Anyone got a zip of the Numenera Core book? I wanna do a game of Dying Earth using the cipher system but I don't have the book.
>>50312927
>I wanna do a game of Dying Earth using the cipher system
No you don't
>>50312927
https://www.mediafire.com/folder/o5jt9pl6z9ph3/Numenera
Enjoy
>>50312961
But I kind of do tho?
Explain to me why I don't?
I want to expand my physical library of rpgs.
At the moment I own DnD (the edition I am happy with, no edition wars itt), warhammer fantasy 2e, shadowrun 4e, CoC, savage worlds and some german games (Arcane Codex, The dark eye and Midgard).
Army of Darkness rpg is ordered already.
What are your favorite games that aren't on this list? Any setting goes.
I am already thinking about l5r and paranoia, what is your opinion on them?
>>50311937
L5R and Paranoia are good choices. I'd add Earthdawn, In Nomine, and Traveller to the mix as well.
I like Godbound for playing demigods, Feng Shui 2 for Hong Kong action, Apocalypse World for intense and interesting mechanics, and Achtung! Cthulhu for mixing World War II and Cthulhu.
Hollowpoint is a cool way to play modern assassins, Kult has a mind bending setting for horror, and Mutant Year Zero has some good ideas for post apocalypse.
Is there any reason why IG won't simply retreat when Orks, Berzerkers or other melee oriented shit attacks them? Just fucking go away and shoot why do they stand in one spot? I can kinda understand zerks since SM are supposed to be fast lore wise but Orks?
What is holding a position?
What is defending?
>>50311504
Orks are fast when they're moving. Their low initiative is supposed to represent their clumsiness.
>>50311954
One thing I wondered was doenst anyone use barbed wire? If you get charged by someone they are gonna get caught up and become easy targets.
So, first thing; I need help coming up with some ideas I can do for a pub-oriented campaign. Basically, the players are going to be running the place, and while I have some background shit that's going to be happening simultaneously, I wanted to know if anyone had any ideas for what I could do in such a static location.
Second question, and entirely unrelated to the first; I'm making a tabletop game and I was considering making some (about 8) adventure paths for it, but I hate the way modules are set up in most publications. Should I go a design plan for slimmer publications that ultimately don't really examine potential instances of player autonomy (like said modules I dislike) but quickly describe a setting or potential quest that a creative DM can work with?
Or should I go with larger paths that instead focus on exploring various branching paths said adventures can take, and are more focused on nurturing newer DMs into better craftsmen?
your pub is located in a city that covers the entirety of a small astral plane tied to the astral sea. it's a trade hub of astral skiffs, spelljammers, and other mystic craft filled with exotic traders, sinister slavers, and bright-eyed explorers
>>50311441
Thanks for the idea.
>Everyone else
Thanks for the wealth of ideas, tg. Really holding down the fort.
>>50313801
Okay, first of all, I have to ask: Why do you think you're deserving, nay, entitled to input? People will post if they want to, not because you asked. Input is granted, not deserved. I'm floored that people actually behave like this. Shame on you, OP.
So I really like cults and cultist style things in DnD and other fantasy games and worlds.
But what sort of things do cults worship?
Pretty much all of them can be boiled down to;
>Demons
>Nature Spirits
>Lovecraftian Entities
>Maybe undead?
Is there anything else cults can worship? These are getting kind of stale after a while, or there needs to be a good way to refluff them.
>>50311057
Cults of personality.
>>50311057
> Asks for cult ideas.
> Posts a wise old man heroically keeping an ancient evil locked in place without any religious precedent.
Jokes aside, maybe a cult trying selective breeding and peering into the future to guide humanity into a new terrifying super species to squish all other races/the supernatural?
>>50311057
How about a fringe denomination worshipping the same deity as the setting's main religion, but being way more weird and extremist and fundamentalist about it because of a different interpretation of its teachings? Like think regular American christianity vs those weird little cult-ish micro-denominations where your 13 kids are all homeschooled and the daughters wear those long denim skirts.
