>Be autist with no friends and acute social anxiety
>Browse /tg/ for the fantasy discussion instead of game talk
>Nevertheless, develop some interest in pen and paper RPGs
>Find a video of a Cyberpunk 2020 Roll20 session
>The exposition and narration of the DM as well as the player's input is pretty informal, even takes a while for them to calculate their rolls. One of the players is also an Eastern European with an accent and a constrained vocabulary
>Always thought that the standard for tabletop necessitated the DM to make up descriptive, novel-like paragraphs on the spot and the players to try and get in their characters as much as possible, to the point of voice acting and basically just "getting into" the character
>Didn't think myself capable of suspending my slurred speech enough for the first or my embarrasment for the second
>Discover that /tg/ isn't as srs bsns as I thought
What now?
>>48850469
Just have fun, anon.
Now you have fun.
>>48850469
That's why text based games are better than voice
RL games are the best even with those inconvinences, but that's because of social interaction part, and associated things, like rolling physical dice and so on.
But if you play online, text owns voice thanks to improved narrative quality
>takes a while for them to calculate their rolls
what system the fuck are you playing that you need to spend time on any calculat... Oh wait, CP 2020, that explains a lot.
Is it possible to play a pen and paper game, during a road trip?
Anyone ever try it?
Yes, no you would probably want to find a way to minimize dice rolls/resources used.
Yes, if it was a lighter system, like Fate, that doesn't rely on a grid or minis. The fewer things you need to do, the better the game will be for the car.
>>48850387
Yes, we became the new nordic gods by slaying Lovecraftian corrupted gods.
Could Orks actually pull off pic related?
>>48850277
If there were enough of them that believed it to be so then yes, that's how their gestalt fields operate
>>48850277
What, compressing themselves down into a thumbnail?
>>48850301
So why the fuck didn't they? Oh I know why it's because Games Workshop writers suck Marine genetically engineered cock and never give any love to Orks because they are red shirts of 40K universe GW is a bunch of cunts who prefer to pander to underage shits who play muhreens and spikey muhreens rather than to make the best faction in game seem badass for once. I'm glad their shit game is dying. Fuck tabletop. ISIS does nothing wrong.
Come on Anons, send your questions to the lads!
>>48850025
Are half eldar actually a thing in 40k?
I want this question to get a final, definite answer (hopefully one that states they are not a thing, because I hate the concept), so that we no longer need to debate this stupid topic here.
>>48850069
Also on that note, can space Marines reproduce
>>48850107
I think that it's been confirmed that they can, but choose not to, due to their lives being dedicated to combat.
I don't really see why they couldn't. It's not like their offspring would be Space Marines too, seeing how the modifications they undergo don't involve their gonads.
What's the point of Orks if Tyranids are a better swarm faction? Their sole purpose is to show how badass some character is because he can solo 30 of them a lot like Imperial Guard (another useless faction that should be lore only).
>>48849975
>humiz finks da bugz 're better than da Orks
>>48849975
>What's the point of Orks if Tyranids are a better swarm faction?
I dunno, that's never been the case so I've never thought about it.
>opinions stated as fact
>making assumptions not mentioned in argument
/v/ plz leave
Ok, history time boys and girls.
I will be showing you the first wargame I ever saw, published by citadel miniatures - BATTLEGAME. Late 80s? Early 90s? I can't really remember, that kind of era. Feel free to inform me on this.
Let's enjoy these simple old rules!
Apologies for quality, rush job until I get my scanner up and running.
>>48849958
>>48850082
>>48850113
Could you tame a dragon with this method?
>>48849946
No. In this scenario the dragon tames you, Princess.
>>48849946
What do you think Dragonborn bards all aspire to?
>>48849946
>bronywetdream.jpg
Last thread: http://suptg.thisisnotatrueending.com/archive/48762940/
This time, let's do something a little different: use primarily prehistoric creatures for monsters. Dinosaurs feature in all manner of tabletop games: it makes sense that there would be some monstrous versions of them as well.
OP here, just wanted to dump a list of ideas I had for this:
-A Triceratops-type dinosaur with a taste for the flesh of predatory dinosaurs, attacking and killing them on sight.
