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Archived threads in /tg/ - Traditional Games - 2591. page

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Reminder that if your party can't handle a sniper with a high-powered rifle they are shit and should stand under some falling rocks.
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>>49971831
>It's not glorious mika tamase
you had one job
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Reminder that you're still banned from the game because you threw a fit and scared the dog.
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In a D&D game I actually pitted the party against a dedicated sniper. half of them died and the rest fled. It was funny.

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Hey /tg/, how would you play a light domain cleric?
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With half the calories of a regular domain cleric.
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>>49971749
haha, that was my first idea but i'm not all too familiar with dark souls and that dank meme

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Is there a realistic post-apocalyptic role-playing game?

No mutants, no zombies and no Mad Max shenanigans, just horrifying societal collapse, depopulation, famine, dictatorial emergency governments, etc.

Basically "Threads: The RPG."
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>>49971668

Well, the only weird thing built into Apocalypse World is "the world's psychic maelstrom" which you can downplay as intuition or madness a la Mad Max's hallucinations.
Doing a "realistic" game would then just require careful playbook selection. (No Brainers, no Space Marine Mammals, etc)
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>>49971768
Is the combat as punishing as it ought to be?
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>>49971957

Generally it's pretty harsh, unless somebody is playing a Gunlugger, whose whole deal is being a major ass-kicker.

Did you know that Paulus Frambottus made the first Monster Manual in 1634?
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>>49971659
You mean Conrad Gesner, and 1551?
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>>49971741
But he didn't really collect his works in a definitive volume for players like Frambottus did.

Now stat these babies.
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>>49971784
That cat has seen some shit.

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I'm gonna DM for some buddies soon, but a couple of them always minmax the shit out of every situation and grab everything that's not nailed down because they insist it'll come in handy later (and often try to come up with contrived ways as to why it is). It's like playing with kleptomaniacs and they do tread the line into metagaming often. While it's not really a big deal and I'm willing to let a lot slide for the sake of fun, I'm considering if somehow I could take advantage of their greed and tendency to try and outplay the DM, without pissing them off.

What I specifically mean is, they often prepare for shit way ahead of time because they'll try to guess what's coming. And when they are right, it takes away a lot of the suspense and challenge. "Oh I heard the old guy casually mentioned a graveyard, that'll mean skeletons and zombies, probably a lich too. I'm going into town and buying all the holy water I can and getting my sword enchanted against undead" etc. I could just try and change it on the fly to keep it surprising but then they've called me out on making the changes only to negate their preparation before, and also demanded reimbursement for the items they bought because I quote-unquote "cheated" them.

We'll play some 5e d&d the weekend after this one and I've gotten a good campaign set up with help from /tg/.
Though if anyone has any suggestions how to deal with them do let me know. I feel like they approach the game a little too competitively maybe, but it'd be more interesting if they could learn a lesson through the game rather than having an awkward chat about it and being a downer.
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>>49970818
send 'em into the deep hardcore dungeon where they'l spend weeks
I guess they'll enjoy it more than you smugly trolling them
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>>49970818
If you must play DnD 5th and wish to deal with your problems, follow these rules.
>Enforce realistic carry limit.
Don't give them access to bags of holding etc.
>Don't be afraid of giving false leads.
Information isn ever perfect. The graveyard is just as likely to be infested with giant spiders or bandits.
>Never reimburse players.
They made the mistake.
>Talk to your players
Have you tried yet?
>Stop baiting anons on 4chan
It takes a while to type this stuff, and I can't help myself.
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Every item has a weight, just keep track of how much shit they're carrying and enforce the encumberment rules. As for throwing off their expectations fairly, have whoever is actually doing the evil things make it look like something else. Easy mode is grave robbers taking whole corpses, not because they're necromancers or anything but because they wanna scare off any low level villagers from hunting them down.

How does one defeat prepared divine casters that also hit like trucks?

