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Archived threads in /tg/ - Traditional Games - 3106. page

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how do you feel about the regimental standard?
13 posts and 4 images submitted.
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It started off excellent, but I feel the quality has been declining in the last couple. Possibly it's just over-reliance on a few jokes meaning that it wears thin after a bit.
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>>48388356
>dat pic
Seems legit.
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>>48388356
>>48388707
I agree. I'm still enjoying it, but brazen propaganda and "report to the commissar" is getting old. Captain Catachan was good, though.

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So /tg/, i need to end a relationship with a friend of many years, and I've decided on using the board/war game Diplomacy to end our friendship.
The problem that arises is that i'm terrible at strategy, and the rest of the internet is not being terribly helpful other than not idling in east-ish Europe if I'm not based there. Keep in mind that I don't have to win, just make any victory on his part phyrric enough that he hates me. Or just knock him out of the game, regardless of whether or not i win.
Also /Diplomacy General/, I guess.
12 posts and 1 images submitted.
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>>48387879
This one is actually easy. If you already plan on fucking up one specific player, just ally with one of his neighbor or all of them. Also bend over for any demands said allies make if it can fuck over your target more.

If you actually plan to win though I can't help you there.
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>>48387879

How about not being a dramaqueen faggot and just telling them it's over?
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>>48387879
Just fucking talk to him, you passive-aggressive jackass.

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>"He didn't fly so good! Who wants to try next?"

Is this a Bluff/Deceive/Lie roll or an Intimidate/Provoke/Scare roll?
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Which is higher?
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>>48386691
The plane over the ground.
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>>48386475

Intimidate. The bluff (for a bonus to intimidate) was the gunshot.

Really high circumstance bonuses for being a well engineered scenario, but also really low bonus to intimidate since the villain/player immediately caught the logical flaw in the bluff.

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To the guy who keeps posting this -
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>>48386368
and this -
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You're lucky I'm on bro. Come at me bra.
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>>48386377
Try something like this

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Game design edition.
>Now with 50% more game design.
23 posts and 2 images submitted.
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Last page bump while I write shit out.
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>>48386331
Tomorrow I'm going to print my very first prototype of a card game. Hopefully I will be able to play some thing out with friends on Saturday.

It's mostly just some icons, numbers and text on cards, but I'll throw in some simple black and white graphics, so different cards will stand out more.

NanDeck was a very powerful tool that allowed me to quickly make massive number of cards from template I created. It also combines everything into ready for print PDF files, so you don't have to do it by hand. I recommend it to anybody who want to make some cards, even if the learning curve can be a bit steep on the very first few steps. After that it's a breeze to change things on the card, because you can just apply them to the template and it automatically updates whole deck.

If nanDeck is not for you, then try out some counterparts like Card Creator. Software like that really speeds up the creation process.
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Are there any merits in "extra deck" mechanics in card games? That is, mechanics where some cards begin the game in a special zone where they wait to be retrieved by certain effects.

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I've started constructing a common-uncommon cube with cards I have lying around. Never built a cube before. What should I keep in mind?
>pic unrelated
12 posts and 1 images submitted.
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I have a peasant cube, here is some advice I can give you.

- 360 cards is the minimum for an 8-man draft (15x3x8) so you need at least that many.

- as a general rule, don't have duplicates of cards in your cube, it rarely works. If you put 4 squadron hawks in there with the expectation that someone will grab them all, 90% of the time you'll get four players having 1 bird.

- keep colors balanced, both in number of cards and in power. It's a common rookie mistake to make mono red burn the best deck you can draft just by overloading the color with burn spells.

- don't forget colorless is a thing! There are plenty of good artifacts you can add to your pool, to say nothing of the better eldrazi (be sure to have some reliable colorless mana sources in the cube as well though!)

Hope this helps.
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>>48385287
Thanks a lot, this helps! I was going for singleton. I'll watch out for making it unbalanced. Should colors (and combinations) have more outspoken themes? Right now I'm going for something like "this seems fun" with no thought of concious strategies
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Search for the Cube videos from Tolarian Community College on YouTube.

Also http://www.cubetutor.com/ may help too

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>world is broken, over populated, and over polluted.
>Corporations run everything.
>A one way rift they is found to another world, one which is pristine and uninhabited.
>Pilgrimages have been sent and people are settling it, and they're determined not to repeat what happened in the other world.
>Corporate (or other faction) interests, want to take it over and strip it off anything useful to bring back to their dedicated husk of a planet and increase their own power.
>They have made separate settlements loyal to them by rigging who can't through the rift.
>They're either about to complete or have recently completed a means to go both ways.

What interesting things could you do with such a setting for an RPG campaign?

