G-g-g-g-ghost Edition
Resources for Worldbuilding: https://pastebin.com/yH1UyNmN
Thread Question:
>Do ghosts exist in your world?
>How do ghosts come about?
>Is there any specific folklore about ghosts you use? Special rules or requirements?
>What's a famous or noteworthy ghost or ghost story in your setting?
>Can you fight ghosts? Put them to rest? Avoid their curses?
>If you don't have ghosts, do you like ghost stories yourself? Which ones?
>Are ghosts 2spoopy4u?>There's one behind you right now
yay
Reposting from Last Thread, want a few more answers
>Does your setting have Mechanized Armor? (Exosuits, Exoskeletons, Power Armor etc)
>How common is it in your setting, is the average soldier equipped with it, or is it unique troops only? Can it be bought by Civilians?
>What is it's Power Source? Does it run off batteries/capacitors or does it have an onboard Generator? If it's a generator, what kind? Fusion, Fission? Perhaps even Petrol or Diesel if you're going for a Dieselpunk style?
>How is it's use justified? Rule of Cool? Perhaps aircraft are for whatever reason less common, and Power Armor is used for Force Multiplication in their place, ala fallout? Do the users just have to be that strong/carry that big a gun in order to stay competitive? What can it do that a tank or a plane couldn't?
>>54905096
>Do ghosts exist in your world?
Yes.
>How do ghosts come about?
Ghosts are souls of the dead that refuse to move on, or they are deeply imprinted aspects of people who went through emotional situations.
>Is there any specific folklore about ghosts you use? Special rules or requirements?
Ghosts are bound by physical things. Be that a craving for something, a place to haunt, or a person to stalk. Ghosts that can't or won't fulfill their bond fade away.
>What's a famous or noteworthy ghost or ghost story in your setting?
The Old Traveler. Along a winding route through the mountains, travelers get the sense of being watched or followed. They can often hear a horse and rider slowly approaching from behind them, but the sound disappears if they stop to investigate. The rider sounds like he's whistling a sad tune all the while. This continues for several days until one night at camp the sounds grow too loud to be an illusion and far too close to not see the rider. Then there's a horrible crash of sound, as if something spooked the horse and chased it away from the camp ground and through the thick wilderness. In the morning, one will find a small memorial on the cliffside just a few meters past the thicket, overlooking the path down out of the mountains.
>Can you fight ghosts? Put them to rest? Avoid their curses?
No fighting them. But leaving offerings can dissuade them from tormenting you. Likewise, being disrespectful towards them or grave sites is a great way to get fucked up.
>If you don't have ghosts, do you like ghost stories yourself? Which ones?
Love me the Headless Horseman story, as well as anything involving traintracks.
>Are ghosts 2spoopy4u?
Absolutely. I'm actually a huge pussy in real life, and several of my friends have been the target of a severe haunting.
A thread for discussing MtG lore, and how little sense it makes, or what direction you think it'll go, or if you think it's already dead and worthless.
Thread question 1: Would Wizards make a story today where a catfolk or other nonhuman/elf fell in love with a human/elf? This is up there with Visions right, where if it happened today the da base would cry Furry! instead of looking at it as a tragedy story, yeah?
Question 2: Anyone else notice how every color is, in lore, as brutal as the others? Mechanically black KILLS and red blows up, but blue and white and green are just as fucked up. White locks people away for ever, sometimes not even bothering to put them in another dimension, and blue wipes things from existence. Most bounce spells don't seem to depict just summoned creatures getting wiped away.
>>54903420
>Mechanically black KILLS and red blows up, but blue and white and green are just as fucked up. White locks people away for ever, sometimes not even bothering to put them in another dimension, and blue wipes things from existence. Most bounce spells don't seem to depict just summoned creatures getting wiped away.
You forgot green
>Hurricanes
>Monster attacks
>Destroyed by sentient vegetation
>Mutated into a beast
>>54903478
But a guy used black magic and HE'S sooooooo much worse.
Yeah, green is fucking brutal.
>>54903478
>>54903478
If we're talking strictly about removal green hss the coolest one into forcing an impromtu fight club between two creatures
Haven't seen one of these in a while. Anything goes, so long as it doesn't contradict anything previously made.
>The world has been lost to the Fog, and the biomechanical Demonic terrors lurking within it.
Idk maybe the fog/gas comes in patches all around the world, seeping up from the earth.
