I'm sure there are other students or just genreally interested people on /tg/ that want to make a RPG for themselves, so lets get some vets to share their knowledge
>Should lore be in depth or should a setting just be provided and we have GMs make lore for their games?
>How crunchy or how free-form should a games rules be for a novice designer?
>What kinds of dice should be used? I personally enjoy Little Fears use of lots of D6's
>>50537309
So, not OP, but any of you faggots got any good books on game design? I don't really care about lore questions or any of that, but I do need an overview of possible mechanics for a homebrew I was thinking up.
>>50537504
There's been more innovation in tabletop RPGs since 2010 than in all the years prior. Alot of it in games that are easily had for free.
Do your own research. AFAIK nobody has boiled it all down into an easily digestible "for dummies" book because it's a constantly shifting niche publishing field.
I think all of your questions are a matter of subjectivity, except for
>how crunchy
You should almost certainly start with rules light. And make sure you're actually interested in designing a game, rather than a setting or a sourcebook for a game you already like.
>>50537309
These are all subjective questions that are not easily answered in any context and therefore are not helpful or conductive to game design hopefuls, but instead counter-productive in the way that might imply that the answer to these questions are the "Correct" method of designing games, which in fact the answer to all three is...
D E P E N D S
O N
T H E
P R O J E C T
what's considered a good price for these?
also discuss /tg/-related gifts, especially stuff you wouldn't buy for yourself
>>50537256
>>50537256
Where do you buy those?
>counter dice
>Goyf dice
I need these. I didnt realize I needed these but I need these.
So I have been designing an RPG, and need a sanity check. I'll give a brief description of the RPG before I ask my question:
Fires of War is predicated on a different idea than most RPGs. Instead of controlling a single character you instead control a unit, normally between 5 and 20 individuals. Each player has such a unit and they make up an army. The game is designed around the idea you will bounce between playing individual members of your unit and engaging in large scale combat using your collective army. What I am asking here today is a sanity check on "Character" creation.
So I will lead you through character creation and if anything jumps out as terrible I would be very thankful for it being pointed out.
>to begin you, the player, are given a number a points. The standard number of points at character creation is 50, these are spent in a number of ways and are a generic character creation resource, the only other generic resource is currency which is also given in some amount during character creation, normally 50 units (currency after character creation must be changed into a particular nation's currency)
>the first step is buying "Stock", stock represent fresh recruits for your unit. This stock comes in 5 different options, costing a different number of points Poor, Mediocre, Competent, Trained, and Elite
>A unit's Stock determines its base statistics
>later stock can be upgraded, however purchasing low and upgrading costs more than simply buying high and takes more time, meaning a high initial investment is rewarded
>let us make an example unit, in this case I am purchasing 10 "Mediocre" stock as 2 points each (current remaining points, 30)
Now I have a bunch of guys and have to do something with them.
(1/3)
>>50536718
>Next step is purchasing a "Rank and File"
>The game comes with a number of jobs and upgrades for units, a Rank and File is a special job that is purchased and applied to all recruits in a unit, they are generally cheaper per unit. Other jobs can other be purchased for one unit at a time.
>Rank and Files not only change your Unit's statistics, but also give your Unit skills
>To continue our example I am purchasing "Rilfleman" as my Rank and File for 1.5 points each (remaining points 15)
>This gives my unit the ability to use Rifles and Pistols competently, and as well gives them the "Tactic" (a kind of skill) Stand and Fire
>Skills are divided into two large categories and several smaller ones
>Skills are either Military of Domestic (military are for combat skills and domestic are for non combat)
>Within Military there are "Tactics", "Styles", and "Competencies"
>A tactic is a particular action your unit can take, like forming a line to fire in this example
>Styles are always active abilities your unit has, like "Unbreakable" would be an examples
>Competencies are the ability to make use of certain equipment, an example would be "Siege Engineers" for cannon use
Now I have a unit of Rifleman, time to add some flavor and some specific with my remaining points.
