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Archived threads in /tg/ - Traditional Games - 2708. page

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you have 20 words to describe war hammer 40k to someone who's NEVER played tabletops
28 posts and 3 images submitted.
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Shit.
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>>49627452
HOLY ROMAN SPACE NAZIS

POSSESSED SPACE NAZIS

ALIENS OF ALL SORTS

CHAINSWORDS

PUNCHING ROBO-DAEMONS IN THE FUCKING FACE
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>>49627468
Looks like you're on the wrong board then, anon!

ITT we worldbuild. I make questions, the answer that gets voted two times by other anons becomes canon.

First question is: what is the strange feature about this world's geography?
22 posts and 4 images submitted.
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>>49627010
Travel only works if you focus on it. If you don't maintain a clear idea of motion you'll snap to to realize you just walked five feet in an hour.
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>>49627010
The planet is inside out.
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>>49627057
cool, but too abstract for a game i guess. Not voting it myself for that reason

>The bbeg pulls out a minigun during the last encounter in a medieval setting.

How fucked is your party?
35 posts and 4 images submitted.
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>>49626174
Pretty fucked, considering my party's made to deal with bows and swords, not rapid fire high caliber weapons from several hundred years into the future.
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>>49626174
Guns are literally worthless against a sentai team, but how the fuck did we time travel to a medieval setting?
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>>49626174
If he had it built by local smiths, he's fucked, because that shit requires some precision engineering.

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Thread remake, made one a few nights ago but it was late, and it got pruned.

Hopefully this one takes off, I stopped working on the game towards the end of the summer to sort out my life. Currently working on the 3rd Edition Beta game.

> What is The 12 Towers?
This is a heavy PvP board game for 2 to 12 Players.
> Dice?
Using d6 for now.
> Cards?
600 cards in the core
> Character Creation?
Not really/Not yet. Players take the role of 'Keepers'.
> Do you NEED 12 players to play?
Not at all. It works fine with any number; 1vs1, 6vs6, 4vs4vs4, whatever you want to try. 12 Players is for advanced gameplay.
> Website?
Sort of, working with a BGG post I haven't really used. Working on building a base following for now.
LINK -https://boardgamegeek.com/boardgame/202491/12-towers
> Available to buy?
Not yet, hopefully next year.
> Why post?
I put a lot of faith into /tg/ this past year, and everyone has been extremely helpful and supportive.

> What's new?
For those that followed along (Again I apologize for going silent for a while, been busy), the game board and cards are getting a complete redesign.

First off, I fixed Weapons & Armor. I made the HUGE mistake of using even numbers (4,6,8,etc) in the game that primarily uses intervals of 5,10,20,etc. EVERYTHING is now intervals of 5's and 0's, so there's no more confusing, shitty math.

The game board will remain the same size for now, 32x32 inches. Yes, that's a big fucking board, but it seems to be working for now. I turned a lot of heads at the Fan World Convention in Canada a few months ago (Overall the convention sucked balls, and I'm never going back again).

The regions of the board are much cleaner and organized, so there's no confusing intersecting lines that I have to put arrows. Pic of the board in the next post.

Pic related is 2nd version beta, which I won't be using anymore. Updated pics in a minute.

If you have questions regarding the game, just ask. OP will be here most of the night working on stuff.
26 posts and 7 images submitted.
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update pic 1/2

This is the new board design. Still using the dodecagon style to perfectly fit 12 regions.

The Outer most regions are where the Towers are placed, and Keepers start the game.

Mid circle is what I'm calling "The Fields". Designed it to be a typical forest area, that doesn't really belong to any Tower specifically.

Inner Ring is "The Arena". This is basically the central terminal between all of the Towers. There's no more short cuts like the previous board. To claim another tower, you'll have to brave The Arena to get to the right pathway.

Damage from weapons and spells do not travel into or out of The Arena, so I'm expecting a lot of heated battles going on here (Hopefully I'll have this ready to test, and get videos of gameplay by the end of this month).
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Update pic 2/2

New card design I'm working on. I added symbols to all of the Towers to help colorblind people (That was a big concern, and I think they turned out nicely).

Also, I added symbols on the left side of the card to represent what the card is, rather then the mid line text that said "Spell, weapon, etc", got some heat for copying M:TG too much.

Finally, the Event Cards will no longer have artwork. Instead I'll add a small batch of RP text to describe what has been discovered, and give some clues as to what the card can do for you. This has been saving me a TON of time, but if you have a different opinion or idea, let me know.