Obviously there's the obvious option of "corporation steamrolls everything, pilgrims lose". But what else could be done with it?
25 posts and 2 images submitted.
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>>48384654

>one way rift
>corp extracting resources

wat?
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>>48384654
How was the TV show? I only watched a few episodes, and the bag CGI and mediocre acting turned me off.
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Pilgrims win, successfully become independent and powerful enough to fight off the corporation for the forseeable future, then over centuries become oppressive corporate scumbags anyway. Now they are even fighting to crush the downtrodden husk world.

Your character has to wear a full-body containment suit in order not to die due to a magical infection or technobabble disease. They can still eat, drink and attend to their biological needs (if any) but can't stay out of the suit for any extended period of time.

Who is your character? How does his/her life change as a result of this?
15 posts and 4 images submitted.
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>>48384260
Crap fetish mang
unless it's a biosuit that is constantly pleasuring me and has a tentacle massaging my prostate 24/7
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>>48384355
>prostate

What are you, gay?
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why do you keep posting this shit thread

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I play games mostly solo, but I like having games people can join in on when they want.

I have a few games, one of which I'd like to purchase today or tomorrow.
Anyone care to give me some experiences on them?

Arkham Horror
Eldritch Horror
Shadows of Brimstone
Pathfinder: Rise of the Runelords
Pandemic
Mage Knight
Dungeons and Dragons: Castle Ravenloft(Really wondering if this is ANY fun at all playing solo?)
Zombicide
13 posts and 2 images submitted.
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>>48384119
Bought Eldritch Horror as my First own game. Arrived on Tuesday, will play it on the weekend. Seems pretty cool so far and people often put it in their top ten or top five
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>>48384289
Yeah, I'm just worried that it might be rather complex to learn, and I'm not even sure where to go with the expansions on this.
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>>48384316
It's better than Arkham in terms of complexity from what I know ( never played Arkham sadly) and having Read the guide, it doesn't seem to be ovdrwhelminhgly complex.
I bought the game tpgether with the Forsaken Lore ezpansion as most people recommend it since it just 'buffs up' the amount of consent from the original game without bringing in new rules and complexity, as the base game apparently suffered from not that much content. It's also not as expensive as the other two big ezpansions and i dont know if the other two smaller ezpansions go with just the base game.

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>be friends with some dudes since highschool
>play tabletop intermittently throughout the years with rotating GM's, basically whoever had an interesting ruleset or ideas
>give pretty much anything a chance at least once, from my homebrewed superhero comedy campaigns to my friend's "CoC" campaign that he didn't read the rulebook before running
>get really into surrealism, horror
>want to run a Pathologic/Silent Hill-esque campaign using the GUMSHOE system
>kind of hyped
>generally low self confidence and depressed, but trying to work on it
>tell my friends about it
>everyone is on board but one guy (the CoC guy)
>he thinks the ruleset sounds stupid, hasn't actually read the book (basically stat points aren't used for a static bonus, but can be spent to get bonuses on individual rolls)
>I try to see what he doesn't like about it
>"It just feels like the characters are so samey, there's no roles or archetypes, everyone can do everything."
>Try to explain my point of view without being a dick (basically if you don't invest in a skill you essentially are useless at it, and spreading your skills out too much is dangerous, so most players with vary up their skills within the party)
>just keeps telling me how stupid it sounds
>everytime I bring up something that he is wrong about he tells me I just don't get it and moves the goalposts
>still trying to not be a dick while maintaining my self-confidence
>he eventually just stops talking when I ask him to just try it or read the book to see what I'm talking about
>hangs up on the skype call without telling anyone goodbye
>haven't brought up doing a meeting since because I know nobody else would participate if he didn't want to

I know it sounds like whining but it kind of hurt my feelings, since we've all been friends for a long time, and we basically will try any ruleset once as a courtesy. It's especially insulting because he still hasn't even read the rules. Anyway, nervous gm venting thread?
15 posts and 2 images submitted.
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>>48383847
Kill him and find a replacement.
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>>48383847
Well, thanks for burning pic related into my retinas forever.
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>>48383847
People can be dicks, deal with it and abandon this fucker

Sauce of pic related?

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I'm making a card game. Need some input. It won't be commercially sold, I'm just printing some shit on cardstock for my friends and I.

Imagine a game a lot like MTG (so it's easy to get into), but without color types. I *really* don't want color types in my game, but what can I put in to substitute the variety that color types offers?
12 posts and 1 images submitted.
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>>48383322

No much. Ultimately any categorical separation is a variant of colour types, and without that your players are simply building with the most efficient cards in the game without restriction.

Android: Netrunner, for example, seems different on the surface but can be thought of as a game with exactly two colours and requiring red v blue mono decks fight every game.
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>>48383693
Well damn. I'm mostly doing this so I can have a system where every card in your hand can (once a turn) be discarded and added to the field acting as a resource (same effect as mana). That prevents mana flooding and mana screwing, but it makes it hard to separate types.