(2/3)
>>50536748
>the other kind of Jobs are Specialists, specialists are applied to one unit at a time and generally cost more than Rank and File
>Specialists give your Unit skills
>Specalists also change that particlar indivudal's statistics greatly, often making them a good deal better
>Our example will continue in I am purchasing two specialists, a Sergeant (who will be designated my commander) and a Physician. The Sergeant costs 6 points, the Physician 8 (total remaining points 1)
>The Sergeant, as the commander, determines such statistics as the Unit's morale, the total number of units that can be commanded, and what base Tactics they can use (based on his Command score)
>The Physician gives the Unit the Style "Battlefield Medicine" and the Tactic "Collect Wounded", as well as the Domestic Skill "Medical Knowledge"
>This allows your Physician to participate in individual actions, letting him examine corpses to determine cause of death, diagnose diseases, and more
>A individual may have more than one job, but multiple jobs increase in price based on the number of jobs an individual has
Now we have a finished unit. Spending the money I would purchase them equipment, likely rifles, rations, etc.
Now to talk about some specifics.
Jobs, both Rank & File and Specialists often have "Discounts". For instance the "Augmented" (a kind of chemically modified human) are cheaper if you have an "Ordained Synthesier" specialist. Or the other way around as a "Sniper" specalist is cheaper if he comes from the "Rifleman" rank and file. Not only can jobs make things cheaper, but also what Stock the individual is, as well as his nationality (when you recruit you recruit from a particular nationality).
(3/???)
>>50536773
Now after one creates their own unit the party would come together. They spend "Army Resources", which work much the same way expect units created using Army Resources are not controlled by an indivudal. As well this is spend on things such as Siege Weapons, Monsters, Supply Trains, Etc. As well the "Army" units can only contain Rank & File and no specalists.
So here is my Sanity Check. Does this sound at all reasonable?
(4/4)
Need some simple, yet effective to unnerve my players. Little things that adds a touch of horror and dread. So far, the Ideas I have are:
1.Trap room that separates the party. When they continue on, they are reunited in a room that is completely empty except one note that reads "One of you has been replaced". Watch them lose their shit trying to figure out who.
2. The hourglass room. Theres a door, and in the room is an hourglass thats counting down. If they flip over the hourglass, it restarts, but nothing will happen. See how long it takes them to figure out that once the hourglass empties it will simply unlock the door.
Anyone got anymore ideas?
>>50536505
This is more a variant of your hour glass one. but if you want to scare the players rather than harm them, perhaps a water trap/puzzle based on the self draining cup. Seal the players in a room which the water level is slowly rising, give them some sort of way of slowly emptying the water, but never enough to stem the tide. But when the water reaches a certain level it all drains out, activating a hidden mechanism opening the door/activating something in the dungeon.
Not really simple, but I'm not great at coming up with these sorts of things.
Other things you could do off the top of my head (probably stupid but whatever)
Have booby-traps triggers (pressure plates, tripwires, whatever) that do absolutely nothing but perhaps make a noise deeper into the dungeon or does something otherwise mundane but lends illusion to the idea that they might have just done something very bad. You can also tie this to stuff like false walls and such that lead to the illusion that the layout of the dungeon is changing.
If your players are observant types have things change, if they go through the dungeon leaving every door open maybe have them come back to find that the door is closed or something of that nature that suggests something else has been this way.
Also check out this random encounter table, seems like a few of the ideas might work . >>>50507990 https://is.4chan.org/tg/1480742278928.pdf
>>50537127
oh yeah... I forgot that children are creepy as fuck
Yugioh Dragons > MtG Dragons
in a battle of tiny, poorly formatted and worded text walls than yes
I like my dragons to have clearly defined looking shapes, not be a dumb mass of muscle and charms that Japs are prone to making. Bahamut makes me fucking puke every time. I'm not gonna even look at whatever shitty dragon you posted.
BEWD and REBD are bretty gud tho.
>>50536410
Jesus that card is a mess. Just all around. The text, the name, the art. Just... christ
The Confederation challenges your Market!
Whom do you field, /tg/?
The biggest asshole with the biggest 4-legged mech I can find.
>>50536370
Oh, we can borrow a guy from /co/...
Ulysses S. GrantThe S stands for Space
The thing at the top of your shopping list, the one thing you'd bring into the real world to make your life easier, perhaps the thing that makes you wonder why everyone in the setting doesn't have one.
Mine's the bag or trunk that's bigger on the inside, especially when it's used as a home away from home, most recently seen in Fantastic Beasts. Everytime I see one, ingame or in a movie, it makes me drool
>>50536075
Wand of Unlimited Prestidigitation.
