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How do you get a group to stop mistreating NPCs?

Just because they're not real doesn't mean they don't have any feelings.
48 posts and 12 images submitted.
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>>48987328
You "railroad" them by having the NPCs react with hostility to the PCs bullying them. Maybe even steal some of their precious stuff.
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>>48987346
What if you are not the GM?
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>>48987361
Tell them to cut it out. If they don't, leave the group.

Do any of you play Risus? For one shots or long campaigns? What are your favorite cliches or houserules to use?
Discuss things vaguely related to the game too if you'd like.
25 posts and 6 images submitted.
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>>48986798
I used it to run Call of Cthulhu and Rifts. It was fun.

I think next time I'd add hit points as a separate stat because otherwise you get a spiral of death happening very quickly in combat.

And maybe weapon size modifiers to damage.
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>>48986912
> Risus Thread (4) Anonymous Poster (4) Bored fa/tg/uy (3)

Hah, I larfed. But you're over the limit unless you have a deep backstory, and I don't see that.
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>>48986798
I ran about a year and a half long superhero campaign in Risus. The Dogooder Squad.

Good times.

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Tell me about the most unique/weird sapient race in your setting, tg

Are they unusual physically, mentally, or both?

Do they look out of place amongst the standard elves elves and dwarves, or is every other race as weird as them?

Would you let people use them as a PC, given the chance?

Pic related, dark sun setting best setting
39 posts and 14 images submitted.
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>>48986588
>Tell me about the most unique/weird sapient race in your setting, tg
The silentium, a race of starfish robots. They possess the unique power to connect themselves to each other and to replace body parts and upgrade themselves with various bits of technology.

>Are they unusual physically, mentally, or both?
Both. Starfish robots are strange looking. They also don't think like humanoids, being mostly mathematics based and using pure logic to get through scenarios and situations. They have emotions, technically, but they can just turn them off if desired (and most do).

>Do they look out of place amongst the standard elves elves and dwarves, or is every other race as weird as them?
Out of place, but everyone's used to seeing them, so whatever. They're about as odd as the illithids running around everywhere, so everyone sort of shrugs and says "meh, they're not hurting anyone".

>Would you let people use them as a PC, given the chance?
They are a core PC race, yes.
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>>48986588
Uniqueness is not a virtue, OP. Annual flu viruses are unique.
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>>48986731
Hey, in a genre like fantasy I'll give props to anyone trying to do something different. Even if it means I end up with Talislanta from time to time

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Nurgle is the best god
>his followers look disgusting which already lowers morale
>they can AIDS you with their plagues
>you can get AIDS just by being nearby his champions
>his daemons are friendly which makes them more disturbing
>I personally always liked plague themed villains

meanwhile other gods
>cocksucker
>sperg
>tryhard nerd
19 posts and 11 images submitted.
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>>48985388
Tzeentch is the best god
>his followers look horrifically mutated which already lowers sanity
>they can mutate you with their powers
>you can get mutations just by being nearby his champions
>his Daemons are playful which makes them more disturbing
>I personally always liked knowledge/insanity themes villains

Meanwhile other gods
>whore
>imbecile
>unwashed sperg
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Khorne is the best god
>his followers look fucking ripped which already makes wussy enemies wet their pants
>they can RIP AND TEAR you with their axes
>you can get your skull sacrificed to the skull throne just by being nearby his champions
>his Daemons are always angry and concentrated on killing which makes them even killier
>I personally always liked rage/war themed villains

Meanwhile other gods
>lazy narcissist
>stinky autist
>cowardly gossipmonger

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Have I fucked up guys?

>Homebrew 'realistic' (read: sensible) fantasy/tinybitofsteampunk setting.
>Playing orphan, adopted by settings version of catholic church. Trained into vampire/undead hunter by church.
>Vampirism is a form of vitamin D eating virus. Church offers my character the virus to help me fight.
Whobettertofighttheenemythanthemelves.png
>Virus has classic can't go out into the sun (virus grows too fast and you fever to death). Beyond a certain point the body begins to believe the virus is a friendly one (similar to bacteria in your gut) and leaves it be, meaning you can go out in the sun, more or less. My dude's at this point.
>Vampirism is a kill on sight thing, due to infectiousness. Its considered the right thing to commit suicide if you contract it. Hugely taboo, remember this.
Corruptchurchgotmyback.bible

Campaign starts.

