What is an easy, accessible and somewhat traditional (none of the Dungeon World ideas, just the traditional GM and players dynamic) system that relies either on d10 or d20?
I only ever played 3.5 and WFRP2.And Neuroshima, but nobody cares.
>>49417677
D&D 5e
>>49417677
Unknown Armies
>>49417702
This. It's practically Baby's First Tabletop at this point... and that's probably a good thing when compared to overly-complicated messes like Pathfinder and 3.5.
What's a good system to use for a game where the PCs are all knights or men-at-arms?
>>49417521
That alone could be anything. Hell, I could see it in MAID, PCs trying to please whoever their boss is.
Pendragon?
D&D Martials only.
So by strange happenstance I've just acquired a gaming bar. It's got some video games but it's primarily for board gaming, card gaming, etc. In truth, I'm relatively clueless about traditional games. I grew up playing D&D and the obvious board games, monopoly and so forth, but that's the extent of it. So I figured I'd come and ask you guys, and start to educate myself a bit, and figure out what new stuff to put in the bar.
As it is now it has Catan, Cards Against Humanity, Munchkin, the more mainstream stuff, but, I don't really know what would be good to add, what are must haves, what's new, etc. So, tell me, what would you want to see in a /tg/ gaming bar?
I think it's maybe a little early for most people, especially for a Monday. I don't do much board gaming, my mainstays are miniatures and roleplaying and I've recerntly started to get back into Magic: The Gathering pretty casually.
That being said, get Cash and Guns. That's probably my favorite "board game". Easy to learn and casual enough for normies to pick up, but also sometimes silly enough to get a kick out of.
>>49417394
Alright. I'm planning to do MTG events, as well as possibly miniature painting and "learn to play pen and paper" workshops. So I'm definitely on board. I've got a Call of Cthulhu rulebook I'm going to take in, though I'm not sure something like that will be popular because of the complexity and time required.
>>49417369
How much of an actual bar is it?
I want to run a fantasy game, /tg/.
Give me a one line world description, a hook and if needed, who the PCs are.
Planescape.
The god Inari, who lives in Bytopia, uses many a divine fox as a servitor, but some of those foxboys and foxgirls have shirked their duties to play petty yet aggravating pranks in Sigil.
The PCs are disgruntled Sigilians.
>>49417298
man I've got no knowledge of planescape whatsoever, I think I'm gonna wait for an idea that doesn't make me download a 100+ page book, but thanks a lot
>>49417227
In a world dominated by half-elves, a gnomish warlock has made a pact with fey to turn the biggest river into a river of mead.
What's the best range for that? I have seen everything from a fixed number (5%) to 10% or 20% of the simple success chance for Critical Success. Fumbles are usually rarer... 5% or less.
What's your take, /tg/?
Critical failure should not be something with a fixed chance of happening. It should be something that gets less likely as a characters capability in that area improves. Some examples where that happens:
- Dice pool systems where x+ on a die is a success, a 1 is -1 success. Crit fail is whenever you get negative successes. The better the character, the more dice they roll, the less likely a crit fail is.
- WH40K RPG. A lot of tasks have you fail for one degree of failure, fail worse if you get several degrees of failure (the exact numbers depend on the test in question). The better your skill/modifiers on the roll, the less chance of the dice rolling badly enough for the worse failure option.
- WH40K RPGs again, this time talking about gun failures*. Sure, there is a fixed chance of it happening that the characters skill can't change. But you can change it by buying better quality weaponry, or by taking better care of the guns you do own (buying oils to put on the guns regularly). Which fits because it's not the character that's failing here, it's the the weapon that's failing.
*Jams, overheats, the grenade exploding in your hand, etc.
A similar thing should apply to crit success. The better the character, the more chance of it happening.
>>49416605
Yeah, but how often? Which frequency is too rare and which is too often?
>>49416492
Crit failures are a garbage rule and I just tend to play without them. Failing is usually hard enough on a player, and having them catastrophically fail (especially with skills they've invested heavily in and their characters SHOULD be competent with) almost never feels fun and is just frustrating all around.
Is it possible to have blind, deaf, mute, etc. characters without it being some pandering magicy-realmy "Look, I'm special" fest? Have you had PCs or DMPCs like this? Is it feasible to make a character that has lost a sense to a god or curse?
My next character is aiming to be a deaf dwarf that is just that and has to communicate through sign language or a magic item to bypass the effect to understand others.
What is so "magical-realmy" about that? Did this word lost its meaning?
I had a character who was both deaf and legally blind in pathfinder (dual cursed oracle). I compensated with a familiar with telepathy who served as my spotter and interpreter after level 8. Before level 8 I managed with a slate and chalk.
>>49416398
Yes. Just look at Daredevil. Also, like ten thousand "blind" anime characters.
You live in an arcology on a frozen death world.
Conditions of the wilderness surrounding the arcology are comparable to Antarctica.
How do you produce wool? How do you produce wool when space and resources are in short supply?
If not wool, then what do you use for a substitute?
sheep
>>49415157
Gonna go with something like mammoth fur, etc.
>>49415183
What's the best way to keep and feed sheep indoors?
I could see breeding the sheep to survive in the cold but what are they gonna graze on?
I'm relatively new to GMing, and was looking for a comfortable tabletop system to GM.
Does anyone have any suggestions?
Comfortable?
Like, it's cutesy?
