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Archived threads in /tg/ - Traditional Games - 2430. page

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Paladins are asleep, post necros
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The Skellington Mafia wants your calcium
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>A psychically powerful individual decides they are pissed off with the modern affairs of the world and essentially causes every world leader and poltician to have aneurysm

How does this seg-way into a post apoc setting?
21 posts and 1 images submitted.
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>>50303886
>they keeps doing it with even the ones replaced, until nations start cutting international commiunications
>border disputes start getting solved violently
>world powers get very nervous and mount several counterattacks to help allies
>miscommunication indicates the big three is attacking one another
>nukes atop the international chaos
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>>50303886
Well provided nobody crazy gets their hands on the nukes we'll probably see less of a post apocalypse and more of balkanization out the ass as every single militia group and anarchist ideology competes to find out which one works the best.
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>>50303886
>extensively brain-augmented post-human
>uses an ear headset
Excuse me, WHAAAAAAAAAAAAAAAAAAT

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My player were asking for a game with elements of James Bond and Metal Gear Solid.
So what is the best system for running a espionage/action game with over the top villains armed with unexplained powers, ridiculous super weapons and lots of conspiracy?

Any tips on running this sort of game?
10 posts and 6 images submitted.
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>>50303591
Dark Heresy, James Bond the RPG, GURPS, Unknown Armies.
Conspiracies and Investigations usually are an easily separable submodule, so I focused on good gunfights with some over the top elements.
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>>50304346
I hadn't thought about dark heresy, that's a pretty good idea.
Does that work best as a narrative system or a miniatures and maps style game?
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I've been thinking about running this in Strike!.

Team conflict is pretty applicable to espionage, and the combat is nice and tactical. Very light no crunch though (which may be an advantage if you want a bit more gonzo characters).

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Hello, wh40k lore question here. Someone says Tau plant mind control chips in people's brains to control them, but I just read some stuff on willing converts: http://warhammer40k.wikia.com/wiki/Gue'vesa

Are willing converts also inserted with the brain control chips or not?

It is important for autistic argumentative reasons that will be of no consequence but I would really like to know if anyone has the answer or if the chip thing is even true.
31 posts and 10 images submitted.
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>>50303004
There is no mind control chips for humans.

The Vespids might be or not be mind controlled by their communication helmets. That's it.
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>>50303027
Thanks, it makes a really big difference to how ethical the Tau really are. I've been arguing they're the only actual good guys in the entire setting.
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how ethical they are varies from lore source to lore source. The general gist is that they'd be considered pretty bad by modern, 21st century earth standards, like some modern communist states, but are sweetness and light compared to the Imperium.

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How do you guys feel about it? When does it have it's place and when should it not? I think of WoW but it didn't seem to acknowledge space itself much, just the existence of other planets. I vaguely recall there being a playable race of spacefarers but that's about it
18 posts and 3 images submitted.
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I'm trying to figure this out too, but I imagine the method would be similar to how you instill other dimensions and planes of existance.

In the case of Warcraft, the focus was on those other worlds, and not on the space between them.

In D&D, that "Space" is the Astral Plane, seen as the space between the planes.

Perhaps something like that? A great void that stands between other worlds?
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Spelljammer comes to mind. One of the best D&D settings of all time.
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>>50302614
>In D&D, that "Space" is the Astral Plane, seen as the space between the planes.

No, wildspace and the phlogiston are outer space.

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Are there any Yugioh players here? I have never seen a thread about it.

Let's talk about Yugioh. I just got this and it's a Nostalgia overflow.
15 posts and 1 images submitted.
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>>50301791
No
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>>50301791
No
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>>>/vg/160558753

>>50301791
No.

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Mostly to make all the angry people to come out of the wood work (It will take 4 posts max)
What do you think of the megaverse on fire storyline, did heroes of humanity change anything about the CS in your mind?
Is there any possible way Dyval could ever be taken by force.
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>>50301262
inb4 CLUNKY
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>>50301262

>megaverse on fire storyline,

It's nice to see they're actually progressing the story, but it feels like they're going in all kinds of random directions with it.

>did heroes of humanity change anything

meh - "evil coalition" is a lot better than "shades of grey coalition". You really can't redeem a faction that's explicitly based on hitler.
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As a preface, I'd like to say this is genuinely not a bait thread. I'd really like some help.

As someone who left the hobby at the start of 5th edition, coming back into 40k is a bit mental. Looking at prices at my local GW store almost gave me an aneurism, and since collecting good old "50-bucks-for-10" guardsmen (astra militarum??), I was pretty pissed off when I saw that Striking Scorpions were $80 for six little plastic men. I had intented to come back into the hobby by building up a fast, sneaky Eldar army based around these fantastic units (at least, fantastic back in 5th), but at that kind of price I had second thoughts.

My question is, what are the best alternatives to buying direct from GW in terms of price? I know some hobby stores in the States stock at discounted prices, but I've had a look around my parts (NZ) and I've had no such luck. Any obscure website or supplier that /tg/ knows about? I'd really appreciate it, cheers.
12 posts and 1 images submitted.
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>>50300621
EBay/secondhand is your best friend
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>>50300689

Unpainted and unassembled, though? Most secondhand listings are premade models.
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>>50300621
If you're going to make a fairly big order then buy from Dark Sphere and have it shipped to a mail forwarding service in the UK.

