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https://1d4chan.org/wiki/Lovedagger

So what do you fa/tg/irls think about the newest Dawn of Sorrow coming out?
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>>49714309
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>>49714270
>https://1d4chan.org/wiki/Lovedagger

Is this meant to be a parody? It's not very funny.

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Hi /tg/ I'm about to have my first session as a dm and I'm both excited and dreading it. Any tips for a first time gm?
26 posts and 6 images submitted.
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Its gonna be DnD 5e.
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Don't eat or drink anything you didn't prepare yourself.
If you're not sure whether encounter is too tough or not, make it easier.
As a GM you can override rules when necessary, but you should only use this power sparsely.
When someone is disruptive, let them know on no uncertain terms. If there's no improvement in following 2 sessions, boot them.
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If they have an idea

Use it.

Not even joking half my campaigns have been shit THEY have suggested

I've been playing a lot of darkest dungeon lately, has anyone tried mixing COC and dnd or another system at any point?

Any tips?
11 posts and 1 images submitted.
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>>49713149
I think there is a system called torchbearer, which does many aspects of the game. The creators have acknowledged it and might, maybe, not sure, possibly do a crossover afaik.
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>>49713149
In 3.5 Unearthed Arcana had the rules for madness/sanity and shit, the rest you can cook in homebrew or just pick up from monster manuals. Lamentations of the Flame Princess is also a good source for weird dnd or weird fantasy stuff in general.

Also anon, why the fuck are you playing Dankest Dungeon? This game is nothing but a cesspool of grind and false promises. No amount of atmospheric art or narration can remedy that bullshit. Ave Celerity.
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>>49713149
You're a moron trying to mix CoC and D&D. Use CoC and RuneQuest 6 at least.

I would recommend Blades in the Dark though. Urban dark fantasy about growing an organization whose employees frequently get fucked up and stresss out on missions.

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Is there a chapter master (dead or alive) as based as Dante?
>Everyone thought he'll be consumed by the Rage early
>Started as an unremarkable captain
>Got shoved into command because he was the only one left
>Over a thousand years old, have led the Blood Angels for 1,100 years
>Have killed everything in Games Workshop 40k catalogue that isn't a unique character (and more)
>One of the most beautiful space marine model
>As revered as Guiliman
>As beloved as Grimnar
>As skilled as Sanguinius

Also Chapter Masters thread.
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>>49712791
Smashfucker can kill him. And Angron. And Horus. And his own Primarch.
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>>49712791
Old man logan fucked up the inquisition to save guardsmen.
As far as i can see nothing can be quite as based as that.
Also he's santa
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>>49712860
Smashfucker can kill horus?

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tell me /tg/ what is so special about the Year 0 of the calendar of your setting?
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Baelog the Conquering King slew Axos the Titan and drove him into the Underworld. Thereafter he and the other human Pantheon Enoch the Sage and Meridia the Soul-Usher founded the Argentum Empire.

However while plummeting into the Underworld, Axos broke apart and created the three Sons of the Titan, Malignoth, the Eye; Grumaash, the Hand, and Nixulaub, the Bones. Of the three, The Eye seeks vengeance on the current Humans by sending his army of nothiks to harvest Soul-Crystals from Argent Tombs.
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This raises a question for my history-addled atrophied brain.

What did pre-christian calendars use as their 0-points?
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>>49712072
It was when the largest powers got together and agreed upon an international calendar because of how much time and money was being spent trying to find out what date format a document was using. It became known as the Recorded Year, and the first day was First Day of Spring, First Recorded Year.

The old dates were used informally for about 30-40 years, and official documents used both years for about two decades. A book that provides reference for about a century's worth of old dates converted to Recorded Years is a common sight even 900 years later.

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Was talking this over with a fella who's going to GM a CoC game for me. I'm a newbie to pen and paper and CoC itself, but I know Lovecraft's literature.

Was wondering if a Call of Cthulhu campaign based on the first season of True Detective would be possible. I would be happy to get some advice. I'll be listing what I've got so far.
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>>49712013
The campaign would probably be a good deal more mundane than some of the more out-there ideas. Don't necessarily want Great Old Ones showing up. But I'd like to take True Detective and punch it up with more of the supernatural. For those who never saw the first season, a quick summary:

Detectives Marty Hart and Rust Cohle are put on the case of the rape and ritual murder of a prostitute, Dora Langue.

This leads them to uncover a mystery which involves dozens of murders and disappearances going back at least to 1985 (until 2005), which is connected to a cult of pedophile murderers who worship the Yellow King who lives in Carcosa, members of whom include the Governor of Louisiana and one of the wealthy reverends funding private church schools across the state.