-A carnivorous hadrosaur with a hollow, holed crest like a flute. It plays haunting melodies by manipulating the wind that flows through the crest, magically compelling listeners to come closer to the source, upon which it devours its entranced prey, shadhavar-style.
-A Synthetoceras-type thing that's basically a reskinned Kirin from Monster Hunter
-A giant Opabinia with dozens of trunk-mouth things, hydra style.
Bumping with a creature to get your imaginations going.
Bloodhorn
Closely related to Triceratops and Styracosaurus, the bloodhorn is one of the more unusual ceratopsian species: unlike its predominantly herbivorous relatives, it is a carnivore through and through. But this enormous 30-foot-long beast does not content itself with small animals and carrion; instead, it actively hunts other predators, particularly large theropods.
With dull brown alligator-like hide studded with short but sharp bone spikes on its back, powerful forelimbs with enormous razor-sharp claws on the forefeet, a deadly-looking eagle-like beak lined with sharp teeth perfect for slicing flesh, and a solid bone frill and three blade-like horns crowning its head, the bloodhorn is a solitary beast that primarily lives in hilly regions, particularly areas with soft soil. Using its powerful claws to burrow through the earth with ease, the dinosaur is known for bursting through the floor and walls of large predators' dens to combat them in their own lairs, but it usually starts combat by charging forwards and slamming into its prey at the speed of a charging warhorse, head first, often outright impaling smaller theropods on its great horns from the sheer momentum behind it. When in combat, bloodhorns gore, bite, kick, and claw with vicious enthusiasm: oftentimes, the rush of hormones during battle can send them into a berserk state, rending them completely impervious to pain and more than doubling their already-incredible strength.
Where do Woodsy elves get their metals from?
Who is saying that there is no metal in the woods? That they are so backwards that they haven't figured out forging? I mean they aren't fey that can't touch metal.
And if those things don't work for whatever reason, they can still trade.
>>48849282
Magic Metal Trees
>>48849282
They secretly trade with dwarves.
Don't bring it up, they are extremely ashamed about it.
Hey /tg/ my players are about to have an encounter with an enemy and since I'm relatively new I wanted advice on how to make it more interesting.
In my game there's this black ooze that corrupts things it touches pretty basic, granting extra eyes or limbs, deforming them, well it happen to fall on a werewolf alpha. She managed to retain some of her sanity and keeps herself hidden away in a church so she won't hurt others.
Now the players need to go to that church and pick up an item from it and basically she's the only obstacle in the way.
How can I make fighting her more interesting? Mechanically or role play wise?
Bump with deformed werewolf
>>48849214
Does the party HAVE to fight her? It seems she's trying to stay out of everyone's way, and you specified she doesn't want to hurt anyone. Maybe what's unique about this is that she ISN'T a fight at all, but rather, the party needs to try and reason with a barely-sane monstrosity to achieve their goals. Y'know, like a "don't judge a book by it's cover" lesson.
>>48849296
>expecting players to not attack everything on sight
Well.
That's a gamble I'd be loathe to take.
>>48849214
Have her beg to be put out of her misery while she flings multiattacks on the players like a Jehovah's Witness spreading the Good News.
Give her something akin to lair actions - every now and again she'll run up to the dais and gross tentacles will rise out of the ground and try to grab and hold the players for a round while she tries to run away. Give her a lot of defensive actions like reactions against melee attacks or some attacks with knock-back.
At the end of the day, if the players can't cure her, there's no real reason to let her live, especially if she's suffering, so make that the point of the encounter. Make it a sad scene. Or just make it fuck all awesome.
The changes we've seen recently in the traditional gaming sphere are only the tip of the iceberg.
>>48848293
roll dise
>>48848293
And we're all sitting on the deck of the Titanic.
>>48848373
No, we're all standing on the edge of the crater, like the prophets once said.
Top 10 best Planeswalkers in terms or overall playability?
1. Jace the Mind Sculptor
2. Liliana of the Veil
3. Jace, Vryn's Prodigy // Jace, Telepath Unbound
4. Karn Liberated
5. Elspeth, Knight Errant
6. Dack Fayden
7. Ajani, Vengeant
Cant think of anymore standouts at the moment. Not sure if I should include Standard Walkers because most of them will lose all playability when they rotate.
