubber grips, intimidating design and patented Ommminous Hummm (tm), the Schlock-Pattern comes with an additional fire mode for the discerning soldier.

Ommminous Hummm: The Schlock-Pattern Plasma Pistol has an additional fire mode. When the trigger is depressed, the user can build up a charge up to unstable levels before letting it fire. This can be very destructive (and entertaining).

When fired in the Ommminous Hummm mode, treat it as a flame attack. For each turn that the trigger is depressed, the plasma pistol gains +1d10 to damage, +2 to penetration and two units of ammo are spent. Also increase the range by 20 meters. After firing in this mode, the plasma weapon must recharge for 1d10 turns. On a roll of 9 or 10, the plasma pistol overheats and will require an Ardous (-40) Tech-Use test to be functional again, as well as the other effects associated with overheating.

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Alright ladies and Penals! The good news is, the new planetary garrison has finally arrived, alongside fresh blood for our regiment. The bad news is, we haven't gotten permission to leave planet yet.
------------------------------------------------------------
1d4Chan: https://1d4chan.org/wiki/Campaign:Penal_regiment_designation_/tg/

Steam Group: http://steamcommunity.com/groups/40k_penal_regiment.

FAQ:
>Why don't you guys move to quest?
We're not a quest that's why. Quests are directed by a single GM giving choices to the players, this is completely freeform.

>Then what the fuck is this?
Somewhat of a campaign of crack-infused free-form roleplay set in the grim darkness of the far future.

>When do you guys make these threads?
Usually mondays at 4PM GMT, but they sometimes extend to Tuesdays if we got caught in the middle of something when the thread died and it was too late to make another one the same day.

>Can I join in?
Sure, just think of a character and have fun, you can find most info in 1d4chan albeit it's ussually a little bit out of date in comparison to where the threads are.

>Is there any requirement in character creation.
Not really, we've had Xeno infiltrators, Chaos infiltrators, Villains, Heroes, Normal Guardsmen, Crazed Guardsmen, Assassins, Psykers, Space Marines, Inquisitors, Squats... just think whathever and join the fun.

>Is it allowed to have more than a single character?
Yes as long as you don't use it to powerplay.

>So how you guys do the playan'?
We tend to use spoilers for OOC chat, but nothing is set in stone.
We tend to use greentexts for describing a character's actions, but again nothing is set in stone.
Use d20s for combat checks and d100s for other things you want to roll, higher Is better.
It's important to know that the regiment is now in the employ of a radical Ordo Xenos Inquisitor, with influence from an Ordo Malleus Inquisitor and under the watch of an Ordo Hereticus Inquisitor. Yes we've been through a lot of shit.
149 posts and 8 images submitted.
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>he peers into the distance trough his binoculars, hoping the enemy would show itself
>Highly unlikely, considering they are Eldar
>>
>Kane is in the garrison, looking around
>>
>>50544300
>he walks down from the rampant

Any sightings, guardsman?

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You are part of a young, small, but established civilization, ruled by an autocratic leader.

Lately, the first dynasty of that archaic realm have been weakened by claimants, and society is plunging into chaos. A civil war has broken out.
You seize this opportunity to escape the tyranical grip of your masters, and decide to lead a tribe of your own into the unknown.

Let a new order be born out of your rule, and may your legacy live beyond the threads.

¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤

General Rules:
- Pick a name for your tribe, and a preferred colour and send it into a direction to explore until you decide to Settle.
- Once Settled, give directions to your people to explore and extend your territory.
- Make a peace deal, or attack another tribe if its territory is bordering yours. Last two digits are your attack/defense power for the next round (01-98), 00 is a critical failure, 99 is a critical success.
- Trips and quads triggers an event, either good or bad.
- Flavortext and roleplay is appreciated.

World:
- Mountains (brown) obstruct vision and are impassable.
- Rivers and small bodies of water are crossable with Boats*.
- Oceans and/or large bodies of water are crossable with Ships*.
*Construction of Boats takes 1 turn.
*Construction of Ships takes 2 turns and you require atleast 6 regions.
*Boats are presented by a dot on the world map, Ships are presented by a larger dot.
*Boats cannot cross Oceans however they can follow the shoreline.
*OP decides what a large or small body of water is.

