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Archived threads in /tg/ - Traditional Games - 2930. page

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What is /tg/'s opinion on Werewolf: The Apocalypse?
15 posts and 4 images submitted.
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/tg doesn't like it because of furries.
I think it's the unfurriest furry-game, so it's okay.
I prefer other owod settings though.
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>>48951116
>ree furries
>reeeeee edgy
>reeeeeeeeeeeeeee white wolf

etc
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>>48951116
Pretty interesting setting though as with all WoD games I dislike the mechanics behind them.

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Hey /tg/. I come from distant lands to pick your gaming brains.

I like to make dice bags.
>Pic related.
I want to know what you, the dice rolling audience, would like to have on your dice bags.

I could go bother my IRL gamers, but since I already have a good idea of what they would say, I came here.

>tl/dr crowdsourcing for merch ideas gimme
17 posts and 8 images submitted.
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>>48951055
I doubt you'd get a large enough market for it, but....
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>>48951191

Fuck dude, put this chart up on the site and allow people to request which one they want, they will eat that shit up.
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>>48951055
Gimmicks, personal branding, and quality

>Gimmicks
Sorting lip, hidden compartments, double bottoms, ability to unfold flat and reveal a genre pattern rolling mat, 'concealed blade' pencil and eraser, LED light crystal, detachable dice cup, cushioned single compartments for precision dice, ...

>Personal branding
Logos and shapes as patches or embroidery from IP factions and general gaming symbols like sword, potion, staff, crossbow, 2d6, etc. as well as color and material choices

>Quality
Actual leather with non poison tanning, high thread count fabrics, thick woven pull strings, dense and reliable stitching, quality buttons, and a free repairs policy with a reasonable postage arrangement.

Especially the materials side can be very challenging. An affordable faux leather line next to a luxury real leather line might be reasonable.

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The death korps of krieg look really awesome, but are much more expensive than the astra militarum. Can they fight together and how does it work?
16 posts and 4 images submitted.
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>>48950978
In the short story dead man walking the local PDF and Krops worked together with terrifying results of the PDF becoming a smaller slightly less brutal version of the Krops
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>>48950978
Isn't Astra Militarum a fancy copyrightable name for Imperial Guard these days? Death Korps is a part of Imperial Guard.
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I can't even begin to explain how retarded you are, OP.

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Nothing gives me bigger boner than Tyranids murdering imperials see how well emprah protects you know you little shits. Honestly you should stop being in denial and accept Nids will win the 40K as there is simply fucking nothing that can oppose them they will eat and shit out entire galaxy and your faggot eldars and IG and cuntfaced Tau will be the first ones to go.
15 posts and 2 images submitted.
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>>48950866
Normally, I'd agree with you, but considering the modern fluff I have a feeling the Tau are going to wipe the floor with any Tyranids that come their way.

Not to mention the Necrons, who's entire concept counters the Tyranid way of warfare so hard it's hilarious.
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>>48950866
> Implying some SM won't don't something heroic, anything heroic, that will somehow stop the tyranid for no real reason at the cost of their life.
>>
>>48950866
>Implyin Da Boyz aren't waitin fer da rest of da bug boyz ta come an' have a nevar endin' foight full'a larfs an' krumpin fun
YER NUTHIN BUT A GROT!

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>Setting where people can use IRL hacks and cheats through phones enhanced by alien tech.
>Hackers are people who want to change culture and societies for their ideals, while admins are the same thing but want to keep things the way they are.
>Both only have a limited amount of power in their phones, more cheats means your phone uses more power.
>The bbeg has a banhammer.
Would you play a campaign based on this concept?
13 posts and 5 images submitted.
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Depends on the system.
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>>48950450
Talking from a story standpoint, but if you need a system then Mutants and Masterminds.
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You called?

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Is this a well balanced party?
13 posts and 4 images submitted.
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>>48949176
I don't know what that is but looking at the 5 people in front is kinda looks like a cleric on the right a barbarian on the left with a rogue behind him. And fighter with the blue paint skin. And maby a sorceress in the front. So the composition is balanced. but other then judgeing by looks that's all I can say.
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>>48949176
This movie was fucking terrible and hilarious.