Those are some big clerics.
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>>49970561
Is it still wordswordswordswords if it's from a character that's supposed to be long-winded?

Yes, yes it is.
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>>49970561
For Hayley.
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>>49971313
>tfw someone edits to replace the axe with the giant's shlong

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Ok the rules for this is:
>Use d10 when posting. Post ending on 9's are added into the setting
>If two 9's are posted in a row and the post's contradicts each other, then the newer posts wins
>No shitposting
>No derailing
>A post may be voted out by 5 or more different Anons
>Have fun
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>>49969755
Does it have to be generic? I wanted to post my fairly vague transhumanism idea, and it might go against the spirit of the thread.
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>>49969755

The Orion Arm is more popularly known as the Sapien Arm, as Humanity claims dominion over the entire galactic region. An innumerable collection of holy stars, free systems, republics, feudal empires and brutal dictatorships, Humanity is united only through their shared cultural heritage and memory of Old Earth.
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Rolled 5 (1d10)

>>49969755
A monarchy rules the galaxy

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Asked in the OSR thread, but hoping to get more feedback.

1. How do I make combat more interesting? Especially the ones that just tend to drag on, miss after miss? Our LotFP hexcrawl last night had only 2 encounters and both seemed to take a fucking eternity. I try to flesh out combat descriptions, but there are only so many things to say after a certain point of missed hits and dodges.

2. How do I encourage my players to stop being huge pussies? It's one thing to be cautious and another entirely to avoid interaction with everything suspicious or interesting they come across for fear of death.
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Bumping for interest. I've also experienced the second issue.
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What were the encounters OP?

Also you might want to houserule base AC down to 10 if repeated misses are an issue. I've heard it cited as a solution to this problem in LotFP.
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>>49969726
1. Descriptive texture for your players to use in combat. Add terrain, weather, things to jump off, things to duck behind, etc. Play the monsters/mooks like living things that have their own objectives and desires beyond 'kill the good guys'. Use reaction roll tables and moral if you're going osr.

1/2. Having a discussion with your players about playing a game. For 1, it works better if they put effort into the combat too, thinking of plans, manoeuvres and details for you to work with as well. For 2, you can explain the idea behind much OSR is that player characters aren't as precious, they're easy to make and dieing or getting grievously wounded isn't game over. Its a different mentality. Some caution and intelligent dungeon crawling is an important survival skill in osr, but if they wanted to live forever, they'd be dirt farmers, not adventures.

>>49972123
Also this.

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I really like this game, and I just got an updated pdf (https://www.sendspace.com/file/2fuwd4), so thought I'd make a thread.

To be short, it's a game that excels at tactical combat with a gamist bent. It has next to no fluff, so it can be used to cover a wide range of genres, as long as you want fights to happen in there and not sweat the details. Character creation is a breeze, and there's a lot of variety for how short the class section is.

The skill rules are kinda only there to fill space, but they are adequate enough. New material is dripping slowly, so it's still supported. Still requires some mechanical know-how and homebrewing experience, but it's a pretty solid base.

Mechanically, 1d6 based (optionally 2d6) with advantage/disadvantage replacing most modifiers. Skills work a bit like mouseguard / burning wheel (although they also remind me of PbtA), fights are grid based, mostly inspired by 4e.

Oh, also, the book is amateur as shit. First 100~ pages or so are about the skill system, the good stuff comes after.
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Shitty quality Rogue.

Pretty fun class, basically like the 4e thief, but good.
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Playtest material, 11 new classes (more like 12, the two headed ogre easily counts as two), 1 new role variant.

Some pretty fun stuff in here.
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I wish shillbro was here to try and troll me or something :(

Oh well. Kinda pointless survival expansion.

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So, apparently, the urge to try and mate with non-human life-forms is one of the oldest fetishistic urges humanity knows. From artwork depicting humans have sex with animals that traces back to the Stone Age, to the countless mythological tales of gods having sex as animals (or with animals) and humans taking magical animals as spouses, voluntarily or otherwise, this is pretty obviously something that humans have been thinking of all over and for a while.