Maybe its a magic space fart from a passing alien and is filled with magic spacefart bacteria
>>54903068
Your post nearly managed to do terrible things to my sides. Good on ya Anon
>The world beyond the Fog has simply become known as the "Lost World" to some.
>>54903035
Few dare to wander into the fog, but the brave or reckless that do - or rather, the ones that return - tell tales of the grand ruins they found, a maze of towering buildings with ancient treasures to be found within.
I can't find a load of the company specific captain minis on UK GW site. Are they discontinued? I could only find them on the Straya site, and even there the Master of Relics mini is sold out.
Pic related, one of the missing minis, the master of marches.
>>54902216
>thinking marinelets were going to stick around
>>54902216
>>54902264
>inb4 I told you so
>>54902216
This has been the case for a while. The only one that remains on non-strayan GW is the Lord Executionerwho seems to be 'temporarily' out of stock.
Post fantastic automobiles. They can fly, hover, go underwater, work in space, be powered by magic or steam or whatever.
>>54901657
the APC looks like it was based off of a BTR model
Behold a real BTR
>>54901657
Cars specifically or vehicles in general?
>>54902906
I will accept your silence as consent.
I am starting my first Delta Green experience in one or two weeks. I will be a DM, or whatever it is called in Delta Green.
We obviously chose DG because we want modern horror. The whole secret organizations and politics shtick is fine but not as important.
I kindly ask the wisemen of /tg/ for tips on first one or two sessions that will get me and my players acquainted with the setting.
>>54901375
Get drunk while DMing, prepare a playlist of at least 250 different tracks and sound effects, get a fog machine and a stroboscope, have some dungeon floortiles ready.
>>54901413
that... could actually be interesting one day. seriously tho.
>>54901450
>>54901413
We once had a drunk GM because we thought it would be funny. They start spewing shit, like sometimes you wont know whats part of the game or not. Its good.Do it
My (Lvl 1, D&D 5e, Sword Coast) party took up the travel on winding roads over mainly untamed wildlands that connect small villages and hamlets of standard D&D rural world.
What are some small events I could toss their way to make things interesting? Also, they are noobs and this could be a way to present Faerun, where they travel, a bit more.
Got any ideas, guys?
thanks
bump
Have em meet a traveling Gypsie women named Breena, who is in disguise an ancient silver dragon.
Have them come across pumpkins growing about everywhere, they ooze evil energy and are spreading like wildfire. This is the coming fruition of the pumpkin king.
Have them find a clue leading to the sunless citadel up near the mines of phendelver.
Have them meet traveling monks that use swords and would like to duel the characters.
Have a will-o wisp guide the characters to its grave and help them solve the mystery of the wisps death
Werewolves have been attacking all around daggerford, this leads in to curse of strhad
Have them uncover a huanted house that isn't really haunted and just a slave operation by drow to lead into, out of the abyss.
Have them be chased down by a legion of undead only to find their only refuge is in a lonely guard tower with barely enough supply.
Have them uncover small camps of dragon cultists, lead into Tyranny of dragons campaign.
Have them find, insert powerful animal or creature that needs to be slain because it is harassing stuff.
Just generate random encounter events.https://www.reddit.com/r/dndnext/comments/3jfaqo/creating_random_encounter_tables_hex_crawl/
Hope this helps my dude best travels and plundering for you party.
>>54900763
If you want any more ideas please let me know I have a few more.
>Gencon in 2 days
>no Gencon thread
It's like you hawnkey mawfaws don't even care.
>>54887938
Why do you lie, op?
>>54900304
I don't care.
I've got a 4 day badge, but I'm not sure it's worth it to go for all 4 days.
It just doesn't seem like there's enough to do
what would be a good halfway decent system to run a "realistic" world war ii rpg?
>>54899991
I know that everyone screams "REEE GURPS!"
But I actually own the Gurps WWII book. My buddies and I ran an interesting campaign/wargame thing using a combination of Gurps WWII and Flames of War.
Phoenix Command.
>>54899991
BRP (the one used in CoC) it's a good way to run a weird war theme.
I'm thinking about making a board game where players battle each other using a team of Monsters that they create. It's sort've like a Pokemon/Digimon/Monster Rancher battle, each side creates or chooses three Monsters and the battle takes place on a battle grid (Each square representing about a yard of space.)