Like I said, I'll be working on lots of stuff, and if you'd like to know more about the game, just ask!
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This is impressive. Read the bgg description, can you explain power, how it works or give an example?

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You are a Disney Villain.

You are the commander of an army of loyal soldiers and beasts. You have marched your armies into the grand capital of the Magic Kingdom and the Disney Castle lies before you. Captain Hook commands your navy.

How would you successfully siege and capture the castle?

Keep in mind the castle's defences, walls, and garrisons.
18 posts and 3 images submitted.
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>>49626020
> /tg/ - Comics and Cartoons
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>>49626020
Can't I just date whoever is next in line for the throne and marry them? I have a bunch of soldiers and beasts that are loyal to me, that means I'm a pretty swell guy!
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>>49626020
I Unleash Jafar.

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What's the best system in which to play a jester?
28 posts and 6 images submitted.
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>>49625460
Wh40k
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>>49625582
You'll have to explain that choice.
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>>49625607
I rather enjoy the stat system. It allows more freedom and flexibility in modifiers. Unlike my other choice like World of darkness, where even if you are the best in the world in some and the gm awards you extra dice, you roll that handful and they still betray you. (i like both systems desu)

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A Lich is simply a Lv12 spellcaster, that means Druids can be Lich. What reasons would there be for a Druid becoming a Lich despite their hateboner for the undead?
33 posts and 5 images submitted.
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>>49625458
They could've become an Archlich (Good Lich in 3.5) so as to guard something important for perpetuity.
They alone would shoulder the shameful burden of forfeiting the natural order, because their task is too great to have the passage of time undo it.
Say, keeping eternal vigil over the seal of a devil god, or slaying anything that steps through an open portal to the far realms that cannot be closed.
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>>49625458
Mother Earth keeps the Lich Druid around for her mysterious reasons.
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>>49625458
>What reasons would there be for a Druid becoming a Lich despite their hateboner for the undead?
There's nothing about the Druid that says you need This is just something most people assume. You're average druid might have a problem with them, but the druid code says nothing about undead.

You could be a blight druid or a druid that revers death and decay.

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Two humans (one an imperial citizen, the other a Sororitas acolyte), an ork, a tau, an eldar, a kroot, a necron and a chaos cultist with a demonic possession all are made to live in a frathouse together. Warp fuckery prevents them from causing any bodily harm to themselves or each other, and any damage to the house is reverted the following morning to brand new. They get food and water and they each have their own rooms.

All of them are college age females, except of course for the ork and necron.

what happens?
25 posts and 3 images submitted.
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>>49624175
They spend a few years trying REAAAALLY hard to kill each other before the actual plot starts.
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>>49624175

Why aren't the Ork and Necron college-aged females?
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>>49624236
Wouldn't that be funny, if they were transposed into new bodies?

>OI WOTZ DEZE FINGS ON ME CHEST? OI WOT U STARIN' AT, YA GIT?

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Spoony has been discussed ad-naseum, but what about other /tg/ related Youtube channels.

So what do you guys think of South Texas Fail's /tg/ stories?

Holy shit. His latest story: Herbert the Pervert who loved Strawberry Sherbert, is a doozy.

https://www.youtube.com/watch?v=NquGkFiP1BA
47 posts and 5 images submitted.
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>>49623709
Matt Coville is based
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>>49623709

Roll20 if you want a GM who is REALLY good at bringing NPCs to life and a smattering of SJW to top it off.

Matt Coville as well for the same reasons, but without the SJW

Critical Roll for some damn entertaining players.
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>>49624122
>without the SJW
What about the sociology of dnd he made?

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Hey /tg/ I just played DnD for the first time the other day. Creating a character was fun, but the session was quite sour.

I come to you today to ask how do you quit a group and if you've ever quit after the first session?

My DM railroaded us for three hours. We were bound to walls the entire session and only got to fight one battle which the DM forced us to lose. We had zero choice, and there was no interactivity at all. No gear, no rests, and now we're forced into a string of battles for the next session. I know already that I'm not interested, it doesn't feel like the basic adventure I wanted from a first time player.

Have you ever had a session so bad you just quit the group right afterwards? Or have you ever known you were going to quit halfway through a session?
16 posts and 1 images submitted.
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Let the GM know why you are leaving, but before the next session so they can adjust the before the session date.