And then we have Dungeons & Dragons, a setting where it's often joked that humanity's "divine blessing", ala elven grace or dwarven toughness, is the ability to boink just about anything.

What I'm curious about is, do you think that this makes sense? Ignoring the question of breeding - because, seriously, D&D is tapping into the same veins of folklore that give us things like women having children by talking bears and dogs, and men fathering children on dragons and foxes - do you honestly think that humans would actually be attracted to the various other sapient species running around in the world with them?

If you do think human/nonhuman attraction makes sense... have you ever actually used it in some fashion? Either for flavor or perhaps even for quest hooks - the "kidnapped" prince who sincerely doesn't want to leave his siren/lamia/medusa lover, the need to safeguard an arranged marriage between leaders to bring a peaceful end to a racial war, etc?

Also, in your opinion, just how far can you take the "humans and nonhumans will sometimes find each other hot" thing before it crosses over that nebulous line into magical realmdom? I mean, yeah, obviously you don't go having things like halfling ladies constantly wolf-whistling at the human PC with the highest Charisma, but still, is there a point where flavor text like "the inn is run by a dwarf/human couple" or "the necromancer and the gnoll chieftain haunting the ruins are rumored to be lovers" is magical realmy?
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>>49969397
>is there a point where [x] is magical realm

Yes. It's the point where your players get uncomfortable and tell you to cut it out.
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The humans in question would be violating global rule 3 and infringing on 15.

I say relegate these degenerates to >>>/b/
Just think what would the Ordo Xenos do?

Just for reference I have never wanted to fuck a dog, cat, bear, horse, mom, dad, sister, brother, aunt, girls under the age of 18, friends current girlfriend, friends current boyfriend, friends mom or dad (friends aunt is ok though), or any imaginary creature. I guess this view is very contrarian to /tg/ beliefs as I was so nicely told in a past thread......
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Relevant to the thread... D&D has actually had a pretty large number of canonical half-human half-x races in the past. We all know about half-elves and half-orcs, but Dragonlance, for example, gave us half-dwarves, half-goblins and half-gnomes. Also half-kender, but seriously, who wants to screw a female kender? Actual halflings are far more appealing... anyway.

Point is, would you ever allow for hybrids like this in your setting, or do you think the only official hybrids should ever be half-elves and half-orcs?

Also, if it's a matter of setting fact that descend from a sex-god and so "breed with anything" is their actual blessing, is that inherently magical realm or does it depend on how it's handled?

>Old line and column tactics are now considered suicidal as the bow and arrow/sword morphed into the rifle and machine gun.

How do we fix this?
24 posts and 3 images submitted.
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You don't. You now have to develop new tactics around these revolutionary new technologies. The motto of the New World is "Get with the times, or get left behind."
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>>49969179
>>49969179
You would need to somehow have bulletproof armor that is super cheap to make. Otherwise a machine gun is too efficient at letting one man mow down many.

Then with everyone being bulletproof, you can go back into lines with spears.
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>>49969179
You don't.

Modern infantry ride in armored vehicles and fight in widely dispersed formations in order to not die to artillery and the like

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These are the megacorporations in Cyberpunk 2020. How would you update them for the 2010s while still retaining their essential nature? The assumption is we do want to update them and not go full-80s-retro. Which new ones would you add?

