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Archived threads in /tg/ - Traditional Games - 2704. page

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>actively root against human race in every setting
>can't relate to any non undead or mutated human

why am I such an autist /tg/? I know it's not normal to have a hate boner like this but fuck me do I feel great when I hear about people getting fucked up.
21 posts and 6 images submitted.
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40k seems like the perfect setting for Humanity fuck you
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>>49652167
When did you start OP?
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Because mutants show the true face of humanity

Why is the best klan so underrated?
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Because they are not the best klan.
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>>49651873
Goffs are Black Legion or Ultramarines of Orks - a boring fucking default faction with no personality.
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>>49651894
Their personality is being ded 'ard and ded Killy. Only a measly grot who runs from every scrap would think you need more than that.

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> See picture
> Post a character based on the picture
> Post your own picture
You know the drill.
26 posts and 18 images submitted.
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Head cables.
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>>49651233
>>49651433
> Faggots posting pictures, but not doing any work themselves

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ITT:Songs that describe a class

>Bard:
>https://www.youtube.com/watch?v=KEXQkrllGbA
20 posts and 2 images submitted.
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>>49650632
>Fighter
>https://www.youtube.com/watch?v=GoCOg8ZzUfg
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Thief (or maybe warlock): https://www.youtube.com/watch?v=IFUjwj_RB5o
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>>49650632

>enemy bard attempt to taunt you and your group
>roll dice to resist dissing

https://www.youtube.com/watch?v=41qC3w3UUkU

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Let's say AdMech found a STC fragment containing this guy's data.

Would the AdMech see this as a kind of ancient titan? If so, would they find this useful?
17 posts and 4 images submitted.
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Well if it's from an STC it's a holy artifact, and should definitely be made as soon as possible, after they determine it isn't chaotically tainted.

That being said, mechagodzilla would be small fry in the titan landscape, so not much would change.
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>>49650417

> Mechagodzilla
> Small fry

I, is that so?
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>>49650417
It'd probably be effective against the tau.

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Which edition is the best?
I only tried this one for now and I liked it but I'm not sure if one of the other ones wouldn't be better.
Could someone provide a quick rundown of differences and strong/weak points of different RQ variants?
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>>49650057
Well I can't go to a point by point comparison with other editions since I've also been introduced to Runequest through Runequest 6/Mythras. As far as i know RQ6 derives from Mongoose's Runequest I and II as Loz and Pete worked there and tried to refine it into a crunchy, modern and non world specific version of MRQ and succeeded immensely. The differences lie between these RQ to the other Runequest 2 and 3 (RQ1 being only an early draft of 2). The next Runequest (dubbed simply Runequest) will be squarely in the RQ2/3 camp as a modernisation of those old rules. It will also be even more integrated into the Glorantha setting through precise rule changes (mostly as it pertains to magic).

There are alot of differences between both styles of RQ. RQ6 has action points usable to parry or attack, initiative (1d10+initiative bonus) instead of RQ2 strike rank that was based on DEX SIZ and Weapon length, Special Effects during combat with each effect described for a very crunchy feel) compared to the simple impale possibility of RQ2. The list goes on.

Right now i believe RQ2 is simply too old school for me, we'll have to wait for the new Runequest to judge if it's leapt into the 21st century (it just might). RQ6/Mythras is a great modern take on RQ but it sometimes fumbles in its crunchiness while still being much more intuitive than RQ2. For now i'd suggest you keep looking towards RQ6 under the new name Mythras if you want to play in Mythic Britain or Mythic Rome or the Thennla setting. I would advise also to tweak it to your liking for the level of crunchiness you and your players will enjoy. If you want to play in Glorantha (great setting) i would wait for the next edition of Runequest that is sure to fix the mistakes of the past and cook us up something tasty in a very old pot indeed. The only worry, for me, with the new RQ is that it might be too grognard centric and cling to stupidly old rules that have no place in RPGs now. Time will tell.
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>>49650560
And the differences between Mythras and original RQ?
I kind of discarded Mythras when I realized it's translating D&D themes like dungeoneering and faux-tolkienesque races (which I don't really like, even if I adore Tolkien, but D&D's interpretations of his creations are really far from giving them justice) into RQ6 mechanics, or is there more to it?
I really prefer the "ancient fantasy" themes of standard RQ in this matter.
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>>49650798
The Design Mechanism (TDM) licensed the Runequest brand to try to bring back that set of rules after the decline of the Mongoose years. I believe that they've achieved that brilliantly, bringing more people, like myself, to RQ. They've managed to make a rules system that could be used for different styles of play from antiquity to sci-fi. All you need to do is combine the RQ corebook with a setting supplement like Mythic Britain for example and you're set. Now TDM knew that their licence was going to end soon (last july) so they worked with Chaosium and Moon Design publishing so they could bring RQ and Glorantha back together with their new rules. Chaosium wanted to go with a different set of rules, the RQ2 rules, so they went their separate ways. Chaosium with Runequest and the gloranthan setting and TDM with Mythras. Why Mythras ? Simply because they couldn't use the name Runequest anymore. That's Mythras: RQ6 under a new name. And while I haven't had the time to look up everything, Mythras seems to be exactly like RQ6 with differences, if any, being minor ones.