Ultimately, our detectives publish their information and hunt down one of the main killers in his Temple-Carcosa, the old Fort Macomb near New Orleans.
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>>49712013

It would be possible but you'd have to disregard all the shit parts of that show (i.e. every single reveal and basically the whole second half of the season) and replace them with something creepy. Do a bit of research on the actual references behind the Yellow King and Carcosa (which are sprinkled like cake toppings on top of the show with 0 respect or understanding). There's the kernel of a good campaign there.
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>>49712013
TD is not a game plot.

It's 2 protagonists, told in flashbacks, covers a decade, and remains anticlimactic. It's be a shitty game.

And the consensus seems to be that DELTA GREEN is the TD game.

That said, you can totally run a modern detective horror game with a slow (non action) pace and a macabre trail of clues that centers around tension in CoC. Pretty well actually.

You can play investigators struggling against mundane and possibly supernatural obstacles without backup while their health, luck, and sanity slowly decay away until all that is left is a mission.

Download the free quick start. It's 1920s, but the modern sheet with modern skills is on the same website.

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I'm looking for some badass human empire names for my short story. Can /tg/ help?
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>>49711248
Is it HFY?
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whats hfy?
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>>49711259
Also, America.

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so what TTRPG is best to play Destiny? /tg/ can you help me?
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>>49710880
I've heard Savage Worlds works. So do Fate and GURPS, but those work for everything. Traveller might be good as well.
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>>49710880
Savage Worlds with a ton of splatbooks.
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>>49710880
Depends on what you are expecting from a Destiny tabletop.

Considering that it's supposed to be a cooperative multiplayer game with some focus on team play and using your special abilities correctly, as well as a steady increase in character power, I'd recommend refluffed D&D 4e as a non-obvious, but pretty fitting choice.

SW also works though, and is more obvious. You really only need the Savage Armory fan-splat, and a random loot generation method of your preference.

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I'm trying to build some simple back end rules for dungeon crawling. Rough time estimates for actions, a method for tracking time sort of simply, and so on. Part of a homebrew I'm writing.

I've run into a few problems.

Mainly, walking speed is fast. For most dungeons if you move through unimpeded you're going to see all of it in about 15 minutes in game (currently the smaller actions in my game are ~10 or 15 minutes, with the larger being ~30 minutes or an hour). Even at a pretty stingy 2mph. This means that movement should be free or virtually free, but that takes out a pretty big action sink I'm used to relying on in combat and hex crawls.

So without movement taking up really any time, what are good actions for a party to routinely perform in dungeon crawling? Are there systems that already do something like this well?

So far, I'm building the game so that healing is a significant time sink. 15 minutes lets the healer bring one guy to full, but random encounters are hourly. So if the whole party is limping it's better to leave.

Rogues I want to give some scouting abilities, but with uncounted speed I'm limited to evading notice and unconventional movement modes on that front. For a time sink, there'll be locks and traps.

Some casters will have timesink options. Altering terrain or bypassing small numbers of enemies mostly.

But I either need new timesinks for many of the archetypal classes, timesinks to be built into skills instead of classes, or generic timesinks that everyone can attempt.

I'd really appreciate any help you can offer, /tg/.
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>>49710758

Check Moria?

In LotR party has long footslogging sessions with actual combat and exploration taking place only in key locations. You have a couple of points that are connected with long tunnels or caves. Add some side tunnels or even chasms that were not on the maps before that players can explore and from where your random (or not so random) encounters can jump on them.

Bonus is that all dungeon can't jump party at once because it inhabitants actually far away and can't hear anything happening in other cluster.
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>>49710908
I'd like that idea a lot more if I wasn't building for more standard/varied stuff. Also I usually handle Moria-scale action with rules and time scales more similar to hex crawling.

I will probably at least include "long tunnels" as an option though. It would be a good way to break up levels and such.
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>>49710908

Well I don't see a problem with ending a dungeon in 30 minutes or an hour. Biggest timesinks would be checking for traps or trying to open locked doors without noise. And maybe some riddles or puzzles.

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>the GM uses background music
>this is fine but he draws the fuck out of RP scenes cause he wants every damn moment to be in tune to the score

You're the god damn GM, not fucking John Williams. Just say the damn king restored his awareness and free will after being corrupted by his vizier. Don't drag out the damn thing by describing EVERY DAMN MOVE HE DOES to the music of Lord of the Rings.

Last session took a fucking drag during combat in the final parts cause he wanted to sync the music of Gandalf's arrival to Helm's Deep from Two Towers and describe how we saved the day on horseback. Just tell me we saved the entire army by flanking on horseback, don't let us sit our asses down and see you express that damn fan-film you've been wanting to imagine in your head. You're not impressing anyone, you're just wasting everyone's time. STOP IT.
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that is absolutely tragic
but you need to tell him, not us, he probably still thinks it's cool
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>>49710474
So music thread?