And yes the party is balanced it has a caster in it.
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>>48949176

The guy on the left is clearly meant to be some badass warrior but he just looks like someone's uncle.

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Would you consider it railroading if someone would make a likeable and charismatic NPC that helps players only to get him horribly killed/force players to kill him at some point for drama points?

Thing is , I specifically want to design a character who WILL die, no matter what players might do. There is no way PC would be able to save him since his death is tied to campaign conclusion.
30 posts and 3 images submitted.
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>>48949139

It's pretty much railroading if the players have no agency in the matter. You can dress the guy up as an enemy soldier, and if they fail their perception, he's just another soldier, or you can execute him before an audience of evil mooks - where no player would go with any sense - but if the players can't do anything about it, I'd say it's railroading.
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>>48949139
>Would you consider it railroading if someone would make a likeable and charismatic NPC that helps players only to get him horribly killed/force players to kill him at some point for drama points?
Not necessarily, but-

>Thing is , I specifically want to design a character who WILL die, no matter what players might do. There is no way PC would be able to save him since his death is tied to campaign conclusion.
Yes, that's absolutely railroading. The only choice it gives the PCs is whether or not they give a shit about the character you kill off.
>>
Do consider that railroading in moderation is absolutely fine.

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Best zombie cards and combos in standard atm?
18 posts and 2 images submitted.
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Relentless, diregraf and amalgam on but need something more to better work with it
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haunted dead + the madness vampire that transforms + amalgam
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>>48948427
There are better stiched zombies that offer more than haunted dead and the thing is i limit myself to zombie themed cards so no vampires

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I saw a Nechronica thread on here a few weeks ago and it perked my interest. I've been reading about the rules on the wiki, and I think I'm starting to understand them, but I'm a long way off from being ready to run a game.

ITT Post tips for new players, weird undead mutant cyborg girl art, and share campaign and character ideas.

Link to the wiki https://tlwiki.org/?title=Nechronica
14 posts and 7 images submitted.
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Gettin' things warmed up with what little relevant character art I have.
>>
>Post tips for new players, weird undead mutant cyborg girl art, and share campaign and character ideas
Basically do the work for you ? Nope.
>>
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>>48948235

you're traversing a fabled dungeon when you come across this mask in a chest, after you spend an extended amount of time, you find it has magical properties.

What are they? Assuming 5e.
16 posts and 1 images submitted.
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>>48947529
>wont come off
>makes the wearer more charismatic but slowly drinks his blood
>will start to make decisions for the wearer
>player will have to start making saving throws to maintain control
>after the mask's first "victory" it starts to drain the wearers charisma
>it gets the charisma and uses it to bolster it's ability to take control more often
>player becomes a zombie and npc as the mask takes total control but pretends to be the murdered player
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>>48947617
as in it tries to get the player killed so it has free reign?
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>>48947529
+2 AC?

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Just got home after running my first game of STALKER, I have a few changes I could make and also a few questions for the seasoned veterans that I know a few of you are.

1. I didn't find clever or useful ways to introduce problems/anomalies for them, it felt like when I showed them something that I simply showed them and then they were left to solve the problem minus any help from me. Clues are not easy to both conceal and reveal at the same time.

2. Using the "flow" system was practically nonexistent, somehow I couldn't impress upon my group that they needed to role play more. Because they simply said things like, "I use my binoculars to look at the stuff in the distance" I didn't have much left to do other than say, the stuff is glowing and you know know what it is.

3. Anomalies are almost always solvable via thrown nuts, I tried to get creative with some (I invented lasers that burned through organic material, but passed harmlessly through inorganic stuff) but for the most part, getting around the anomalies took little effort. I want to make it harder.

4. One player decided to axe open volcanic hills topped with obsidian. I tried to warn him that after his second swing, glowing light was starting to grow under the obsidian but dumb ass swung again anyway. He originally burned his arm to the bone and was basically incapacitated but after the shock of being eliminated from the team essentially, we decided to burn a point off his agility to make him receive only light burns.

