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Archived threads in /tg/ - Traditional Games - 2996. page

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Why do some players get so enraged by the existence of powerful (friendly) NPCs? I don't see it in every game, but I see it often enough that I know it's not just a few loonies.

Apparently, the only way the PCs can be 'real heroes' according to some is if they're the strongest around, instead of being in the right place at the right time, or heaven forbid, their heroism is based on something other than a statblock.

I don't get it myself, and I don't understand why some people proverbially foam at the mouth over it.
36 posts and 3 images submitted.
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Because they don't want to read your novel, nor do they want to play support to your shitty GMPC

Retards like you shouldn't be anywhere near a GM screen.
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>>48740707
Because half the time they can be called upon to solve all of the PCs problems.

They also tend to be really fucking shitty snowflakes, from my experience. Like, beyond the acceptable tier of snowflake and into fucking retarded territory.
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>>48740707
Agency

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I'm reading fate and it feels like it's going to be really hard to DM for. The aspects stuff in particular. I mean, how the fuck am I supposed to know the aspects for every person in a scene before the scene starts? Or is it that this game just really doesn't lean itself towards improvisational GMing?
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>>48740653
If the person matters you give them an aspect and if they don't you don't.
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>>48740653

>>48740881 is good advice. on top of that, because a lot of the time a person's aspects aren't obvious at first glance, you don't have to create them yourself. If your players want to knw more about a character you don't already have aspects for, ask them what kinds of t hings they're looking when you have them roll Notice, and use their suggestions as a base for what decide the person's aspects will be. You can do the same thing for pretty much anything whose aspects wouldn't be immediately obvious, too-- places, objects, organizations, you name it.

The other thing to remember is that an aspect is just a fact that you've decided has story relevance. When you describe something, you're talking about stuff that can be turned into an aspect any time you decide it's a good idea.
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>>48741149
This makes FATE seem way more group oriented than other RPG's. In other RPG's the GM is telling the story. In FATE, from what I can gather, everyone is kind of telling the story together collectively. I'm not sure if I like that aspect (lol) of the game too much.

How would a SCP World of Darkness work, /tg/?
34 posts and 3 images submitted.
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Honestly, that chart is scarier than any of the scp entries I've read.
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>>48740625
Having a sign for 'signs compromised' is fucking terrifying.
However, the sign for 'don't give up' is actually quite touching.
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>>48740563
I think it's called Delta Green.

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You have a time machine, wat do?

Me I would try to.
>Establish a secret infrastructure to produce semi-modern weapons, like bolt-actions and Maxim machine guns, in the 13 colonies pre war.
>Had it over to the Washington when war starts up.
>After Independence try and help them industrialize and see what happens.

Assuming multiverse theory I might try it with Augustus Ceaser.
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>>48740459
>Wat do?

Destroy it.
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>>48740474
Where is the fun in that?
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>>48740459
>attempt to travel to the future.
>get stopped by time cops.
>can't pay time fine, go to time jail.

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What are your feelings on starting wealth? How random should it be? Best concept you've seen implemented?
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>>48740418
Permanent items must be bought with XP/points based on Social stat, temporary items can be acquired with skill check, but are lost between scenarios.
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It depends from player to player. Me, I barely use my wealth for anything, because I'd rather save it for when I need it than spend it on random things, but I know some players will just every coin of wealth they gain to purchase magical items and other useful gear.

Since one player doesn't care much about wealth and another player makes a lot of use of it, randomness isn't fair because then the guy who'd actually use his wealth might get less. Probably the best plan is to just keep starting wealth equal and let players get more or less as they go depending on their feelings on the matter.
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Entirely non-random.

But I prefer abstract wealth systems anyway, instead of messing around with exact values of currency. Fuck that noise.

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Anyone subscribed yet, or will you wait until the first issue is released and then spend more
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>>48740142

I've never subscribed, since only about 1 in 6 or 7 are of any interest and, thoiugh I bought them, it was only after I got a look-see. So, subscriptions actually cost more for relatively less of interest.

Nice try though.
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What in the blue fuck makes you think I'm not just gonna get scans?
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>paying to be advertised at
why.jpg

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One value for a to-hit bonus, another for a damage bonus.