So when you say that you don't like the theme of Mythras, I'm just puzzled because it's basically the same book under a new name. Those faux tolkienesque races are there in RQ6. And it makes sense that they're there since it's a settings free rules system. Here's from TDM's facebook:

>The game engine is unchanged; aside from a few tweaks here and there, and the inclusion of a range of new Special Effects (including effects for Spirit Combat), the main changes are to layout, organization and page count. Mythras is 304 pages compared with 456 for RQ6, but as an edition of the game, you can quite happily continue using your old set of rules with all our new Mythras supplements, without worrying too much about missing out on anything that’s fundamentally changed.

Cheers.

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So the next block in Magic: The Gathering is based in the plane of Amonkhet i.e. an Egyptian based plane.
It's an interesting setting so hopefully they do it well.
What are you hoping/expecting from it?
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If they did it in medieval europe they'll do it here
WE
WUZ
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>>49649856
STEAMPUNK VEHICLES & PILOT MUMMIES.
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>>49649856
I want Bolas to fuck shit up.
I want him to completely WRECK the Gatewatch's shit.
Like, so fucking bad that there's a card about it.
And I want that card to be fucking playable.

And then I want whatever problem that there is to be solved by people native to the fucking plane.
Not by the bargain bin Magic Avengers.

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So let us discuss stats in Dungeons and Dragons. What do you compare different level adventurers to? There used to be an article called "Gandalf was only a Fifth Level Magic-User! ", which was a good sources of making assumptions on the nature of levels and stats.

The question here is how do you explain this in game? How can you possibly keep a straight face at the human barbarian with 19 or more Strength at level one. How can you explain how a bard or a sorcerer with 20 Charisma could possibly fuck up a social check against some run of the mill commoner NPC without rolling a 1? What do these numbers actually represent in the real world? What can you compare them to?
28 posts and 5 images submitted.
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>>49649335

The power of destiny.

Sometimes a hero has to break something so he can fix it again. Hercules is a great example of this.
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>>49649335
>How can you possibly keep a straight face at the human barbarian with 19 or more Strength at level one
Maybe his very bodytype was pretty built and then along with a lot of rock lifting and non-stop fighting, he backed his T-shape, 7 feet body with the necassery muscle to become a walking monsrtosity.

>How can you explain how a bard or a sorcerer with 20 Charisma could possibly fuck up a social check against some run of the mill commoner NPC without rolling a 1?
Let me pull something out of thin air: the NPC had a hard day's work go to waste after crows ate every seed he planted in his farm, came back to the village, noticed he forgot his tools, became even grumpier and then while he's going to his home ready to wash off the filth and sweat, barely conscious from tiredness, some asshole with a gigantic smile/beard comes and asks him something about goblins.
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>>49649335
http://thealexandrian.net/wordpress/587/roleplaying-games/dd-calibrating-your-expectations-2

If you keep to expectations before the D&D fandom started to reflect ideas back into the fantasy, you should be fine. D&D 4e divorces very heavily from these expectations, though it is more of an extension of the divergence in 3.5. 5th is just an evolution of a diverging line of thought.

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Worldbuilding a Mediterranean world, trying to keep it relatively realistic but willing to bend the rules a bit here and there.

The world mirrors ours in ancient times, so there's a parallel to Romans, Greeks, Carthage, Persians, etc etc. It has a massive focus on naval combat/war, seafaring cultures, and piracy.

Then I realized that the whole time I was picturing the ships, I was picturing big, beautiful clipper ships like pic related, with cannons and everything. I now realize this is a good leap ahead of my world's tech level.

I've been looking into and reading about triremes and viking longships and other earlier models, but the naval combat seems a little bit dull (only ramming and maybe Greek fire) and piracy seems completely infeasible when you have a crew that's mostly rowing, though I'm sure they had ways of doing it back then.

Anyone have any ideas on how to realistically spruce up ancient naval battles and pirates? If not, is there any logical reason an ancient society would have clippers?

There is an extinct advanced civilization from thousands of years ago, so I was thinking maybe they find some blueprints or something, but if I choose to give them cannons that should lead to guns, which I don't want at all, and we're jumping thousands of years ahead in history, in which case I could just handwave it all.
38 posts and 3 images submitted.
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Onboard ballistae/onagri/harpagones could substitute canons.

