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Archived threads in /tg/ - Traditional Games - 2370. page

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Why are modern heroes so different from ancient heroes?

Ancient heroes seem almost villainous in comparison
27 posts and 2 images submitted.
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Hard times breed hard men.
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>>50406151

It's almost like morals change over time and across cultures.
>>
a different time period will obviously have different values and traditions. This means that there will always be more wrong with their values when compared to the currently accepted meta.

eg: Vlad was a saint

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Step right up and place your bets! Who's gonna win, come one, come all. The hideous monstrosity that breaths death and ash, or our gallant young hero?
6 posts and 2 images submitted.
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Knights > ugly monsters

https://en.wikipedia.org/wiki/La_Br%C3%A8che_de_Roland
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>>50406092
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>>50406150
This ain't Undertale son, we don't do that unless there's an able writefag around.

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What do you guys think of it? I like it more than say, Critical Role, just because I think it's a more realistic depiction of playing with friends.

Tabletop Lets Watch thread in general too, I guess.
32 posts and 1 images submitted.
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>>50405957
They voted Hillary.
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>>50407278
That would make them the good guys.
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>>50407289

I'm not going to fall for this bait, but fuck.

>rape enabling thief who stole billions from Haiti and murders anyone who poses a real threat.
>good

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I'm going to DM for the first time, and I'm pretty damn nervous. I'll probably do 3.5e (as I have played it), but how is 5e in comparison? Do you have any tips for me? What do I need to read except the DM manuals? I know a bit about the art of DM-ing from lurking in DM threads on /tg/, but all advice is greatly appreciated.
30 posts and 3 images submitted.
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>>50405834
IF you're going to DM, start with 3.5 or do a very small 5e game. DMing your first time is hard enough, you don't need to be learning a new system at the same time. You don't really need to learn anything besides the DMG, almost any other knowledge you could gain you'll get easier from experience and peers than looking at books.
>>
>>50405834

5th is a very simple system with a lot more flexibility and a lot less number crunch.

Lay out a framework and let the players fill in the blanks, don't try and plan every meticulous detail or you'll regret it.

The best way to learn how to DM is to just do it and figure out what works and what doesn't, have an open dialogue with your players and take their feedback into consideration.
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>>50405914
Good, thanks. 3.5 it is, then.

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Non-Chaos Related Edition

Freshest Rules:
https://mega.nz/#F!Wl5DAbCb!TYxZG4CgX_x-NJu7JBwbZQ!2tgBUTYI

>Stale PDFs:
https://mega.nz/#F!pFgm0RKR!J06C1gVYcjzNGsF8YNLsjQ!ddAxALZD

https://mega.nz/#F!BxI1HSgI!0tKymKh9RZTzGpgIA5EyCg

https://mega.nz/#F!pFgm0RKR!J06C1gVYcjzNGsF8YNLsjQ

>Outdated FAQs and Errata:
https://www.games-workshop.com/en-GB/Rules-Errata

>40K 7th Edition Quick Reference Sheets:
https://dl.dropboxusercontent.com/u/4104995/Games/7edRef.pdf

>Forge World Book Index:
http://www.dakkadakka.com/wiki/en/Forge_World_and_Apocalypse_Rules_Index

>The Black Library (ALWAYS ACCEPT RIDES FROM THE CLOWNS):
https://mega.nz/#F!wx4BiKhD!YhnAf1BqSmAB8dO6xDM56Q!c4pGAJDb

>FAQs
https://www.warhammer-community.com/2016/11/22/warhammer-40000-rulebook-final-faq/
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>>50404205
First for Chaos

Mostly Lorgar.
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First for Grimnar beating Magnus with his bare hands.
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>>50404205
Third for OP Pink Horrors.

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I love the idea of using legos on the tabletop, but while minifigs are great for representing humans, the parts for other things, dragons and monsters and shit, gets really expensive really quickly.

I'm thinking something sci-fi, where most of the mobs and some of the players can be tiny mechs and robots slapped together from random parts, pic related. Anyone tried this? How well does it work in the long term.

Any other good settings I'm overlooking?
6 posts and 2 images submitted.
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Brickwars, but that's a wargame
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>>50404147

Mobile Frame Zero

Of course you probably knew that since you mention "Tiny mechs"
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>>50404770

Yeah, but how well does MF0 play as an actual for real game? Is it better than playing, say, a heavily modified Infinity?

>Google Drive
https://drive.google.com/folderview?id=0B20r6rsFLOg_Zk5RdVdya3hJNnc&usp=sharing

>Jumpchain IRC Chat
http://client00.chat.mibbit.com/?server=rizon.mibbit.org&channel=%23JumpchainCYOA
https://kiwiirc.com/client/irc.rizon.net/?#JumpchainCYOA

>Rules
http://pastebin.com/Gqj3iKyn

>How to Jumpchain
https://drive.google.com/file/d/0B1qb0_OLhDrDNjZmRG02SDFaRVk/view

>Previously on JumpChain!
>>50396612
425 posts and 81 images submitted.
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>>50400866
AS ANON THAT CONSIDERED DOING IT FOR A LONG TIME I would like to help you, beat it 100% as I have no life. What do you want to know and where can I help
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>>50402876
>26
Maybe they'll at least retcon that with Rebirth.