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Good morning /tg/. I'm working on my own homebrew system and the core rules - including all introductory, character creation, classes, player advice, GM advice, items and setting info - is about 70 6x9 pages.

What I want to know is, roughly how many NPCs/monsters should I include in the bestiary? Monster stat blocks are pretty simple, comparable to a PbtA game, so I can fit two or three per page. Most games include a couple hundred monsters, but that seems like a lot for such a small game.

Thematically the game is in the vein of JRPGs like Final Fantasy, Fire Emblem or Chrono Trigger.
14 posts and 3 images submitted.
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>>50300084
>Thematically the game is in the vein of JRPGs like Final Fantasy, Fire Emblem or Chrono Trigger.

Oh, then you just need 3 enemies, but each comes in 5 different colors
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>>50300095
Funny enough the stat blocks do follow the theme of "twists", so "soldier rifleman" and "soldier caster" are both twists on/adjustments to the standard soldier statblock.

This gets more interesting with fantastical monsters or magitek creations, where twists can be mixed and matched to create different combinations.
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I think it comes down to how easy it is to make and/or customize a monster, especially on the go. If everything is based off a few stats, you can get away with standard monster stat blocks thst can be changed with only a little bit of time (or even on the fly). If the system requires more number crunching, you might want to provide a large list.
If monster creation is simple, probably 10 to 25 of eqch monster type.
If more in depth and complex, probably 20 to 50 of each type.

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What's the difference between a Patriarch and a Broodlord?
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>>50299128
You mean the one literally explained in the codex?

A Patriarch is a Genestealer that evolves into a highly psychic super-Genestealer that dominates an entire planetary cult.

Broodlords are specifically designed warrior organisms intentionally spawned to be commanders of Hive Genestealers in combat, and are armed and equipped as such. They too are psychic masters, but their mastery is much more about coordinating the minds of other Tyranid organisms than those of a flock of non-Tyranids.

TL;DR Patriarchs are more sneaky-beaky, Broodlords are raw "Fuck you."
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>>50299128

Where their penis is.
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>>50299128
what's the difference between oxygen and ozone

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alright, i want to add in an NPC who will sell the plays things such as "bottled courage" and half magical amulets. BUT i want him to charismatic enough that they won't murder him the first time they get ripped off.

i have the benefit of players who i haven't played any tricks on yet so they're gullible, and all but one of them aren't murderhobos
23 posts and 3 images submitted.
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>>50298167
let him give useful advice when they buy shit
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>>50298167
Have him getting wasted with one or more of the pcs. Harder to kill drinking buddies.
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>>50298167
and let him have good explenations why it didn't worked
>and let him "refund" the item
"oy vey the portion didn't worked well? may wou take a free amulet of eloquence"

Will the Unification Wars ever become a game?

Will Techno-barbarians and Thunder Warriors ever receive (proper) models?

Or should this near-forgotten era remain just that?
22 posts and 3 images submitted.
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Don't you worry, GW is sure to make a pre-HH cashgrab set of $50 models, followed by "age of strife: the game"
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>>50297402
>Tfw Dark Age of Technology will never be anything other than fluff
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>>50297402
>>50297366

Stahp just stahp we don't need more of this shit, just support and develop what we already have. We can't even get 40k right we don't need Unification Wars.

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Write something that you hate of a game that you love.

Write something that you love of a game that you hate.
58 posts and 8 images submitted.
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>>50297021
>There are almost infinite playstyles and decktypes that encompass a whole myriad of strategies which can cater to any kind of player

>People only ever play the same 4 decks
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>>50297021

love GURPS - I hate that I can't play it
hate D&D - I love that I don't play it
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>>50297021
>Endless splatbooks

>Everyone plays it

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What does /tg/ think of using Gremlins as a mechanically-minded fantasy race? Is there anything they can offer that Gnomes and sometimes Goblins can't? Are Gremlins an offshoot of Goblins? Are the three races in some kind of technological arms race? Is there anything we can do with Gremlins?
26 posts and 9 images submitted.
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>>50292431
Gnomes as a race and not a magical force just end up trying to push into the territory of dwarves and halflings. One of them has to go.

But I could imagine Gremlins as Goblins who just spent generations living around Airfields, Military Bases, and Junkyards and just started to gain a fetish for machinery and taking it apart and putting it back together.
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between kobolds, goblins and bandit-[playable race]s so don't i think it's necessary for an entirely new race that would function in the same way. possibly some form of "designed to be a mediumhard fight for low level players, and designed to introduce them to concepts that might come into play later" such as resistances to certain weapon attacks or magic. but a race? na.
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>>50292431
Gremlins don't use their mechanical intuition to build anything helpful, not even things that would help themselves. They could theoretically build an army of robots to defend their homes, or an army of robots to wage war on others, but they would much rather use their skills for sabotaging the machines of others.

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What system does gun magic well? Can you do it well?
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>>50289564
Fantasy Craft does a decent job of it, with the Rune Knight class. Use your gun as a spellcasting focus, with extra benefits for doing so, inscribe runes on it to channel magical effects into your shots, and use Unseen Servant to help reload faster.
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>>50289564
Pathfinder has some magic gun related archetypes, but >>50291219 might be a better choice? I've never looked at fantasy craft though so I don't know.
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Iron Kingdoms, but I'm a warmachine fan so bias.

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