The issue of pirates being occupied with rowing is easily resolved if this task is carried out by slaves.
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>>49648583
Definitely liking the idea of onboard heavy weaponry, but I had actually considered the slave idea and felt it created more problems than it solved.

Theoretically it could work for the navy of a major nation, but on a single pirate ship the crew kind of acts as their own government. Seeing as at least triremes were small next to clippers, the slaves rowing would outnumber the crew, and there would be no reason not to revolt.

Maybe this could be solved by having a small pirate fleet, but then I would think they're more of a hostile mobile sea nation and not really true pirates.
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>>49648583
This.

Also, exotic ammo. The greeks would shoot pots filled with snakes over to other ships.

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4 months into warhammer painting. How does it look?
13 posts and 2 images submitted.
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>>49646892
Way better than I was at 4 months
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>>49646892
Good! But if you still need tips:
>either dust off your mini or thin your paints even further. Or get different paints, the texture on this model is a little chalky.
>more prominent highlights

Other than that well done! The glow effect is good and it looks like you're ready to start working more in freehand and washes.
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>>49646892
I wish I was that good at four months.

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My name is anon, and I am an addict. This isn't my first time here, but I had a relapse. I spent an hour shopping for just the right tacklebox to hold game components.
15 posts and 3 images submitted.
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>>49646666
>My name is anon,
Hi anon.
>and I am an addict. This isn't my first time here, but I had a relapse. I spent an hour shopping for just the right tacklebox to hold game components.
*claps* Thanks for sharing, anon.
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My name is jimmy jim james the 3rd esquire and I bought a chainmail hauberk and gambeson and im to embarrassed to admit is too heavy for me to wear for long periods of time So i plan on buying even more gear to prance around in
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Im tiny tim, ive bought about 4-7 boxes of geedubs models in the past month, a couple chaos space marines from ebay and grey knights. They are all just sitting there primed and here i am browsing ebay for more.

So I just tried running this game for the first time, had tons of fun, my players want to continue but I kind of hit an issue.

One of the players convinced another they were in the same secret society, when they in fact weren't, and later betrayed and killed him. So basically, how do I get them to work together now that one of them knows most of the others secrets.
19 posts and 2 images submitted.
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>>49646453
> later betrayed and killed him

So...

It sounds like you're playing Paranoia correctly.
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>>49646534
But like... There's no issue one knows the others secret society? He just gets that advantage for playing well I guess?
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>>49646576
I usually just start a new session with new characters every time I play this. The game doesn't feel like it's meant to be a continuous campaign, not with the same characters anyway.

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Okay, /tg/, give me your best GMing tips and secrets.

Mine is making players come up with multiple plot hooks in their character backgrounds, be it hated foes, missing friends, or whatever goals are in character for them. I usually make them write in at least two, preferably one which is a fairly distant goal.

Then I put all those plot hooks together and come up with a cohesive plot for the party which keeps them together, gives them reason to bond in character, and I usually pick one or two of the distant plot hooks to wind up being the main plot(s) of the game.

I haven't had to bother coming up with the plot to a campaign in decades, and I usually just tweak pre-made avdventures to suit the fluff of whatever character plot the party is working on. Outside of spending an hour or so between sessions, being GM is remarkably stress and time-encumberingly free for me.

What are your stress-saving tips?
43 posts and 7 images submitted.
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>>49645118
Don't use a GM screen. It blocks you off from the players and reduces your body language, which is crucial for communication and immersion.
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>>49645118
Absolutely use a GM screen. It hides notes and rolls, adding a sense of mystery and uncertainty to your games. It can also aid immersion by hiding you from your players, making you seem more of a narrator to their tale rather than just another person at the table.
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>>49645294
This. Kinda.

I use one but it's off to the side where I can hide dice rolls and reference quick rolls and hide the maps, but for the most part everything is handled in plain view.

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a cozy little thread to discuss Johnathan Wodjic's body horror RPG system in the making.

Johnny Boy released the first of the Ectosaur line today, and I can see them going places.
19 posts and 7 images submitted.
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I saw some more of his art on tumblr, and I'm excited for the one that looks like on of those prehistoric barnacles but there is an eye in the center and it has hand petals
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>>49645083
I wonder if he will do an ectosaur version of the Quetzalcoatlus.
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>>49645083
I hope he has the sense not to use nonsense terms in the mechanics at the least.

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How's your Burning Wheel campaign going, /tg/?
16 posts and 2 images submitted.
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600+ pg for the initial book? No thanks.

tasteful cover art, though.
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>>49644794
post the pdf and I'll run one and tell you
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>>49644844
that's illegal, sir!

Also it's one big ass tome.

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