For what I'm imagining, you'd only need a few supplies:
>A PDF of the rules
>Some Index cards to write your Monster stats
>A handful of D8s (Or D6s, I haven't decided yet.)
>A grid of 1 inch squares and tokens to represent your monsters.
>Pencils and erasers
Monsters can be constructed from different pieces and parts, given an element, and have attacks selected for them. Each of these will have different point values when building your monsters, and every monster would have an inherent ability. So, for example you might make a quadrupedal lizard with horns, that is of the fire element. Horns, four legs, and lizard would all have specific values, and would allow you to have access to certain moves when building your monster. So "Diablo Horn" could be a move, for instance.
I was also thinking of making a "Game night version" of it, where each win or loss gives you a certain amount of additional build points, so after each round, you could "Evolve" your monsters, and have access to more moves and abilities. Then you could have an ongoing tournament that takes place over a couple of hours, with monsters getting stronger with each fight.
What do you think? Anyone have any additional ideas?
>>54899973
I'm gonna bump once.
Does anyone know a place that might be more interested in brainstorming something like this?
This sounds like a nice little game. It shouldn't be to complex, as it makes for a good minigame that can be played during a break or while you're waiting for your train.
Bonus points if the monsters can be monstergirls.
>>54899973
"Evolution" refluff?
Haven't found anything, pic related is the closest but it's way too bright and not organic enough for what I'm going for.
Please help.
consider shooping various images together and drawing it yourself, its very easy
GIMP is free if you have no photoshop
Running my first DnD 5e campaign this weekend. I have most of what I want done already figured out.
My question is, what kind of equipment and items can I give my players (starting level 4) that would be decent but fair for them to have, say when they defeat strong enemies or as rewards in dungeons?
>>54898616
Try rolling on the magic items table in the DM Guide.
One of the stronger points of 5e is that magical equipment is not really required. Magical weapons against various higher CR creatures, yeah, but you don't need a list of 20 different trinkets and items to be remotely proficient at whatever you're doing like in 3.5.
I'd go with +1, maybe +2 or +1 + enchantment weapons, maybe a few semi-useful rings or amulets.
>>54898616
I'd let then have normal starting equipment and maybe few healing potions and some gold (50-ish) on the top of it.
There's also literally "Starting Equipment" table for the exact thing in DMG on page 38.
What, in your opinion, is the best class system in tabletop, /tg/?
Well, I'm typically more of a fan of classless systems but I really like class systems that encourage a team to specialize in wildly different areas to create a team of experts.
I guess I would have to say something like Anima for mechanical diversity even though I've never really played it? Or Dark Heresy if I have to pick one I've run before.
>>54898547
I like the class to have no mechanical advantage and just be flavor.
>>54898547
I really like the way rogue trader manages it, where your class effectively gives you a list of talents and skills you can purchase with the option of buying talents from outside your class with gm permission for extra xp cost.
Let's say there is a Magic Town full of magic users. It started out simple with one elder making their home on the spot, and what was once a home stead grew to a village then into a town attracting a variety of magic user. The town has grown to where it has magic schools , colleges, and where magic is used professionally.
Would there be any difference in magic classes, between wizardry and sorcery? Would there be any major rivalries between the classes and schools? What would the crime and law look like? What would the town's government be like?
>Would there be any major rivalries between the classes and schools?
They don't steal each other's mascots, one school will sneak in at night and turn the other school's animal into a dire version of their own animal
>>54897944
>What would the town's government be like?
If it's not some kind of Magocratic town council where representatives of a bunch of wizardly guilds, some of which may or may not still be relevant enough to have seats, jockey for power and prestige, I'll be sorely dissappointed. Throw in some Academic shitflinging and you've got yourself a done deal.
>>54897996
This is why Necromancer U got move to the animated league. To many complaints about turning other schools mascots into skeletons.
Why isn't Warhammer Chaos ever actually portrayed as frightening?
They describe it that way, but no GW model or art is actually nightmare fuel.
>>chaos
>>scary
>>lawl
You have to hire a decent artist to make something that can't be translated to a model since nothing in that scale would be uncanny enough to inspire dread. Games Workshop has no desire to pay more for good artwork of something they can't sell and since they view the story as a tool to sell models they won't ever consider it.
>>54895936
>Why isn't Warhammer Chaos ever actually portrayed as frightening?
It was in the original Realms of Chaos books. Everything past 1992 was a mistake