>>48847786
Gideon AoZ might still see some play in Modern
>>48848311
Yeah and possibly Kytheon too if Modern Humans ever becomes popular.
i need help /tg/.
My players fucked up and died in Barovia. They were level 4. Now... i dont want to make them reroll character and lose all progress...so i will revive them but i need to punish them in a very creative way. Not by touching their stats or gold... but something cool. Maybe they are now without soul and they must recover it. Maybe its trapped in some items somewhere... but im not convinced. I need some interesting ideas ? please ?
>>48847430
I have played but not finished the 5e campaign (if you are playing that)
There is a ..bishop? or something that can revive them, it could be a nice way to introduce a new quest and character, and also you can test the ressurection table.
Also they have failed the mission wich they were doing, thats itshelf is a penalization.
>>48847430
>the party wakes up sitting before a big feast in Castle Ravenloft
>Strahd welcomes them graciously, telling them he's been watching them and likes what he saw.
>He gives them each a magic ring, telling them he'll "be in touch"
>Strahd has their souls bound to a magic font in his castle, and the rings are what he can use to "recall" them and get them to do busywork
Not the best idea but it saves you from starting over and hopefully springboards some new ideas.
>>48847430
When they're revived, "something" hitches a ride and comes back with their soul. This "something" slowly starts to corrupt the player's body and take control of it (especially when they're sleeping or otherwise vulnerable). At first it's just written off as stress or nightmares, but eventually have it culminate with the "something" being exorcised and the player having to beat it in single-combat to truly reclaim sole sovereignty of their body.
Revival magic is a dangerous business... and sometimes things on the other side of the Life/Death veil are best left there. There's a reason for the separation in the first place.
What does the /tg/ wizard keep in his tower?
>Ring of Book: Any scrap of paper put into the ring's book will be repeatedly and endlessly read aloud by the disembodied sultry voice of Morgan Freeman until removed. Even if the ring isn't being worn.
>The big branch of perfect dough
>Any dough rolled with this branch will make the perfect baked goods
>Extradimensional Library: contains copies of all the classics and great books of the past thousand years
>>48847429
>'Cursed' Extradimensional Library
>The wizard who made this had a very unusual definition of "great" and "classic"
>But hey if you have similar tastes it's amazing.
How do you introduce your players?
Anything particularly unique?
We've all heard the "You all meet in an inn" and "You all arrive at a small town" stuff before. I'm talking about the more outlandish or unique ways you get your party together.
Share your methods, and how effective they were.
Heres one of mine:
>4 players in total
>A single player shows up to an inn
>The inn-keeper is clearly upset
>Player asks whats wrong
>Inn-Keeper asks the player to retrieve what is basically rent money from someone staying in the inn
>The person refusing to pay is another player
>The two bond over how they can swindle the Inn-keeper
>They leave to go find things to do
>Encounter a thief who tries to take their shit
>He gets knocked into submission
>Thief is the third player
>Find the final player, who was a weapon merchant
>Challenge him to a duel, and win
>This semi-trusting crew somehow stayed together long enough to bring down a dragon
It was all fairly well done, but could have been a bit quicker personally.
>>48847238
Rogue/wizard bets on a little known barbarian (second player) in a tournament because of his ridiculous odds. Feeds him clues using message based on any silent casting or tips he gleans from watching the fights. Basically uses up all his spell slots fucking up the competition discretely. Blackmails half the prize money from the now very injured barbarian for his help.
>>48847238
Why would you pin your players against each other from the very start?
If anything, you should make it clear that they had already been traveling together for a little while and work from there.
>>48847238
I make them pair up beforegame, with brother/brother, ex-soldier and his commander turned equal mercenaries (but the commander still commands and the soldier counters with playful banter about how there's no rank anymore), childhood friends/rivals, ex-cons, lovers, or whatever connection two people might have.
And then I slap the pairs together via some common connection, like they did a gig together before, traveled together, the CLICHE DREAM OF PROPHECY or something else.
All PCs come prebaked, pre-paired and pre-motivated into the game, we start on the road to the quest, not in the tavern.
So far, this is not very good because most of my players don't roleplay, they treat D&D like offline WoW/Mount and Blade with fun bits included (and I'm okay with this), so they quickly forget those connections.
I think that this could work for other, better groups too.