Yea or nay?
28 posts and 2 images submitted.
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Have you tried not playing D&D?
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>>48739710
Have you tr--
Oh, >>48739833 got here before me.
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>>48739833
>>48739948
>hey guys what about this simple houserule for some nonspecified D&D-like system
>LOL WHY ARE YOU PLAYING D&D IF YOU DON'T LIKE IT

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You know I'm not actually sad about this one.
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I'm only sad that you posted this shit.
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>>48739473
Well, I see an obvious solution. Big ears kills the demon with the axe.
He's doing a good thing by smiting evil. Axe gets a boost, demon cage tightens back up a bit.

Also, how convenient that the erosion of the world looks like everything is melting. More so than usual.
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>>48739480
First response is yet again beat response.

I also thought that the Goblins comic died because the sperg creator got bullied by SJW's.

Alright, so I am going to try to GM for my first time on CoC.
It's going to be experimental, with just me and a friend, following this:
http://www.unboundbook.org/content/Monophobia%20-%20Version%201.1%20-%20September%202010.pdf

What advice would you give?
How much should I follow the story-book?
37 posts and 20 images submitted.
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>>48739416
Be descriptive. Try reading some original Lovecraft to get an idea. Like, 1/2 of Mountains of Madness is him describing alien architecture. Except when it comes to monsters. Don't say much or anything about them.
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>>48739441
So when I read along segments from the story book, should I improv a lot of it?

Or should I get a word document and write some stuff down to follow along with the story.
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>>48739416
Every good CoC GM I've ever had has been a good narrator, so get good at describing stuff.

The story in most published CoC scenarios are set up pretty meticulously so try to stick to as closely as you can. This isn't to say railroad the players but if/when you need to improv make sure you keep the flow of the mystery in mind so you don't mess up any reveals.

What system would you use to run a game set in the world of Avatar? What kind of campaign would you run, if you were to do so?

My roommates just convinced me to watch it, and after finishing season one, I'm totally hooked.
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>>48739306
Depends what kind of game you want to run.

There's a pretty good mod for dungeon world, there's bender classes for 4e, I'll bet that there's a d20 mod for it. Are you thinking of cool story, or rad fites?
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>>48739306
I'd use 5e, but I'd use the Community Re-work of the path of the elements, which gives them more utility. After that You really just need to develop elemental archetypes for Barbarian, Rogue, Fighter, and Paladin, then you're pretty much set.
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>>48739326
I'm thinking probably something set right at the beginning of the Fire Nation's attacks, around the time the Avatar disappears. Going for the classic "our band of scrappy youngsters has to travel to the other side of the world to find the maguffin, but watch out for the Fire Nation!" type of deal.

I'd probably prefer a more cinematic/flexible system, rather than a rigid/crunchy one, as I don't know if strict rules will really be able to capture the mood right.

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about to start up my first ever PTA group, figured I'd get some opinions

>PTA vs PTU?
>favorite class/build?
>best canon region for a long campaign?

personally I think Orre would be pretty cool for a long running game, but the GM decided on Hoenn.
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>favorite class/build

well I can't say it's my favorite, but Juggler is objectively the best class in the game if your goal is to get every badge/medal

Juggler + 2 pokemon with Fake out = infinite damage loop
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>PTA vs PTU?
PTU by far. Both systems are crunch-heavy and have their own unique problems, but PTA has far more holes and problems than PTU does.

>favorite class/build?
I've never gotten to play in a game past second level, but I'm a fan of Trickster/Provocateur

>best canon region for a long campaign?
Probably Johto in my experience. When attracting new players, a lot of them will want to play in one of the first three regions, but Kanto is pretty boring as a world, and Hoenn is half ocean but can be fun with a good GM. Johto has a good mix of regions and town lore to play with when worldbuilding.
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>>48739106
Unless your group is emotionally attached to PTA, PTU is easier to run and play, with fewer issues and less work needed to get around them, so I'd recommend that if you can.

I come up with a lot gimmicky builds (such that certain PTU edition changes have been openly my fault), but a build I'd really like to play sometime is an Ace/Duelist/Taskmaster and go for some risk-reward that way.

GSC era Kanto-Johto is best for a long campaign, since you have access to a huge number of memorable locations, and between the two regions you'll appeal to most players who aren't Hoennbabby garbage. If they really love trumpets just focus the story on the Whirl Islands so they can get their fill of surfing around forever.

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Let's say I want to run an RPG where magic exists but is a strange, mystical force restricted to NPCs, that players have to overcome with wit and steel. Something pulpy but a little less "fantasy Vietnam" than old school D&D, and more "heroic fantasy."