Best system for simulating gun combat?
Does it also include classes?
Does it allow for multiple non-debilitating hits?
Bonus points if it uses only skills and no attributes.
>>50310467
Phoenix Command
>>50310916
hmm, I think I'm looking for something more cinematic and less crunchy. I don't like the idea of tables for hit locations.
Maybe I should have said simulating gun-fu?
>>50310467
>needing classes
ugh
just go to GURPS
I am the foreverDM for a group and have gotten rather tired of running D&D/Pathfinder one-shot campaigns when people fail to show up. I know that at least two of my players will fail to show at our next meeting which means it's one-shot time. Can someone recommend a good system for this, or as an off-campaign? Preferably something with a different setting to it. I was considering Big Eyes, Small Mouth or Exalted. Any other suggestions?
>>50309742
>one-shot campaigns
What do you mean by that?
>>50309742
I really like Strike!. Ran two oneshots in it.
I was vary of recommending it, but you seem to consider heavier systems as well, so it should be fine.
It doesn't really have a setting though, since it's a generic system, but on the other hand, you can easily transplant anything into it.
>>50309742
Mutants & Masterminds. It uses almost exactly the same mechanics as D&D 3.PF, it's meant mostly for use with superhero settings, but it's point-buy(like BESM), so it's flexible enough to do just about whatever.
I will say, however, that it's an effect-based system. What this means is that the final intended effect is what you're looking at, not necessarily the powers themselves. For example, Super Speed doesn't give you extra attacks per round(only one ability does, and it's meant for GM-controlled NPCs that are meant to solo the players), so to do things like using insane speed to attack multiple targets in an area around you, you'd buy a Strike(melee attack) power with the Area(Burst) Extra, and maybe the Alternate Saving Throw Extra to switch it from Reflex to Toughness.
Gentlemen.
How do we keep liches, the quintessential BBEG, fresh and exciting?
By keeping them away from /tg/
>>50309042
Don't use them. At least, not so often.
You'd be surprised how fresh an idea can be when you just give it a break. No use running it to the ground with a 100 examples of subversion until the lich isn't even a lich anymore.
Trying new systems and settings helps with this greatly. Then, when you've got enough time away from the idea, you can come back to it and have the concept not feeling as tired.
>>50309042
Play them straight and play them well; don't try to reinvent the wheel. A well-done cliche is better than a poorly realized original concept.
Perhaps more importantly, use them sparingly. They're only the quintessential BBEG because the GM decided they would be. Why not pick another monster or being to be the BBEG?
What's up /tg/? A guy I've known over the internet for a year or so has invited me to his group's one off tonight. It starts in a few hours. From what I understand, it'll be a small group of mostly new people, myself included. I've never run anything with these guys before. My friend forwarded me the rulebook for the setting, but this thing is like 300 pages. Anybody have any advice for going into a system you know nothing about?
More importantly, anyone have any great or terrible experience with one offs? Let's hear some stories.
>>50308174
What's the system and setting?
>>50308269
Only thing I know about it is it's name, "Stars Without Number". It looks pretty complex, with psychic powers and cybernetics.
>>50308331
Ah. That's a science fiction game. It's pretty good, but it's old school d&d based, so it might not be to everyone's taste.
Take note, level 1 characters are FRAGILE. Avoid fighting as much as possible, be prepared to create new characters if the worst happens. Characters can die in a single lucky hit. Try to get your group to get plenty of Lazarus Patches. That's an item you can use on downed team members to make sure they don't die.
You don't need to read the whole book. Most of that's useful to the gm. Just read the section on combat and skill checks. Those are short because this is a very simple game. Character creation will be fast, since you'll just pick a class and pick two skill packages.
What else? Telekinesis is pretty cool since the level 1 will allow you to send a grenade wherever you want. This is an approved strategy by the author. Teleportation will also allow you to fuck shit up fi you're clever since the weight limit for that is insane at high levels. At low levels, you can drop a live grenade (free action) then teleport out.
>Fate System
It doesn't really work.