>>50403541
That'd be neat, I guess? I wonder if a jumper could do something similar with something like Narnian Time or if that would just reduce us to a childlike state like canon Nel instead of actually reversing our evolution?

Not that I particularly care, but reading through the threads, it doesn't seem like he should have held it at the end of the last thread before instead of right at the beginning of a new one since only like 3 people even voted.
>>
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Jumpers!

Cats: do you have any? Are they an integral part of your adventures? Tell me your tails of feline ... uhh, feline fun?

Sorry, my alliteration isn't awake.

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Pathfinder General /pfg/

How do your characters prepare when winter is coming? Do your kitsune's fluffy tails get even fluffier and more molestable with winter coats?

>THIS IS IMPORTANT!
If you want build advice make sure to say what 3pp you can use, if any.
>THIS IS IMPORTANT!

Unified /pfg/ link repository: http://pastebin.com/JTj1yEmU

Broken Shackles Playtest: https://app.roll20.net/lfg/listing/59701/broken-shackles-test-play
Creation Handbook Playtest: https://docs.google.com/document/d/1kitAB8sHgmuD3fvOMuI_KyV_dxpO2wrxQmbnCoRgglA/edit#
Avowed Playtest: https://drive.google.com/open?id=0B5HkyGRtGZy3SWVhdWFBWERWWjg
Malefex Playtest: https://docs.google.com/document/d/1W3LrE8WyIxxYRr8d9dHsWioeUk_-HZaSMqVWRnzc9Fc/edit?usp=sharing

Old Thread: >>50399168
361 posts and 40 images submitted.
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>Winter
>In the underdark
What are you talking about friend? That sounds almost heretical. Do we need to bring you to one of the spider priestesses?
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>>50403273

I despise you.
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Is it O.K. to take parts off APs and modules for my own campaign if i'm having an inspiration draught?
Will i look like an half-assed GM?

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How do you have games that don't take fucking forever for each milestone, anons?
Like, individual sessions of mine that I used to host could be like 6-7 hours long and we got basically nothing done in that time period.
Almost nobody drank in my old group (I think, I was a bit when it got later, and we were playing online since I moved) and people are focused on the game at the start of each game, after we all get settled. Even when I wasn't gming, and just joined other games in my FLGS and even just watching other games (in multiple states), they drag on fucking forever and players and GMs get visibly frustrated at how long everything takes.
The worst of anything IMO is of course: combat. I've had maybe one campaign where combat didn't take ages, and everyone was slightly drunk, and it was just a for fun couple of sessions with no real train of thought for the character creation or campaign besides "hey, let's play absurdly evil characters for once, like, astonishingly bad dudes"
Do you guys have any suggestions to avoiding this? Cheatsheets work for me for like 1-2 sessions, but I obsess over stuff more than anyone I've actually ever played with and end up knowing the rules by heart by just reading them/thinking them over like 2-3 sessions into any campaign, writing down stuff I have trouble with.
I'm basically never the "slow" guy, only ever beat for speed when I'm trying to ask the group questions or am Gming and have to do NPCs and just can't get their responses to be up to par, but it still feels like I'm contributing at least a little.
Do you guys have like something that would work as a suggestion or a link or /something/ that would help the people I play with not have every session be slow as fuck?
7 posts and 2 images submitted.
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>>50403211
Take the lead.
Make shit happen.
It'a what I have to do to get more than one IC conversation done within the two anda half hour session.
So just do shit.
If you're not the GM, talk to him, tell him it's bugging you, and take the lead.
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>>50403211
First off, skip anything that doesn't have an overall effect on the narrative.

A movie never goes into details as far as the protagonists crossing 100's of km to their next destination unless something important is about to happen. You should take this same approach with GMing, only giving players a choice when their choice has a direct impact on the story.

Secondly, focus on rolling the least amount of dice possible to resolve an action. Rolling a die takes less than 2 seconds to resolve, so if you're rolling multiple dice, the time it'll take to resolve an action increases by .05 seconds for every five dice being rolled, even longer if you're adding the result of multiple dice together for damage rolls or something.

Finally, and this is the most important bit, make sure that people are actually paying attention to game. It takes longer when you have to explain the same thing multiple times, so if they can't pay attention, tell them to put away the devices or GTFO.
>>
>>50403211
Use your inciting incident to move the narrative forward and push for a big decision to be made just before the end of the session.

Some new assholes bursting onto the scene takes like no goddamn time. Especially if their objective has them swooping in to (do some shit) and then vanishing, rather than fighting to the death.

Putting a big decision (like the bad guys trying to force trade a hostage for the important artifact) right before the end of the session means players can move the story in big ways but you don't have to prep all outcomes. Just the one they chose at the end of the session.

Build your encounters with fewer hp and higher damage/conditional bonus damage. Let NPCs deny PCs actions or the reverse. Give one side an obviously overwhelming numbers advantage frequently. Let the party run away and/or rout their enemies a little more easily. Once or twice have retreating enemies fall back to reinforcements or a fortified position so players don't pursue unnecessarily when it's time to wrap the fight up. This has worked well for me, even in slow systems with lots of newish players.