>>50536075
Object of Holding is up there
But Decanter of Endless Tequila is the obvious best choice
>>50536075
Warlock style alter self
Has anybody here ever had a truly upper-tier being get directly involved in a campaign, one that could have overshadowed the players entirely if it had wanted to? A high angel joining a group, a greater daemon joining a Black Crusade team, some god-like cyborg joining some Runners, that sort of thing? Not necessarily as a PC, it could be a DMPC or even a regular NPC. Has anybody had experience with this? What was it like? Which system did you use?
May as well add some cool angel art.
Stat me, /tg/
>>50535565
Arcane trickster with skill focus in breaking and entering
+5 jollyness
>>50535565
he definitely has some magical beast taming skills, for the eight flying reindeer.
And he is a king of the elves.
Hey tg, what kind of strange things would you find in a very icy and cold zombie apocalypse? My world just had an ice storm, you see, and i could need some creative help. Gimme your fun, or terrifying, or sad, or whatever things and ideas you might find in a znowbiepocalypse.
And how would you do to survive?
Picture barely related.
>>50535466
The zombies would freeze up into weird undead statues of ice, I guess?
>>50535528
I kind of handwaved that. They still move, though they're hard and frozen. Cant fully grip, for example. They thaw just fine indoors or near heat. My favorite ones right now have a kind of turtle shell of ice, locking their head in place and making them more immobile, but tougher. Happened due to them being crouched during the storm.
Kinda deep snow makes for spooky zombie land mines of sorts.
You could also have them just pop out of large snow drifts against buildings or abandoned cars.
Snow also means your survivors can easily find and follow footprints maybe to discover the horrific last stand of some fellow survivors and they can follow footprints of animals easier and might have an easier time hunting.
>tfw your GM died in a car crash IRL before the campaign started
>>50535149
You have my condolences.
Condolences.
Give dead their honor and piety, but don't forget the living for them.
fuck off zach
Villainous monologues.
How do you do them, /tg/? What does your BBEG say when he gets the chance to tell the party about his master plan?
only if it fits within the 6 seconds alloted, otherwise the party gets a chance to act
the speech itself is usually evil gloating, about how the party is going to be history, followed by disbelief as the party tears him a new one
Mid-combat. Talking is free action
>>50534899
Crashing this plane...
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Previous thread >>50528134
Have you converted a campaign-in-progress from another edition (or pf) to 5e? What were the hardest parts to change?
Fighter UA is tomorrow. Be sure to fill out the survey for the druid circles when it drops.
>>50534418
is the result for the bard surveys out yet?
>>50534455
They're doing surveys and releases so fast that I don't think they've even looked at the past survey results yet. They'll probably look at all of them in one big go later on.
40k funnies
>>50533734
>>50533736
"Too many fucking combos" edition
Old thread: >>50511073
>Official Site: Contains deck building rules and the current ban list.
http://www.mtgcommander.net
>Deck List Site: You can search for decks that other people have made. Authors often have comments that explain their deck’s strategy and card choices.
http://www.tappedout.net
>Another resource for commander discussion; they have an entire forum dedicated to discussing decks. People often make primers, which go into detail about how they built and play their deck.
http://www.mtgsalvation.com/forums/the-game/commander-edh
>Statistically see what everyone else puts in their commander decks based on what is posted to the internet.
http://www.edhrec.com/
>Find out what lands you can add to your deck, sorted by category, based on a chosen Commander’s color identity.
http://manabasecrafter.com/
>CARD SEARCHING
>Official search site. Current for all sets.
http://gatherer.wizards.com/
>Unofficial, but has GOAT search interface.
http://www.magiccards.info
>>50532442
I would cut the shitty individual creatures and focus more on flooding the board with tokens. You should include more draw/filtering to help you get a big board state for Zada. You're mono R, run Ruination.
>>50528084
Soul Sculptor and Trapped in the Moon can make it a non-creature.
>>50527962
Azusa is the stronger of the two ramp commanders, Titania is stompy. All three can be good.
>>50532865
>Too many fucking combos
Let me tell you about My Pal Slobad
>>50533131
Tell me. I'm not impressed right now