I have the FIRST LEGIT BOSS fight coming up and was wondering if some one could share a score to help set the scene of a large throne room only lit by the raging lightining strom thats happening outside the windows.

Any other music scores, advice, dumps, or help in general would be great.
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>>49711032

What's the theme of your campaign? What does the throne room look like?

Details, anon! If I toss in suggestions only to learn your throne room is part of some dreadful castle at the far reaches from civilization, my suggestions might not fit it.

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I'm seriously considering the possibility of trying to become a game designer. At the moment I'm studying logic at the university, so this could be the perfect time for taking courses in subjects like statistics and probability.
Which are the necessary subjects I need to master in order to have any chance in this carreer?
13 posts and 1 images submitted.
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>>49710172
just make games in your spare time and if you make a career out of it you make a career out of it.
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>>49710172
those courses will be of less use than you might think. what you really need to do is to play a lot of games.
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There's nothing wrong with learning prob & stats.

Space knights, /tg/.

Not (just) soldiers in power armor: but nobles that don a power armor and walk like gods in the battlefield between lesser tech common soldiers.. even though those family heirlooms are an half-forgotten tech.

Does any setting do that?
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...Battletech, back in the early 80s.
Nobles strap on their heirloom giant robots, which are only maintained and rarely new built. Puny other vehicles and people get crushed.
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>>49710073
Does Warframe count?
I mean the Tenno are more space samurai-ninjas but they've got the "noble warrior caste" thing going on, and Prime warframes are based on alien technology that the Tenno can't reproduce any more.

They've definitely got the "walk like gods in the battlefield between lesser tech common soldiers" bit down.
No bloody clue how you'd run a Warframe campaign though.
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>>49710073
40k as well.

Also perhaps Star Wars, come to think of it? The technology and training used by the Sith and Jedi is thousands of years old and kept very secret from outsiders. Hell, with how many Jedi and Sith civilizations have risen and fallen lots of old models of lightsaber and holocron have been lost to the ages.

If I wanted to make the PCs more heroic in a system that's generally less heroic, what would be a good way to do it?

There's an RPG I really like, but my problem is that it can get pretty grim and gritty, so I've been thinking of ways to make characters less fragile and vulnerable and more capable of heroic stuff. While just giving them better stats is certainly an option, I feel that some kind of hero mechanic for them would work better.

Should I just go with hero points of some sort?
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>>49709470
>Should I just go with hero points of some sort?

That's a good idea. But what's the system?
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>>49709470
It just massively depends on the system. Sometimes it might be as simple as adding something on, like hero points, other times it might be a bit more involved.
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>>49709564

Praedor. It's a Finnish system, so it's probably not going to help a lot. It's a neat system that's both fast and fairly "realistic", in that it produces beliveable results and doesn't bog down. It's a punchy sword & sorcery system.

In play, however, it can also be pretty grim n' gritty, and player characters can die easily due to a bit of bad luck. It's a system I enjoy using, but I wouldn't mind injecting some swashbuckley heroics into it. Making the characters superhumanly strong would more or less defeat the point of using the system in the first place, so I feel a mechanic that allows them do defy danger or carry out heroic stunts instead of being all-around superhumans would work a lot better.

Hey /tg/, newfag here,
I really want to get into deck games. Is there anything particularily.
I've heard MTG is good, but are there games that don't require helluva knowledge and/or are newfag friendly?
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>>49709003
MTG isn't that hard to understand if you look up proper turn order and all of the keywords.
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>>49709026
I'm still kinda on the fence with MTG, and while I do consider it an option, I keep looking for others.
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>>49709043
If you want an easy deckbuilding game that isn't exactly a trading card game, ascension is real fun and it's got plenty of expansions.

downside is the base to get into the game costs more than ordering something like this ( http://www.cardkingdom.com/catalog/view/2898?gclid=CJqq39iUzs8CFUgmhgodC_UKHg ).

and there's decks for absolute beginners that shops are supposed to hand out for free.

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How often do you purposely nerf your own characters? Is it for flavor, fun, or so you don't outshine the rest of the party?

It could be anything as minor as doing d4 damage less for using a dagger with your sword instead of another sword, or something more substantial like only casting spells with the fire descriptor, being an adept with A priority in money and spending it all on your car, etc.
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I made a character with 6 Constitution. They were a Mage, too, so they only got 4 vitality per level. I thought it was a fun gimmick, having to fear even weak enemies and do everything to keep myself out of harms way.
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>>49708945
What do you have against cars, OP?
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My group sucks at optimization and the other players often pick up abilities or traits specifically for character flavor, even if when it's a mechanical downgrade to do so.

So I often build my characters intentionally handicapped in some way, because otherwise my character would en up being "too strong" and it would cause bad feelings at the table.

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