Let people discuss their options, but occasionally push the "okay, what do you do?" A little prodding is okay if players fall to overthinking.

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Allright, I've seen it on /tg/, I've read it, I love it, how do I transform it into something I can DM?
7 posts and 3 images submitted.
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>>50403179
What is it?
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>>50403202

Blame! the manga. It's pretty cyberpunk.
>>
>Roll 1d100 everyone
>Nothing above 91?
>You wander around for a few years, nothing happens.
>Something above 91?
>You meet non-hostile and- oops they're already dead. Roll for initiative.

>First contact with alien civilisation is achieved finally by the first person with strong enough psionic ability to reach out to them
>We were ignored because most technology makes use of psionic ability
7 posts and 3 images submitted.
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Most of whose technology? Alien or human?
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>>50403159

The aliens it's how the travel and communicate faster than light as well as being used in other disciplines such as medicine
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>>50403145
>the first psionic is actually an old neet having ascended to advanced wizardhood
>he was looking for succubi (male)
>first psionic exchange is about pornographic cultures

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Discuss
Use warhammer as a base if you want, otherwise tell us what you're using.

I'll start:
>Reading a fellows citizens mind without his permission is both rude and illegal
>All locks in the city are warded by anti-psy-lizrds and only accessible by handprints.
>Sex is amazing- your partner is always aware of what you want.
>Non-psykers treated as lesser beings- because a perfect society isn't fun to depict.
>Cities are warded from Daemonic presence but step outside and you're fucked(in as many meanings as possible and some which are not)
10 posts and 2 images submitted.
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>>50402220

I think the way the Interex mentally battled Kaos is a vital starting point, especially when concerning a society of Psykers.

Secondly, they should try to reverse engineer Eldar technology and mix it with Golden Age scale human technology. One thing that must me done with that is finding a way to use the Webway.
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"Deal with the Devil" is much more real now. Usally consequnses are the daemon ordering the psyker around to cause mischef or/and perform a ritual to break the warding AND PARTYYYYYYYYYYY!!!!!!!!!!!!
Strictly forbidden.
>>
I believe such people would be more honest out of pure necessity. When everyone is empathic it becomes much easier to notice the telltale signs of lies and deception, even without reading their mind directly.
They would also make very good negotiators and businessmen, since at any moment they would know exactly what they really want and what the other person wants. They could make the very idea of war obsolete, unless they were dealing with something that can't be easily influenced, like a bunch of criminally insane robots or a hegemonizing swarm.
Being psychic could also make most jobs a lot easier. For one thing, team members could easily communicate and organize telepathically, and even share complex ideas and solutions. Being able to lift objects just by thinking about them also helps.
Criminal and antisocial behavior would be treated just like any other illness, until it became so rare no one would really notice it was ever there. Remember, these guys can look into a person and see exactly what's wrong. The only risk factor would be the Warp, if it or its equivalent exists in your story.

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Do the beastmen in fantasy warhemmer have catgirls?
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>>50401526
In the sense they have literal catheads and multiple teets, maybe. Sounds more like mutant thing.
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>>50401526
catgirls - no

goatgirls and cowgirls - yes
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>>50401526
Yes, but they aren't perfect-sorry-PURRRfect-japanese-waifus-with-cat-ears-and-an-affixation-on-headpats, they are shadow-and-tooth-and-claw-in-the-night-will-awaken-primal-fears-of-large-prides-of-lionesses-hunting-you-and-your-monkey-ass-ancestors-at-the-dawn-of-intelligence.

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Name one reason this shouldn't have been more popular than the garbage that GW put out.
34 posts and 6 images submitted.
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>>50401154
Alas, complicated things have a barrier to entry that most people want no part of, no matter how much fun awaits behind learning to play.
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>>50401154
No pauldrons.
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>>50401188
This.
40k was simpler and could get new players on board easier.

Same reason X-Wing is going to put 40k into the grave.

Tell me /tg/, what foods for they have in space?
10 posts and 3 images submitted.
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>>50400072
Space slop, comparable in taste to soylent green but with 50% less abhuman.
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>>50400072
Depends where in space you are, and what else is is going on.
If you're actually trying to grow food in microgravity, then dried flavoured algae is probably the best bet. I can't imagine it would be pleasant, but it's still food.
For spacecraft going between places, stored rations make the most sense. producing food is hard work and the equipment required is heavy, and there are less things that can go wrong with a box of individually-sealed rations. If you're on a large rotating station, I can imagine actual crops could be grown, but space limitations is going to push you towards high-density high-yield plants. No animals, except possibly insects. Anything brought up from a planet is going to cost a fuck-tonne.

As a guess:
Imagine a diet consisting of mostly algae, with small amounts of station-grown vegetables and insects on the side. Throw in vitamin supplements and medication to slow the impact of microgravity adaptation. There's probably little variety, and all of it is recycled.
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>>50400072
PB&J sandwiches in squeezable form

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