Not hard OP.
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Yep. The DM refused to put the fiction first in a game I was running. I tried to jump over something and rolled a natural 20. DM said I failed.

> well what was the point of rolling then
> you insisted on rolling
> yes, because I should have a chance of jumping over it
> no, you don't. you can't.
> that's railroading
> no it's not
> you are not putting the fiction first like you are supposed to

I don't think these shit-head DMs understand that if a player rolls a natural 20, YOU REWARD THEM. How hard is this to do? Only one in 20 rolls actually comes up a nat 20, it needs to be an automatic success to help the adventure move forward. So sick of these insecure DMs who can't handle anything but total control over their games. They need to read the Dungeon World GM guide section and learn that roleplaying is a cooperative experience, not DM railroad tyrant hour. I also insisted we start doing cooperative setting creation to help fit our backstories togther. He wouldn't even agree on a session zero! I'm sorry, but that is a CORE element of roleplaying games these days. This isn't the 3.5 era of babby-shit rollplaying anymore. We build our games from the ground up, and that includes a session zero as a NECESSITY.

I stopped letting them play at my house because I just can't stand this kind of back-wards ass GMing, refusing to live in the 21st century and insisting on stupid ass cliches that drag down the entire roleplaying experience.
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>>49623150
It can be a difficult needle to thread, but I'd try to be honest with him about why you're leaving without coming across as if you're calling him out. Something like:

"I don't think this game is for me because I didn't feel like I had much freedom to determine the course of the adventure, and that kind of thing is really important to me. I think I'm just looking for something a bit different, so I hope it won't offend you or inconvenience you too much if I drop out of the campaign. I do want to thank you for going through the trouble of running the game and hope that everything works out for you despite my departure."

>The mythical creature we call the Zombie was always meant to have a deeper spiritual and metaphorical meaning.

Why zombies? Why not goblins?
20 posts and 1 images submitted.
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Because humans are afraid of dead things.
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>>49623065
This is a dumb thread, I'm not sure what you're trying to say.

Zombies are a metaphor for how humanity would interact with itself as the other, assuming the other can eat people. By stripping the "humanness" from the human form, you're left with something that is intrinsically human, but somehow not.

It's an interesting scenario, but now zombie just analogous with "normal people" and "mob mentality", so you lose some of it in translation to retards.
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>>49623065

Zombies are a convenient way to introduce guilt-free violence into the game.

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Hey /tg/, I'm doing my first campaign (as DM) soon and I'd like to get some advice, both on worldbuilding and just general tips.

The story will be based on conquering areas of high-magic concentration to colonize them-- I'm thinking lots of boss fights since it's what the group enjoys most, at least one every few levels.

Basically, the magic areas (not sure what to call them) are similar to planes but still part of the world. It takes protection from magic to enter one of these areas, as they're surrounded by a strong magical barrier capable of tearing apart most things trying to walk through without protection.
They will have a variety of environments, like (and some of you helped me design this one) a desert filled with scorching tar pits, filled with fire elementals, hellhounds, and flaming, undead dinosaurs (was really happy when you guys suggested it because I collect fossils). Others might include a rainforest where everything is absurdly toxic, or an underground cave system with a shitton of psionic gems.

There will be four "nations", I'm not really sure what to name them bar one. A friend of mine who studies medieval warfare is helping me make their militaries realistic. I'll post nations in the next post
17 posts and 3 images submitted.
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world building is a slog. I'm doing the questionnaire from the general world building thread and sometimes I get cross eyed over writing and thinking of different answers for all my nations but its worth it to have some sort of background you can fall back on.
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Tectonic Order: Knights defending earth, goal is to colonize the entire world (including extremely hostile environments.) Gives bonuses related to adaptability, as well as those to mounted combat. While not using much magic, they do have powerful geomancers capable of altering nature.

Nation 2: While generally mages and warriors don't like each other, the Nation 2 was formed in order to keep peace in a resource-dense area plagued by dark energy. Their combat is much, much more defensive than offensive, as their sole interest is defending their land. Gives bonuses helping those who like to multiclass.

Nation 3: A true defender of faith, Nation 3's sole goal is to ensure that none of their God's children are harmed. While they care very little for invasions and expansion, they will make sure that those who harm their allied states-- all part of the Church-- will suffer. Gives religion-related bonuses, as well as some healing.