>Party leader has contract to de-spook a 'haunted' fort.
>Hires party to help. My character agrees to go as long as he keeps any silver they find (for turning into bullets. Silver is a god made ore in this setting)
>Plus its purging the instead so..
>Trapse through forest for a couple days, fight a smattering of feral, starved vampires. Ezpz.
>Discover fort. Everything about it is wrong. Fuck huge piles of skeletons everywhere, evidence of a huge invasion force but not a scratch on any of the walls or door of the fort.
>Party 'Monk' starts busying himself with freeing the souls trapped behind. Sending them to the afterlife basically.
>No skeletons reanimate and attack or anything, as monk did a good job and none of us desecrated or looted any corpses.
>Enter Fort. DM tells me and the monk that we feel a force tugging out souls downwards, extremely powerful.
>Again, piles and piles of dead littering everywhere, still no structural damage.
>After exploring a little we find a staircase in the barracks leading towards this pull me and monk feel.

Cont.
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>>48984354

>We find a dude in a cell, with a skeleton leaning against the outside of the bars. He looks young, but his clothes look thousands of years old, barely rags.
>Monk and me are struggling to not die from migraines due to the 'pull' on our souls he has.
>I recognise the bars of the cell are made from a gold-silver-iron alloy. Is specifically anti 'unholy'cin this setting (god made metal, burns to the touch etc etc)
>My character instantly draws his pistol and aims it at the sitting prisoner's head. Party freaks out.
"No-no anon. He could be innocent, he's locked up!"
>Calmly explain how its pretty obvious this dude is a vampire or something undead and ultra powerful.
>GM told other players earlier the air was heavy and they felt dread in their guts the further they went into the fort, so made sense to them.
>Prisoner explains he was just a normal dude in prison until the fort was attacked, the guard died 'next to him' and that the guard had been a vampire.
>Die to his hunger he ate the guard and contracted the virus. Living off flesh he'd survived hundreds of years as vampires rarely need to eat.
>He seemed half insane/senile at this point.
>Party starts bickering. Monk and some want the dude freed, me and others want him shot on the spot.
>Guy literally told us he was a hundreds of years old vampire so he'd be obscenely strong and fast, couple probably TPK is.
>Prisoner stands up suddenly mid argument, looks my character in the eye.
"You know what the irony of this situation is?" he asks
Shitniggernoyoudont.panic
>Blow the prisoners head off immediately with my pistol. Expecting him to survive, just slumps to the ground dead.
>Party goes apeshit.
>Monk talks to the guys soul before he passes on, turns out he was just a chill side who accidentally became a vampire and only grew powerful because he was trapped down here for centuries.

What'd I do wrong? :(
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In your realistic game, people who are trapped in a dank dungeon alone, for centuries, surviving solely off the meat of decaying corpses end up being chill-dudes? I would have shot him too.

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Are there any games in your collection with really cool settings or stories built into them? Particularly ones that aren't well known, or are surprising for how much effort was put in.

I recently stumbled across an old game in my collection 'Dying Lights', one of the first complex card games I ever bought. The company who made it seem to have almost completely ceased to exist, but I still think the lore and premise of the game is pretty damn good. The writing falters a bit in places, but it's still a lot more thought than I'd expect or think necessary for a game like this. The general production values are low, but it's obvious they really cared. I'll post the intro fiction and character fluff in the next post, I feel like it deserves to be shared and more remembered than it is currently.
20 posts and 1 images submitted.
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THE FALL OF THE LIFESTEALERS

They were once called the Order of Ellia. The greatest of all psychic masters, momentous in spirit and in power, loved by many and respected by all. Their understanding and enlightenment was a beacon of what peaks the soul could achieve. Nonetheless, they were not infallible.

People in the galaxy suffered and died--fathers were murdered and mothers starved. Such was the nature of life in a sometimes brutal universe. The Order saw the existence of such horrors as a sign of imperfection in the nature of existence itself. For centuries, a hundred societies with a thousand different names had attempted to alleviate the darkness and pain that festered in the far
away corners of the galaxy, but always more remained. No matter the intensity of their labor, there were always more people hurting, more people dying.

After watching so many good works rise and fall, The Order decided it had had enough.