The compels and the fate points don't work because they harshly separate the character and the player, with the common complaint being that it felt more like controlling an NPC than playing a character.
The dice system is simple in concept but unclear in practice, with the mathematics being unintuitive and adjustments to the numbers going from negligible to dramatic rather sharply due to the heavy curve of 4dF. This also requires the GM to ignore any universal standards and instead make each challenge relative to the character, making the system feel distinctly arbitrary.
The Stress and Consequences, while good for being simple to track, ends up going between dull and disastrous, and rarely hitting an appropriate sweet spot. They are also rather indistinct like most of the game, and it's hard for players to really gauge what "stress" really means.
There are some good ideas here, but it seems like it struggles largely from its narrative roots and lacks a strong underlying core to carry a game. It's better ideas might be worth trying out with other systems, but as a whole it's best usage is for lazy GM's who really just want to play freeform but don't want to admit to wanting to play freeform.
>it felt more like controlling an NPC than playing a character.
Uhhhh as it should be???
>>50307848
What did they do to Mokey Mokey
>>50307862
what the fuck possessed you to think that feeling that you're not actually roleplaying is a good thing in a roleplaying game, let alone try to imply that this is the norm
for fucks sakes at the very least you could've said 'no, it really doesn't' instead and you'd be stating an opinion on the system instead of going full fucking retard
Why don't more RPG books come in a paperback format? I've only noticed a few that do, namely Savage Worlds and Pathfinder, and I'm just curious as to why more companies haven't put their games into this sort of format. It's cheaper for both the publishing company and the consumer, often takes up less space on a shelf, and is more convenient to transport. It just seems odd to stick with hardcover.
>>50306753
Paperback books are also a lot less durable, and rpg books get handled a ton.
>>50306779
True, but it's a problem that's easily solved by being respectful and careful with the books, whether they're yours or someone else's.
Granted if someone spills a drink on the thing, it's screwed either way, hardbound or paperback.
>>50306811
So when someone answers your question of "why is [THING] not made of a less-durable medium" with "because it's not as durable", your solution is "just be more gentle with it"But really it's because when they print in bulk the cost per unit goes down, but maintaining an artificially high price is easier to justify to the consumer if it looks like a heavy, expensive hardcover
Hey TG there is a great lack of Lizardmen artwork of the warhammer kind. Please post what you got so I can fill up my folder!
Also general warhammer fantasy art thread. Age of shitmar be gone.
You are responsible for making this a tabletop system /tg/, How do you?
Converting anime to tabletop rarely goes well, anon. I suppose GURPS or Mutants and Masterminds could probably work out well enough to be playable.
>>50306101
Strike!
Because if we are doing animu, I may as well have fun combat.
I live in central NJ about 5 minutes from Princeton. Haven't had a FLGS in years. Stores found via usual resources focus on other stuff but have a shelf of old rpg stuff but I can order something through them if I ask. I can do that myself, though. I come for the instant gratification, to leaf through a book, find something unexpected, talk with people who play face to face... not for an drive to what amounts to a really slow front-end user interface for Amazon.
So, does anyone know of a decent or better FLGS in the central nj area I may have somehow missed?
I didn't think so... but bumping just in case.
>>50305186
>space-chainmail-bikinis
Where'd the rest of her Beskar'gam go?
What happened to them after the Ring was destroyed?
>>50305102
>https://en.wikipedia.org/wiki/Nazg%C3%BBl#History_within_the_legendarium
>Gollum seized the Ring and fell into the Cracks of Doom, and the Nazgûl perished with its destruction.
>>50305930
/thread
Except they're actually kept alive by Sauron's will. The ring just makes it so that his willpower is expanded and virtually limitless (remember than in Tolkien's world, everyone's power has limits, Melkor actually had to spend much of his own power to transform the land and the creatures, becoming weaker and weaker)
Theoretically then, Sauron can never die, and thus, the Nazgûl can't die either. They're just extremely weakened.
There is also the small chance that Sauron can make a comeback