What system would you recommend?
19 posts and 2 images submitted.
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Savage Worlds.
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Pretty sure barbarians of Lemuria is tooled for this. There is a game called something like legends of the six serpents that also followed these kind of themes, not sure how hard it is to find copy tho.
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>>48739030
Oh, cool. I actually own that and haven't ever used it.
>>48739059
>Barbarians of Lemuria
How specifically tooled to that one setting is it, and how hard would it be to set it elsewhere?
>something like legends of the six serpents
Is this it?

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Alright so given that I refuse to touch Warhammer: Total War with the business end of a rusty halberd, I'm looking for something else to scratch my itch for a decent game in the Warhammer Fantasy world.

Warsword Conquest for Mount and Blade's been doing me well, but it's riddled with bugs and the limitations of the engine are apparent, so I was thinking I'd boot up Medieval 2 again and install Call of Warhammer.

There's just one problem.

There's apparently two versions of it?! I found Call of Warhammer classic and now apparently there's Call of Warhammer: Beginning of the End Times.

Now, I'm wary of anything calling itself anything associated with the End Times, but I'm finding it really hard to find a comparison of the two mods features. Can anyone help me out and let me know what I am missing by getting one version or the other? Thanks.
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Haven't played either yet, but the one you want is Beginning of the End Times. More factions, bigger map, more polished. Model quality is highly variable, but the best of them would fit into the actual Total War game without question. Searching for it on youtube will give you plenty of battle reports to see for yourself. Here's the moddb page:

hxxp://www.moddb.com/mods/call-of-warhammer-beginning-of-the-end-times

Also, consider touching W:TW with the business end of a rusty halberd. Even if you loathe being shaken down for DLC, the base game alone is incredibly polished and has upwards of 1300 mods. It has it's issues, sure, but IMO minor and fixable by mods.
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>>48738986
Dark Omen.
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Medieval 2 is much better than Warhammer. Warhammer is much like Shogun 2. The combat pace is an out of hand twitchfest.

This is unfortunate, because there are good things about Warhammer. Its much better balanced than any Total War since Napoleon. Units all have their place. It is also based on oldschool Warhammer, the only stupid out of place thing I ever saw were the Demigryphs.

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>>I will channel the dark powers for my vengeance against evil

How do I encourage the warlock into falling?
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>>48738923
Don't you mean Rising?

Paladins fall, Warlocks rise.

or maybe float
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>>48738923
He already has. Help him admit it.
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Easy, you cut deals constantly with them using their, intermediary? Or whatever warlocks have? I'm fuzzy on the mechanics since you didn't state a system.

"Oh man sure looks like you could use some help finding ___ right about now. I don't know where ___ IS but I know some guys who could help but they ain't as nice as me you'd have to cut a deal, and their price is steep. But hey, you probably won't need that help anyways, it won't take you years to do this. Right?"

And I mean start small if you have to.
"See that scruffy guy there, go beat him up for his cash. WHAT? Don't look at me like that, I can't just MAKE food appear for you, and you are broke."

But just wear him down with little deeds of evil and spite over time. Sure mugging a guy is bad and all but he will get over it, right? He won't get divorced by his wife or have his kids die because he couldn't get proper treatment for them.

Devils are well aware of how small evils spread.

G'day, /tg/.
Just started playing D+D for the first time and I need the help of inventive, cruel minds.
Whilst my DM was helping me assemble my character sheet, he told me about the "deck of many things" and the "robe of useful items". Intriguing as they sound, I'd like an item a little darker and malicious: a tome of fucked up curses, hexes, rituals; Single use spells that are selected at random as you tear the page out (alike the aforementioned deck of many things). The Dm liked the idea, too, and said that if I could get something on paper, he'd consider adding it somewhere to the campaign.


I'd like some ideas for spells and the like to be used in this book, from childishly devious and cheeky, to freaky and unusual, to shit that would make the denizens of /b/ want to quit the internet forever.

All I've really thought of so far is:
1. everything the target touches turns into shit for a full day.
2. Every day the spell is active, the target will slowly lose their mind until they eat a pound of human flesh.

Thoughts, ideas, suggestions, criticisms, and failing those, images of cultists, evil magic and Cthuhlian crap!
Cheers.
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>>48738824
>All of the target's clothes, and any non-permanent shape-changes disappear, leaving them bare-ass naked to be laughed at by their peers.

Turning everything you touch to crap for a day seems wicked OP
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>>48738824
>>

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