The power they wielded was formidable, and they thought that if finesse and persistence could not correct the horrors of an uncooperative life, brute force was the remaining option. They gathered their strongest--the reclusive masters from all reaches of reality. They called upon their mastery of technology, and their mastery of spirit, to plan the greatest good work to ever be devised. They would alter the nature of reality itself.

Their plan was to create a utopia that stretched not just across the span of one planet, or even one society, but that would span the entire galaxy. To this end, they planned to alter the very psychic
fabric of reality, coaxing it into an endless wellspring that would give each person the power to survive on will alone, and the power to shape their reality as they saw fit. They would make the universe a place not of dark, coarse matter, but of vibrant spirit and raw life energy.
>>
They were not as naive as some now accuse them of being--they knew that many would simply take their newfound power and use it to create even greater evils. So they added a new factor to their plan--they would give each being a link to the consciousness of the galaxy itself, meaning each man would feel the effects of his own existence from a new perspective. Every evil he committed against another would almost literally be an attack against himself. In time, the galaxy would learn to be, physically, psychically and spiritually, in complete harmony with itself.

That, sadly, was the theory. Perhaps it would have even been a convincing one, had the Order bothered to consult anyone about it. But the others, hearing only rumors of a great plan by the Ellia, found out the hard way.

The power of the Ellia was not what failed them--nor was it their technology, nor their understanding of how to implement the plan safely. Almost supernaturally, all went just as they had willed it. Their technologies bolted out with surgical precision to shape the universe into the form they had chosen. The galaxy's energies changed; matter became spirit, soul bonded with proton, and the galaxy's own psychic power twisted and blossomed, pouring into every creature in the galaxy. But the flow did not stop there--as the Ellia had intended, the energy rushed back into the galactic consciousness, forming an endless cycle--and with it, the world, the very stars themselves, gained all the pettiness, suffering, anguish and hatred that humanity had carefully stored over countless centuries of foolishness.
>>
The Ellia had failed to truly understand the galactic consciousness--it was not just a collective mind of all the souls in the universe, or some psionic means meant to support the people of the galaxy; it was a being of its own, vibrant and pure, and lacking the learned endurances of man. It was a greater soul than any who lived, but it was not the same. It's powers, limitless though they seemed to be, were not in enduring pain, nor in stomaching grief.

People had not realized until then just how resistant they as a species were to lacerations of the spirit--individuals of their kind endure lashes and agonies that would drive any other spirit to self destruction. And now this being, gentle and without thoughts or cares of the nature of good or evil, having never felt a sadness or strife before, had suddenly gained all the agonies, the losses, the tragedies and the regrets of every being who drew breath within it. Waves of pains it had never known before struck every fiber of its being. And like a child who has suddenly lost her mother, it's soul cried out in shocked disbelief, and the whole of the living felt it.

That was just the beginning.

As the Ellia had intended, the line between matter and spirit had been erased. The anguish of the galaxy and it's inhabitants began to crack the very fabric of the universe. As the world's themselves began to shudder, events unforeseen by the Ellia's plan began to occur--stars began to twist, gravity itself fluctuated, and the very nature of reality shook. This led to catastrophe on an unimaginable scale as the technological components of the Ellia's plan reacted violently to the new changes, and the Ellia themselves struggled to survive the waves of psychic confusion that seemed to emanate from every point in the universe at once--a side-effect of an entire galactic population wondering just what the hell was going on.

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What's a good RPG system to use for a Mad Max style campaign? I'm especially looking for something with good/interesting vehicle combat rules.

I'd prefer something a bit easier to use than GURPS.
36 posts and 2 images submitted.
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if you want to replicate the highly cinematic nature of mad max combat, go for atomic highway v6

its also free
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>>48983842
I'll have a look at it, thanks.
>>
>I'd prefer something a bit easier than GURPS.

But GURPS *is* easy. Stare at the appropriate number for whatever you're doing (skill level, attribute value, parry, dodge, block), roll 3d6, is the value less than or equal to that number? Who gets Initiative? Compare base speed values, no rolling needed. Congratulations, you've learned all of what GURPS basically has to offer, other than combat maneuvers, which only adds as much more as you want in your game.

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Orks in their natural state - being rekt by everyone else.
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>>48983520
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>>48983520
'Oomies in their propa state, gettin' krumped by everyone else
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>>48983745
That's not an accurate representation of what happens when only S3 I2 Orks charge guardsmen.