---
All of the activities were done on the fly and honestly, I didn't use the flow system and the players felt pretty much useless. I don't like this and was hoping someone here would have ideas on how to implement the flow system in the future?
20 posts and 5 images submitted.
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Is this game related to the video game?
>>
>>48947730
not quite, its more like the book and movie.
>>
>>48947440
Hey, I was also in last thread. Part of the FLOW system is in encouraging roleplaying so if you decide you need to encourage awareness of the system and roleplaying you could try penalise them more for simple, uninspired answers like you mentioned. Of course, this might not be easy and may require some ideas on your part as to what more creative options there might be. Sad to hear about your anomaly issue, this is why I asked about any rules for them in the other thread.

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Ahoy /tg/, complete noob here (less than a year's experience with tabletop/traditional games) looking for critique on my first DnD character.

http://www.mediafire.com/download/8d9wrbqd3m4h9c1/Bedrivir.pdf

Me and a friend, who has a bit more experience than me, built him last week for our 3.5 game which is my very first.

What concerns me is that he's got 3x the health of everybody else in the party and one-shots everything he attacks. Luckily he's a barbarian minotaur, so combat is literally the only thing he's good at. I'm just worried that I may have accidentally minmaxed a bit here.
17 posts and 1 images submitted.
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Is everyone else a base race while you're a minotuar?
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>>48946801

One of us is a homebrew leprechaun, the rest are various non human races that I believe are standard but probably not base. Rock gnome, satyr, imp, and cat person
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>>48946839
That's one hell of a way to start playing, DM may need to scale up the challenge rating for the group if he hasn't already, what's everyone level?

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Should wizards be good at math? If not, who should be in a fantasy universe?
48 posts and 5 images submitted.
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Any tinkering race your setting has, such as Gnomes or Dwarves, should definitely be good at math and geometry. Wizards, who rely on magic, should only need basic addition/subtraction skills, more or less so depending on if magic is "Vancian" or not.
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>>48946172
Wizardry is typically a "science" in fictional settings, with specific measurements and calculations going into spells, so by all means they should have a solid understanding of mathematics. Doubly so if magic is interlinked with other sciences like astronomy or chemistry.
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>'you should be able to do this'
>not 'you should be able to solve this'
You're letting Kuro-sensei down, OP.

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Playing a Stars Without Number campaign that takes place mostly with lowlives. Need cool, bizarre and off-beat street names for space drugs.
19 posts and 4 images submitted.
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>>48945870

Balm, aka Barmy, aka Embalmer, aka Bomb.

Phams. New street name for amphetamines.

Lotes. Synthetic downer originally made with a lotus logo on the pills.

Drive-By. Fast acting superstrength narcotic. Puts you down on your ass like an elephant tranquilizer for five minutes, followed by a mellow buzz for about two hours.
>>
>>48945870
Star Dust always works.
>>
Space Meth
Space Crack
Space Weed

You're welcome!

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What is social combat, and should I put a social combat system in my game? What are the arguments for and against?
14 posts and 2 images submitted.
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>>48944683

It's essentially a gamist way of resolving social encounters. The rules are usually as complex as those for combat.

Pros:
- Obliges players to put effort and detail into social encounters rather than brushing it off with a single "I roll Dip"
- Is impartial and consistent (ideally) meaning it's not a game of "say what the GM wants to hear" or "convince the GM you're right via his in-game proxy".

Cons:
- Can limit player agency, particulaly in 'Roll first' type systems where what you say depends heavily on the roll
- Transforms what would be a free-flowing conversation into a highly abstracted game of dice which can hurt immersion
- Can take a long time, potentially as long as any combat encounter
- Care needs to be take so that it's not another way for That Guy powergamers to derp
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>>48944907
Having never played social combat before I think I would enjoy that. Would it mean that I would have to roleplay more fully in order to successfully get the result I am after?
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>>48944907
OP here. So I should skip it if I prefer more simulation-focused play?

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