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Archived threads in /tg/ - Traditional Games - 2934. page

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What are some /tg/ approved animu?
45 posts and 17 images submitted.
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>>48931099
Is Zelgaldis That Guy?
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>>48931099
Magi: The Labyrinth of Magic was pretty good, although it makes some odd choices with it's plot structuring at times.
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>>48931099

Record of Lodoss war of course.

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>Can't decide if I'm more excited for him in co-op or HotS
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>>48930121
I'm gonna play the shit out of him in both, once he comes out.
When is he coming out?
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>>48930143
September 13th for HotS is known but general guesses are either the 23rd or 30th of this month for co-op.

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So my whole army is heavily converted. Just looking for opinions, if you want the rest i will put it up.
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>>48929957
Post more with less filters.
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show the rest.

they look interesting.
what warband is this?

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Howdy folks,

A couple of years ago, some fa/tg/uys developed a skirmish wargame about battling industrial crawlers (pic related). There was some really great discussion, and even a few ruleset PDFs, but then things seemed to peter out.

I thought the whole concept was awesome as fuck, and I'm interested in resurrecting this project. I'd like to use this thread to get a discussion going. I'll bump with some ruleset PDFs.
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Here's the earliest ruleset I found. There's no attribution or contact information that I can see; anyone know who wrote it?
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And here's a more polished ruleset. Despite the "second edition" bit, I don't believe it was written by the same anon as the earlier ruleset (although I may be wrong about that).
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>>48929818
I assume the game was inspired in part by NELUG's legendary Brikwars game featuring the Post Apocalyptic Research Vehicle

http://www.brickshelf.com/cgi-bin/gallery.cgi?f=146136
http://www.brickshelf.com/cgi-bin/gallery.cgi?f=146054
http://www.suave.net/~dave/parv.cgi?area=roof

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Are there any actual writers or authors browsing? Ones who've actually had published books and had some sales?
12 posts and 1 images submitted.
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>>48929704
I guess that like pretty much everybody here I would like to say I actually published anything but I would be lying if I did
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>>48929704
Aaron Demski-Bowden was here a few years ago I think. Try summoning him maybe.
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>>48929704
I know a couple who do or used to before they got published, but writing to a deadline is pretty time consuming so they focus on that.

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Why DO wizards live in towers anyways?
47 posts and 8 images submitted.
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>>48929686
Some say it's a habit from bygone age/a common sense to live in a defense structure. Some say they want to be physically elevated above rabble. Some say it's a competotion among wizards to have the biggest tower.
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>>48929686
pic makes me want to play Starbound
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Same reason gods inhabited mountains.

To be above the rabble.

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Darkness Starter Deck spoilers.
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Sup /tg/. I've been DMing for about five years (mostly 3.5/PF, but recently I made the jump to 5e). Despite switching to 5e, we kept the rule that paladins have to be lawful good, and I cannot stress this enough, the players said it was fine to keep that rule, including the player who decided to play as a paladin, and who seemed really excited about it.

Now we're a few months into this campaign and I'm getting a little bored. It occurred to me that the paladin should fall. It would be really dramatic and a good opportunity to really roleplay the character at his lowest moment. So far he's been the best roleplayer in the group, and he was really excited about the chance to play a paladin, so this should be a great roleplaying moment.

I know the difference between railroading and having a story in mind is whether the players notice, and whether I can trick them into thinking they have a choice. So how do I trick my paladin player into falling? I don't want it to be as obvious as presenting a situation with two options, and then retroactively deciding whatever he did was the wrong one, because I think he'd see through that.

I also don't want to pepper him with lots of chances to fall where the "evil" or "unlawful" choice is really tempting, because I think that would be too obvious.

How do you recommend I pull this off?

tl;dr I'm a DM, want to make a player's paladin fall in the most dramatic way possible, without players realizing I made it happen. How do I do it?
38 posts and 5 images submitted.
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Tripwire
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Making the paladin chase you down some stairs really fast.
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Gravity makes all things fall. Push him off a tower or something; he'll fall for certain.

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I need pictures! Pictures of paladins and knights! Particularly of the young, fresh-faced, possibly scrappy variety.

Lady knights are also welcome

https://www.youtube.com/watch?v=AOwfrniZYyE
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>>48929157

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So /tg/ I might have a problem.
I'm currently playing an LG paladin that is part of a religious peacekeeping order but is also responsible for conducting investigations, like a somewhat nicer inquisitor.
Recently the party's rogue broke a prisoner out of the Baron's jail. the prisoner was an Orc and claimed to be held there for defending himself, however he had still broken the law and was legally imprisoned.

I have a feeling I will be tasked with investigating the crime while going about my other task of finding a fiend that was sensed nearby.

I'd rather not arrest/kill the rogue, but it wouldn't be in character to just ignore it either. How should I go about this?
12 posts and 2 images submitted.
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You already know what to do, brother. You just dont want to admit to yourself that you do.
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>>48928953

I imagine that this was literally exactly the dilemma your DM wanted your character to wrestle with, my dude.

Work through it as your character would. Think about his past, and his views on law and justice. Has he ever experienced a separation between the law two concepts? Roleplay out that indecision. "How SHOULD I handle this?" Wait until you see something that makes your character say "Yes, this would make him tip one way or the other."
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>>48928953
>kill a random bandit
>bring head to town
>say he did it

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Does anybody even still play LotR?
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>>48928336
Yes
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Like, that Middle-earth Role Playing system, or something?
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If you're talking about the GW LotR tabletop, then yeah, I play a bit with a friend.