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I come with a question for you, /tg/.

Are you guys better at money making skills than /biz/?
27 posts and 6 images submitted.
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>>48983487
Obviously yes.
In the vast mindscape of our imagination, we rule like gods.
Not IRL though.
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>>48983487
have you tried murdering criminals and taking their stuff?
>>
What about truffle hunting?

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When was the last time your party fought a giant?

Or conversely, when did you last fight miniature people?
33 posts and 5 images submitted.
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>>48983054
I fight miniature people and destroy them all the time. It's hardly worth mentioning.
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>>48984957
/fit/?
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>>48983054
Next session. Well, less of a gaint and more of an so-far unstoppable kraken with the body shaped like a human head, eyes and mouth included and fully functional at killing and terrifying anyone that comes nearby.

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I was playing a D&D game recently and i was asked what does my charterer do when he's not researching lore or making potions.

I honestly never thought about that, what do wizards and sorcerers do when they aren't doing that?
32 posts and 3 images submitted.
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>>48982669
Gambling, drinking on a shady tavern, or guiding tourists.
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>>48982669
Smoking weed and fucking succubii
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>>48982669
mingling with the locals

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What would happen if you took the mechanics used for combat and applied them to exploration?

You treat the environment like an enemy, but instead of making attack rolls to knock down its HP you are making exploration rolls to make progress toward your destination. The environment has its own skills and powers it uses to either damage you, delay you, or throw you off course.
16 posts and 4 images submitted.
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Strike! uses this as an example but not for the main combat rules, the other combat minigame.
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>>48982663

I could have sworn that concept was used in Ravenloft once.
>>
>>48982663
>Paladin
>"YOU SEE THAT MOUNTAIN? YOU CAN CLIMB IT!"
>"I SMITE MY CLIMB ROLL"
>DEUS VULT!

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Or list some of our favorites.

Social combat isn't exactly handled well in D&D in general. Let's list some of our favorite feats that give a little flavor to the character, that have nothing to do with hitting each other with sticks or balls of energy.
24 posts and 2 images submitted.
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Has anybody homebrewed a social-fu Tome of Battle class yet?
I could see a bluff-based discipline based around the feint action and the use of war fans and bladed parasols.
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>>48982411
Deep Insult (feat, social):, req 16Cha;
You say something so vile, so repulsive,
And so utterly hurtful, that the creature
You say it to must make a DC 18 will check,
Or fall prone and cry for 1d6 rounds.
This requires that the creature and you can communicate fluidly in a language, and some knowledge about the creature and its past or habits.
>>
>>48982411
Downblouse- You catch your opponent off guard by bending over slightly, affording a view down your garment at pleasant flesh. As a result, they take your charisma modifier off their next roll to resist manipulation.
>restriction (must have breasts)

Wise- You are naturally wise, and it shows through your words. You may add your wisdom modifier to attempts made to manipulate others.
>requires 16 or higher Wisdom.

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Are there any ecchi card games besides Queen's Blade?
37 posts and 13 images submitted.
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>>48982230
Bump
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http://www.tantocuore.com/
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>>48982408
Thank you

Anyone know any others?

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I'm developing a wargame boardgame with 5 types of units. Armor, Cavalry, Artillery, Infantry and Support. I just can't decide if a player should be forced to use all 5 types, or if he should be able to, say, deploy two kinds of Artillery at the expense of his Support.

This obviously effects game balance pretty strongly. Forcing all 5 let's me plan the balance out better, avoiding scenarios where a player fields 5 Armor units, for example. But the latter option allows for much more control over your forces.

Each unit has characteristics like Morale (HP), Movement type and speed (Tracked, wheeled, mounted, etc), and those characteristics are customizable, so there is already a lot of control. The question is, how much control is too much?

tl;dr Predetermined, or Open Unit slots?
29 posts and 3 images submitted.
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Choose one and roll with it.

Flip a coin if you have to.
>>
>>48981949
Good vote. If I don't get enough opinions to make a decision, I'll just do this.

I should also mention that Armor, Cavalry and Artillery have a Rock/Paper/Scissors balance against one another, while Infantry is neutral a against all 3, and Support gives advantage to the other 4.
>>
>>48982030

If you have rock paper scissors then best bet is to make them mandatory slots.

Helps you save players from getting completely fucked in army creation.

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