Ryutaama
>>49415050
5e D&D is pretty simplistic and easy to run. If D&D isn't your speed, Star Wars: Edge of the Empire is more complex, but very organic and fun to play. The generic d6 system games are a bit old-school, but the books are very brief and the games themselves are pretty good, with lots of chances for character customization. You could also look into the Cortex system games; I have a soft spot for that system myself.
You haven't given us much to work with.
>>49415143
Comfortable as in, easy to GM or play.
I've heard Pathfinder is kinda hell to play, for example.
What are some compelling reason for a protagonist to begin on their hero's journey?
Would the protagonist, who was picked on a ridiculed, immediately saying yes and going feel like a copout? Would you need more motivation than that?
Is this for a game or a novel?
Because novels belong on /lit/
The best reason is that they want to do it.
>>49414708
>What are some compelling reason for a protagonist to begin on their hero's journey?
To save a loved one
To protect their home
To aquire a macguffin to do most of the things on this list
The lure of wealth, knowledge, or power
Revenge/Answers
Like... I came up with those in 5 seconds. Are you even trying? Look at the plot of ANY adventure style books, or anime, or videogames, or movies, or any kind of media really...
Here's the deal. I'm going to post some character art for people in space opera settings. Then you're going to post some character are for people in space opera settings.
Stat me, /tg/
Size: Big Guyfor you
>>49413466
Well you got yourself a thread. Was this all apart of your master plan?
crashing this thread
Ok, first off, this is out of left field for me and won't leave me alone until I at least share it with you. Also namefagging so people can see when I post.
I've started work on a pretty bare-bones LCG concept. Idea is that you and up to three of your friends are shift managers working at a hardware store and you have to complete tasks with the employees you summon.
Have the basic turn order plotted out and the Associate stats explained. Just need to whip out examples for spells and challenges.
The (extremely) WIP ruleset is here and set so that people can suggest changes and tweaks:
https://docs.google.com/document/d/1bxO4ICPUvK-1LELmLl9NRtyigM_kCHMNAQgs-vC53js/edit?usp=sharing
And yes, before you ask, this IS somewhat based off of my experiences working for pic related. How can you tell?
I've reread the draft phase three times and have no idea how it's supposed to work. That said, this is a neat idea and I was thinking of something similar given my experience in irrigation installation/repair (people who are really good at something have special abilities in that area, customers can fuck everything up, etc). I'm really hoping this idea goes somewhere.
>>49412457
You basically are drafting your deck with the cards passed to you. Yes, I could've worded it better.
This is why I'm fielding it to you guys so that I can catch these things.
>>49412359
I actually work at this place, ask me anything.
How do you introduce a powerful boss character, making it clear that he shouldn't be attacked yet?
I've been running games for about ten years and haven't run into this problem often, but recently I have started running a campaign for a couple of friends that seem to be in this mindset that the only two solutions for any challenge are "initiate combat, kill everything," or "no one draw a weapon, let's talk this out." No one is willing to try stealth, or running from combat. For context, the party is level one, and was just introduced to a character I have been building up as a major threat for the past three sessions.
When the guy finally shows up, I describe him as being a massive man with "equipment that clearly outclasses your own." I made it clear that he was powerful enough to be dominating an entire district of the city. The party decided that I was trying to hint that they should kill him and take his gear, even though the plans they had come to his base to steal were clearly visible and unguarded.
I panicked and scaled him down on the fly so that this level 8 character didn't immediately wipe the party.
What did I do wrong? I'm trying to avoid railroading and just saying they can't attack him, but I also don't want to punish them by killing everyone if I'm not doing a good enough job seeing him up as a long term fight.
Pull a Fire Emblem Black Knight in them.
Sure, they can attack. After one or two rounds when even their highest rolls don't hit him, and he's hitting for half their health or more... they'll get the message.
And if he's a real badass, maybe the party is so far beneath him that the ones who he drops into negatives... he just leaves, bleeding in the street. What's he care?
You aren't going about it right if that's how your players think. I mean, I don't think anyone is in the wrong, but if that's how your players are thinking then you need to plan around it or accept that they are probably going to bum rush it and get themselves killed. If things did go as you explained it with you laying out the situation as well as making it clear that they should not attack the person and they did it anyways, there's not much else you can do.
The best advice I can give is to introduce it through reputation or in a scenario they can't attack them. (Not shouldn't, but actually cannot.) it might not be how you would like to do it, but if you don't want this party attacking them before they're ready then that's how it will probably have to be.
Unless you can think of a way to force them to go about things differently, but normally people will cry railroad.
Kill one of your players
Which do you like more, tg?
I think towers give a comfier feeling and add to suspense, but cups are more gamey.
If I'm at some tournament, I want to use cups.
>>49410662
Towers for me. I like the sound better.
Cups definitely travel better, though.
>>49410662
I honestly Have not used either, though I'd like to.
>>49410700
>Travel better
Most dice towers are self packaging nowadays, I think. With enough space that you may store a deck of cards, or keep the dice enclosed during transit.
>TTRPG players dress like their characters
Where did this meme come from? I've never done it, none of my players have ever done it, I've never heard of anyone else doing it, and apart from that greentext where the DM made players wear gas masks, I've never heard of anyone else doing it either. So where did it come from? I'm not "triggered", just genuinely confused.
LARPers.
>>49410640
It's just a visual gag Hollywood uses to let you know the characters on TV/film are playing D&D. Without that cue, normies would have no idea what the characters are doing. Plus, it's funny.
It also comes from conflating tabletop with LARP, because normies don't know the difference.
>>49410686
>it's funny
Not really.