Turns:
- Per turn you can decide to do 1 out of 2 things.
1. Claim/expand a region. (After you Settle)
2. Start construction on a Boat or Ship.
- Your Roll gets counted uptil 7 minutes after OP's update. After the 7 minutes OP finishes the next update.
- You can always decide to move your Boat/Ship.
7 posts and 2 images submitted.
>>
Empire:
- The first 'moving' region you begin with has to Settle, then it can expand. Your moving region can also construct a Boat.
This Boat has only 1 ''charge'' instead of the normal 2. With the Boat you can decide to instantly Settle a coastal region, or just to disembark and continue on foot.
- You can claim up to 4 regions per turn.
Rolling 00 grants 0 regions.
Rolling 01-33 grants maximum 1 region.
Rolling 34-66 grants maximum 2 regions.
Rolling 67-98 grants maximum 3 regions.
Rolling 99 grants maximum 4 regions.
- When you have 8 regions you can set 1 region as your Capitol*.
- Boats can Colonize 2 regions, after that the Boat is depleted.
- Ships can Colonize 3 regions, after that the Ship is depleted.
*A Capitol takes atleast a roll of 70 to take, nomatter the roll of the defender.
All adjecent regions take atleast a roll of 50 to take.
Once a Capitol has been captured by an enemy, you can not set a new one. You can only (try to) retake it.
- If you are part of an Alliance you can trade/give Boats/Ships and regions with/to eachother.
You can not trade your Capitol Region nor its adjacent regions.
- Resetting a new Capitol is possible after 8 turns. Your old Capitol Region will return into a normal region and its adjecent regions aswell.
- If you decide to claim land through a Boat/Ship (colonize) your maximum expansion is that respective region, no matter if your roll is for 2 or 3 regions.
(Thus if your roll is 56, and you wish to expand with a Boat, you can only claim one region that turn; the region the Boat colonizes. But if you decide to just expand, you claim 2 regions.)
- You can always decide to move your Ship or Boat, no matter what you did in the turn.
- A tribe may not settle too close to the Motherland.
>>
War:
- If you attack another tribes territory whoever gets the highest Roll wins.
If the defender wins he keeps the territory. Attacking or defending is decided by who declares the first.
If the defender wins the roll by more than 30 extra (att. rolls 40, def. rolls 70) the defender gets a Counterattack Bonus*.
If the defender with the Counterattack Bonus attacks the tribe which attacked him in the last turn, his roll can be 10 lower than the attacker and still be succesful.
If a defender gets attacked by more than one faction, he rolls a seperate defence-Roll for that attack.
If an attacker loses the roll with more than 30 (att. rolls 40, def. rolls 70) the attacker gets an Attack Penalty on the respective defender.
If the attacker with the penalty attacks the same defender again next round, his Roll gets a 10 penalty. (86 -> 76).
Thus per turn a tribe can attack once per turn, and defend as much as he gets attacked.
*The Counterattack Bonus also applies to any Allies of the attacker which the defender wishes to counterattack.
- Succesful Naval Invasions (attacking from a Boat or Ship) requires that the Attackers Roll is atleast 15 higher than the defenders Roll.
- A tribe cannot declare war on the Motherland. However, the Motherland may well declare war to a tribe.
>>
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bump

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Can you spot the traditional game?
15 posts and 2 images submitted.
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>>50543882

Alone on a Friday afternoon, watching porn on your tablet in bed?
>>
>>50543882
Yes, I can.
>>
>>50543882
That is way too many pillows desu famalam

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Im sick of going to stores and wanting to get rid of a bunch of cards I don't want anymore, just to be offered half the cards market value, enduring a sunk cost.

Where can I go / what can I do to not get ripped off if I want to resell some of the cards that I have bought and get back most if not all of the money that I spent on them?
10 posts and 2 images submitted.
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>>50543448
>get back most if not all of the money I spent
that's not how that works, anon.

if you want to sell singles use ebay and if you're selling bulk you're going to either eat a massive loss or sit on that listing forever.
>>
I run a flgs, I have rent and overhead and your card might sit around for a long time.

50% tops man, I got kids.
>>
>>50543448
>"""investing""" in mtg

People still fall for this meme

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Stale bread: >>50532340
Resources: http://pastebin.com/vrqYhnpu
14 posts and 6 images submitted.
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>>50543222
>>
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>>50543233
>>
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