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Just for fun, I'm looking to create a list of silly and semi-serious magical textbooks for when players inevitably ask about the contents of a bookshelf. I was considering also giving some of the books minor enchantments, but I haven't come up with anything like that yet. Here's what I have so far:

Popular Prestidigitation: Volumes I-V, James Gary Wizard-at-Law
Everyday Necromancy, Franklin Nebuchadnezzar
Silverthorn's Magical Almanac, Folsom Silverthorn
Easy Explosions for the Enterprising Explorer, Erik Elston
Advanced Explosions for the Experienced Adventurer, Erik One-Eye
Expert Explosions for the Extremely Reckless (Restricted Printing), Erik the Insane
The Alchemist's Cook Book, Paul Cohen
Backyard Enchantments, Benjamin Fernglow
Jaw-Dropping Illusions, Hastor the Magnificent
An Idiot's Guide to Illusion, Hastor the Magnificent
The Definitive Guide to Illusion, Hastor the Magnificent
What Illusionists Don't Want You To Know, Hastor the Magnificent
Sleight of Wand, Fizzle Panaxim
Salacious Summoning: Succubus Edition, Richard Strong
Practice Safe Summoning, Richard Small
Common Safety Spells, Leomund
Advanced Protective Magic, Leomund
They Are Coming to Get You: How to Stop Them, Leomund
Extraordinary Enchantments for the Discerning Craftsman, Jefe Stuss
Keeping Your Fighter Happy: Basic Enchantments for Armor and Weaponry, Anthony Yellow
If I Cast It, A.J. Sampson
Field of Dreams: Constructing and Maintaining Hallucinatory Terrain, Phillip Alden
An Expert's Guide to Enchanted Blades, Jeffrey Dweomer
The Hitchhiker's Guide to Planar Travel, Cosmo Kramer
Verbal, Somatic, and Material Thinking: An Introduction to Inventive Incantation Formulation, Tenser

Also looking for some Pratchett-esque wizard titles if you guys have any good ideas.
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>>48928060

Applied Augury
Unlife on Loan: a Guide to Preservation
Manifesto of Meta-Magic
Divining Morals
Transmutonomics
Sorcery Solutions
Thay Cuisine
The Warlockess
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Out of Quills and far away
Enhance your 'Mance!
Mazed
The Likeness of Lycanthropy
Spiritual Liege: Ward the Beginnings
De Bello Garlico, the Vampiric Wars
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>>48928060

Hastor is a glorious bastard. These are pretty good.

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Is Mouse Guard RPG worth playing? I'm not a fan of the comic but I love the concept of little cute mice fighting real, giant predators.
That being said, I'm not convinced. Does the system bring something new to the table?
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boump
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It has a neat way of handling conflicts as presented through a wierd pseudo card game between the the Gm and the party. My group played it for a good portion of the winter and spring and had a good lot of fun. Plus it very much encourages fleshed out character personalities and has mechanics that reward players for playing their characters. Plus Mice fighting off birds and weasels with halberds and swords is awesome.
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Redwall hack when?

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http://vigilantcitizen.com/vigilantreport/opening-ceremony-worlds-largest-tunnel-bizarre-occult-ritual/

http://www.thenewamerican.com/world-news/europe/item/23376-satanic-switzerland-new-tunnel-opens-with-bizarre-occult-like-ceremony

http://www.sciencealert.com/scientists-just-performed-a-fake-human-sacrifice-at-cern-for-some-reason

http://www.popularmechanics.com/science/a22429/cern-human-sacrifice-prank/

Why do your cult-hunting parties never hunt the blatant cults in plain sight?
12 posts and 2 images submitted.
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>>48927441

Because scientology will sue.
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Because my group can not handle real world politics
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>>48927441
i'm still trying to figure out why theres a satanic cult in CERN.

>>48914879
>Uncommon races are just a roleplaying crutch

Maybe the players are just sick of the core d&d races.

I can get behind that.

I'd rather play as hobgoblin, Githyanki, or non-op half-dragons, or more monstrous things like minotaurs, centaurs, and fauns, then yet another goddamn core race, because for the most part, I've just gotten sick of them myself.

I don't need to be a race that's super rare in a setting. I'm just sick of the stock races. When I gm, I often drop most of the stock races and dont allow them at all (as in this setting has no Elves /dwarves /half Elves /half orcs /halflings /gnomes) instead picking a different set of less commonly used fantasy races that havent been so done to death and over-troped.

Tl;dr: change which races are common and then your players can play a "common" race without it being the humdrum same old shit they've seen a thousand times.

>Tiefling?
The Hells and abyss have established major *countries* on the continent, and the true demons/devils tend to be at the top, whereas demihuman blooded fiends tend to be the average citizens.
Done.

>Hobgoblins?
Hobgoblin warmongering expansionistic empire, perhaps with a propensity for selective breeding based on desired traits, with a highly rigid social structure.
Romans+china+andromeda nietzcheans.
Done.

>Orcs
MongolHunVikings, or maybe VikingNativeAmericans.
Done.

>Want more variety than existing d&d races, but don't want to make something up?
Lift something from another setting/game.

Include a medieval version of a mass effect/starwars race. Or lift something from a different fantasy setting, like vedalkans, or phyrexians, or gorons, or worens, or whatever the fuck. Etc.
Done. Problem solved.

Suddenly it's not all the same tolkien goodguy races again and again, but something different. Variety is a good thing.

I can see how a player who has to go for "rare exotic races" to get variety is likely to do so.
24 posts and 4 images submitted.
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I would play the shit out of a game with Phyrexians
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>>48927402
When i run a game without the standard array of races?

Very rarely are the players coming to me asking me to play something weird/super rare. They just pick one of the races I passed them in the list and we play.
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>>48927402
I have never seen but two people play a core race that wasn't some special snowflake mix of classes or some shit

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