>Arasaka, Japanese armaments and private security company
>Biotechnica, Italian biotechnology, pharmacology, and cybernetics
>Euro Business Machines (EBM), German IT
>Infocomp, a commercial think-tank and information repository.
>International Electric Corporation (IEC), a European conglomerate
>Kendachi, a Japanese armament company
>Lazarus Group, an American private military contracting and security firm
>Merril, Asukaga & Finch, financial analysts
>Microtech, a computer and electronics manufacturer
>Militech, American arms manufacturer and mercenary contractor
>Mitsubishi-Sugo, a major transportation manufacturer
>Network News 54, an American broadcasting company
>Orbital Air, an African corporation with a monopoly on space transportation
>Petrochem, an energy company
>Raven Microcybernetics, leading cybernetics company
>SovOil, a Neo-Soviet oil giant, controlling a vast percentage of the petrochemicals market.
>Trauma Team International, a private medical firm
>World News Service, a worldwide news conglomerate
>WorldSatCom, a satellite communications giant
>Zetatech, a computer, cyberdeck, robotics, and cybernetics manufacturing company
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>>49968817
Most of these are just parodical references to real-world companies in the 1980s.
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>>49968851
Yes, many are. So what would be today's references to multinational companies?
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>>49968871
YUM-Santo, a biotech company that sends its killteams around the world assassinating people who got pregnant when they breathed in its patented SpermatoSpores™ and didn't pay the licensing fee before giving birth to YUM-Santo property.

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>The god-like paladin makes eye contact with you
>(She literally presses her eyes into yours)

Why?
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>>49967950
>if you can see the whites of their eyes, someone's done something wrong.
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>>49967950
Probably because I said something stupid or complimented her ass again.
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The eyes are the windows to the soul.

She's trying to sneak in.

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In polish version of all D&D related media Bugbears are not only translated but also renamed, remade into Orclins, half orcs half goblins, orclins

Are there any more examples of translation changes?
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>>49967940
Japanese Kobolds
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>>49968256
Well in original folk tales kobolds were animalistic shapeshifters
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>>49967940

what

No, at least in 3.5 which probably was the most popular D&D edition in Poland, we call them "niedźwieżuki" which (almost) literally translates into "bearbugs".

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Discord Chat: https://discord.gg/b56YT

>what is this?
Exactly what it looks like. An attempt at using GURPS to develop a Dwarf Fortress RPG. Players take on the role of Founding Settlers in a Dwarf Fort, in ab Ultra-High-Mortality setting. Gameplay comes in several tiers:

Tier 1: Settlement. You're a band of dwarves breaking new ground in the wilderness. Plays like a Wilderness Survival RPG, with the goal being to develop stable systems to gather resources and build shelter.

Tier 2: Once the essentials have been taken care of, the game changes to become more of a resource management game, and focus is put on developing industry and building structures, in preparation for the arrival of new Dwarven settlers.

Tier 3: The first settlers arrive, and many of the economic systems the players set up become automated through the NPCs from here the game focuses on managing the well-being and happiness of everyone in the settlement, and getting industry and economy to really develop, as well as defend from invading forces.

Tier 4: Nobles are elected/arrive to the settlement, and Industry really begins to flourish. The fortress begins to expand and become more complex, and the game takes on some political intrigue.

Tier 5:invading Armies, Demons, the true Dwarf Fortress experience. Get ready for some shit to hit the fan.
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>>49967728
The GM manages all of this through the use of randomized tables, setting rules, and a good helping of madness. Events in the game may be generated either by the GM's imagination, or what may quite possibly be the most detailed random tables ever.

The Design philosophy of the game is to scale the learning curve of the game in order to make it easy to get into. Rather than front - loading the rules of the game, character creation will be relatively light in terms of what players need to know and do to immediately start playing. After the first tier, character creation will expand, and with it, the number of Rules the player needs to know. The use of templates and suggested features will be used to help streamline all of this, as well as the simplification of many rules.

The overall goal is to make a game that follows a smooth natural progression in such a way that it makes GURPS a more palatable system for newcomers, while at the same time allowing veterans to simply dive right in.
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So far we have the outline for a Dwarven racial template, some core mechanics set up for Dwarven Sanity and Alcoholism, and are beginning the outlines of templates for the basic jobs, which will likely be modular in their application.
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That sounds interesting, but how would things like traders and migrants be handled?

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