I like the system of cards being able to generate a resource of their color/type when they're tapped, but those cards are designated when they're played in a specific resource zone.
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>>48383693
But that's wrong. Netrunner has three colors on the Runner side and four colors on the Corp side.
And you almost never have mono-colored decks.

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How would you run a campaign set in the universe of EYE: Divine Cybermancy?
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>>48383102
Culter scum is restricted to NPCs only.
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>>48383102
You use the official rulebook with all the lore.
The hard part is that you'll have to rob it from streum on studios since those fuckers refuse to publish it.
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>>48383182
I'll wearing your face as a fucking moron party mask, dirty Jian.

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Pathfinder General /pfg/

Gunslinger edition!Will Paizo ever realize guns should b just as viable as bows?Find out never on Dragon Ball Z!

N. Jolly's vigilante book playtest: https://docs.google.com/document/d/1Hrk1hl8uXVHazaiPOCvWsFUHX3PB6fQVd13tzguJTgE/edit?usp=sharing

Unified /pfg/ link repository: http://pastebin.com/hdPm41ad

New trove: https://mega.nz/#F!9tQmBSbL!tbmlmKB_IsgDtzzrlXkVVQ

Please search for the unerrata'd content here:
http://web.archive.org/web/http://www.d20pfsrd.com/

Old Thread: >>48374958
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>>48382808
Congratulations idiot, we have three PF generals on //tg/ AGAIN
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>>48382808
Never, tbqh.Paizo hates many things including, ranged weapons that aren't bows, realistic gender ratios, non lewdness in APs, martials, and balance.
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>>48382850
1 is dead, I refreshed and didn't see the other one before posting fuck you.Also
guns > animu

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So there's This Guy threads and That Guy threads all the time on /tg/, for people to talk about all their This Guy and That Guy stories.

This is not one of those threads. If there's a This Guy and a That Guy, there's gotta be The Other Guys as well. This is going to be a thread for The Other Guy stories.
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>>48382595
You mean the guy who is so innocuous you sometimes forget he's even part of the campaign? And when you do remember you question why he comes at all?
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>>48382595
I had a The Other Guy in a campaign once. He played, or something.
What the fuck do you want 'the other guy' to mean.
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>>48382613
That's a good question, actually.

I guess there needs to be an agreed upon definition for 'The Other Guy' first for this to work.

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So, I've been analyzing the Narrative Dice System, the one used by FFS Star Wars. Honestly, I have to say that it's quite a good system that deals with many issues inherent to most standard RPGs, and is especially great at blending the line between Role/Roll-playing.

I also think it'd be a great system to Port most of the World of Darkness games to, particularly Mage. Anyone else agree?
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bump of interest
I have yet to try it
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>>48382290
Having played Edge of the Empire extensively with my old group I have a few positive and negative things to say about the system

Pros:
-Keeps the game story flowing seamlessly from action to action. Almost no time is wasted crunching numbers, determining HP, referencing source books for rules, etc. It's as simple as Failure, Success, Triumph or Despair.
-The dice are easy to read once you've got the hang of it. It seems mildly complicated at first, rolling so many counteracting dice, but when you start getting into a swing of things, you can almost instantaneously determine the outcome of a given roll despite how many dice thrown
-It's simple for somebody who has never played a tabletop to get into because of how little the player actually has to do during the course of the game. Because of these dice, there's no number referencing, the GM is almost solely responsible for determining what happens post roll. The only thing that players really have to be responsible for is the roll itself, subtracting their soak from whatever damage is dealt to them, and keeping their sheet up to date.
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>>48383468
Cons:
-The force die is almost useless and could easily be replaced. It's rolled literally once by every player at the beginning of the session to determine how many "force points" are available to the team and to the GM. This doesn't really work in any setting/system aside from the FF Star Wars Games.
-Even the most simple tasks need to be rolled for, from lifting your ship off the ground to firing a blaster. Even if it's something that lorewise, your character has done literally thousands of times before without fail, even with no setback dice and a full arsenal of advantage dice, there's still a chance you can fail. This can severely turn the tide of a game for seemingly no reason. Based on the system, it's not up to GM discretion as to when you should roll. It's for literally every action stated by a player or GM that has correlation to the multitude of skills present in the game.
-We tried using the dice in a Call of Cthulhu game because of how story-based the system is and even in something so mechanically simple, the dice just didn't work. We kept our D100 for certain skill rolls that just didn't work on "success" or "failure" eg. Knowledges, and it still proved a headache most of the time. FF's system was designed with these dice in mind and no other tabletop that I know of follows an even remotely similar system. After spending hours personally transcribing the CoC Character Sheet to be compatible with these dice, it just didn't play the same or even remotely similar to EotE. It was difficult enough setting CoC, a very numbers-light system to Narration dice, I can't imagine trying to do the same thing to WoD, which is nominally more numbers/stat heavy.

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