Nation 4: The absolute cultural capital of the world. While civilians focus on the fine arts and increasing quality of life, the nobility is renown for being powerful, well-trained fighters. While their army is much smaller than that of any other nation, due to them being an extremely small nation, they have plenty of resources to spare, and often hire mercenaries when times look grim. Economic, political, and training-based bonuses.
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>>49622530
>Basically, the magic areas (not sure what to call them) are similar to planes but still part of the world.
You can call it the Otherworld or the Feyworld

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Need some for an upcoming CoC game
>A shark exhibit where the models swim through the air
>HUGH MENNS! The Horrors From Beyond the Void! Learn about the terrors from beyond and discover how to protect your mind from the evil chants of their gods.
>A weather exhibit shut down after the storm simulations ceased to be simulations
>The Titanic Live exhibit, perpetually sinking
>Hall of History, with windows to different eras in time. Even with all the warnings about not touching, knocking on, leaning on, or breaking the glass, several windows have been shattered
>The Whale Room, a large room with the floating skeleton of a sperm whale perpetually swimming im place
38 posts and 1 images submitted.
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Not all exhibits appear accurate at first, as the "Earth Sharks" exhibit includes something that resembles a shark-lobster-squid hybrid.

An exhibit on Human History with anachronistic technology in illogical places.

Parallel history exhibits (Man in the High Castle is a 20th Century Exhibit; While the next room over discusses the events of Red Alert as equally factual)

A "Rare Texts" Exhibit, which is actually just filled with walls of unexplained fonts and scripts that line up with no known language.
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A Hall of Mirrors, where each mirror shows a reflection of an alternate point in space-time in an alternate dimension/universe. The info-cards are very particular in their descriptions.

A Human Anatomy Exhibit where all documentation suggests these are the native inhabitants of Arcutheus Seventh, a moon orbiting Rumerian Prime. It is expkicit they are not the dominant species.

A Human Anatomy Exhibit where all of the details line up with our scientific understanding of plants.
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>>49622318
A detailed recipe for some nice risotto.

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New to Call of Cthulhu. Created my first character.

I rolled 85 in Dex and Str, 70 in Edu, 65 in Size and Constitution... and then 50 and 40 in Int and Willpower.

Am I fucked? I'm essentially a big-ass punching, jumping machine with no willpower and average intelligence.

In addition, I chose "Private Eye" as my occupation. What's the difference, really, between that, Police Detective, and Agency Detective? And should I have been something like an Athlete or Big Game Hunter instead?
21 posts and 4 images submitted.
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>>49622272
>Am I fucked?
In CoC you are fucked no matter what character you make. So throw those DnD notions out the window and enjoy the ride Mr. Skeletal's Insane Ride.
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>>49622370
And occupations?
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>>49622272
Okay.

Welcome! You have chosen a great game to play. Come back with any questions that might come up.

I see you downloaded the latest version. There's no editions like in other franchises, but 7 made some very good changes, added great options, and is written much more accessibly than any of the previous books.

Now, stats, or primary characteristics... The important one is POW you know? That's your sanity. The idea of CoC is to use health as a very tight resource to make players investigate carefully while sanity is the one that wears down and puts the character in a corner. Luck now entered into the mix with luck spending to boost skill rolls. But sanity remains the backbone of the game. It has a lot of story effects tied to its decay, this is where the mechanics of the game come together.

I really like the quick chargen option where you just assign a bunch of standard values to stats and skills, basically point buy with a limit. It's really fast and you can put your strengths where you want. Random stats are fun if you play a lot of one shots with ever new investigators, just to play investigators with different upsides instead of always the same. But for any kind of campaign structure or persistent characters I much prefer point buy to get players involved with their characters. Immersion is key in CoC.

Occupations set skill cost. In 7 they also determine which stats go into status, but this is minor. Choose your occupation by flavor and skills. You can spend your INT skill points on anything you like, but the EDU skill points go to your professional skills. At least two of those should be central to your character concept or you'll run into trouble.

http://www.chaosium.com/content/FreePDFs/CoC/Adventures/CHA23145%20-%20Alone%20Against%20the%20Flames.pdf

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My name is Jaghatai Khan, and this is Jackass
15 posts and 4 images submitted.
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>>49622242
Jaghatai Khan and the white stars are the dumbest fucking legion ever.
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>>49622242

Outside of the Siege of Terra, one of the least accomplished legions ever
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>>49622242
I'M JAGHATAI KHAN AND THIS IS MY BIG RED JETBIKE.

https://www.youtube.com/watch?v=ySjXFjLTagQ

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