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Archived threads in /tg/ - Traditional Games - 3112. page

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>Google Drive
https://drive.google.com/folderview?id=0B20r6rsFLOg_Zk5RdVdya3hJNnc&usp=sharing

>Jumpchain IRC Chat
http://client00.chat.mibbit.com/?server=rizon.mibbit.org&channel=%23JumpchainCYOA
https://kiwiirc.com/client/irc.rizon.net/?#JumpchainCYOA

>Rules
http://pastebin.com/Gqj3iKyn

>How to Jumpchain
https://drive.google.com/file/d/0B1qb0_OLhDrDNjZmRG02SDFaRVk/view

>Last Thread
>>48336148
25 posts and 6 images submitted.
>>
>>48353584
>It's not cheating if you tell them.
That's highly debatable. If I yelled at my wife that I'm going to go fuck Kim I don't think she'd agree that's it's not cheating because she was informed.

I feel like the rewording is an improvement, though. I'd prefer it to not have the 'likely to find someone new' line, but, at the end of the day, you inserted some ambiguity as to what the ultimate result of this would be which leaves people some wiggle room, so it's better than nothing.

I hate to drag this into the new thread, but we DO have to end the conversation in some way, and as long as both of us are at an accord I don't think we have much to say beyond this anyway.
>>
>>48353619
This is why you wait a while before making a new thread

You fucked up OP

This salt will go on
>>
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>>48353604

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Are there any video series that can make it easy for me to learn how to run Rogue Trader? Just wondering if anyone knows some easy ways. Pic unrelated and no I don't have sauce.
12 posts and 4 images submitted.
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>>48353504
>and no I don't have sauce
It's from the newest episode of Re:Zero, scrub.
>>
>>48353504
There is no way to make the FFG 40k roleplaying systems 'easy.' Sorry.
>>
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>>48353504
I can't help you with Rogue Trader, but I can help with sauce.

Re:Zero

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Are there any settings with actual strength-based casters?
31 posts and 2 images submitted.
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>>48353448
In L5R spell rolls are based on "Rings" which, except for Void, are made up of two traits. The Water ring, focused on healing and... something else (I don't play mages), is based on Strength and Perception.
>>
>>48353448
4e, where everything does 1W damage plus a spell effect or is on a cooldown just like my ult in WoW
>>
>>48353448
Well for starters there's the cancermage build in ye deande.

Then you can have whateverthefuckyouwant in superhero games.

And gurpsfags will chime in any second now.

In Exalted 3e you gather energy for spells by special actions defined by your sorcerous initiation and you can make it be something strength based easily.

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What do you think about Knights and Paladins?
28 posts and 10 images submitted.
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Pelinal and crusader posters ruined them for me.
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>>48353249
This.
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>>48353230
I think they are treading on thin ice

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Is it viable to introduce a food system in fantasy games? One that means you need at least one large meal per day (D&D 5e heavily implies that larger or smaller meals are part of short and long rests) or else you incur penalties (and eventually starve to death), and that certain meals made with certain techniques and ingredients confer certain bonuses?

How enjoyable would a scenario be where a party fights their way through a dungeon, then stops in front of the boss room to have themselves a picnic of dragon kebabs, leviathan nuggets and honey-mustard sauce made with the honey of dire bees and mustard from the plane of the nipplebiting humanoid mustard seeds?
14 posts and 3 images submitted.
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A joke that would only be funny once, then you realize how much time you wasted writing a book of imaginary foods that no one would give more than a curious glance.

Now if the system mechanically revolved what foods you ate and rewarded players for slicing up monsters to make steaks then it could very much work. E.G satay Minotaur steak gives greater strength and charge

Of course if you think this meme is funny in real life you can always make real food, dye it a different color and give it to your players.
>>
>>48352713
>or else you incur penalties (and eventually starve to death)
Well, 5e already does this. It uses the exhaustion system in Apendix A, and the levels of "exhaustion" you reach for lack of food are detailed on page 185. They seem pretty lenient, but that's probably intentional, and yeah, if you go without long enough, or combined with other effects, your character will die.
>certain meals made with certain techniques and ingredients confer certain bonuses?
Much, much more work, honestly, and I can't imgine players would care about it as much as the peron designing the system. Most systems I've encountered put the emphasis on adventurous activities, and keep necessary but less exciting ones in a position where they can be resolved with a couple of dice rolls.
>>
If you play a system that rewards small bonuses that last some time, why not. Expect players to munch only on what's useful for their classes though.

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Djingis Khan and his golden horde has started to invade your current fantasy setting. How does the poeple the PC's and nations in the setting react?
31 posts and 3 images submitted.
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Invade from where? How did they get here?
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>>48352333
That's not important but let's say they appear from the largest steppe area in the setting
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>>48352312

Djingis Khan is wiped out by the legions of musket armed halfling supported by wardog riding cavalry and ceramic covered war wagons armed with cannons.

So, if i wanted to start a qst, which would be better, one with a very intricate system, one with a simple system, or one without a system and just is theater of the mind?
11 posts and 2 images submitted.
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>>48351313
Start with one you think you can actually do and focus on making your writing worthwhile instead.
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>>48351313
If you're a beginner (and likely a cautious one, evidenced by this thread), I'd suggest a simple system. Too much crunch drives people off.

But beyond that, you need to make sure the setting and story is good enough that people want to know more and play in it. To that end, you need good worldbuilding and writing skills.
>>
>>48351328
That's pretty good advise, thank you

>>48351587
Well hopefully i do, i've been writing for a long time but have never posted anything publicly, so heres hoping.

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MEGA Guy is still alive. And still can't seem to drop the third person thing.

For all your questions on Dark Heresy (1st and 2nd Editions), Rogue Trader, Deathwatch, Black Crusade, and Only War.
Not the wargame. Not Chapter Master. Or Space Hulk.

Book Repositories (If you're planning to download any Rogue Trader materials, read the .txt file in the RT directory)
https://mega.nz/#F!Pl0UgbJa!vDtTXMKnvZ26fUbuw4X9tg

There is a new Homebrew Megafolder option in above MEGA directory containing several things formerly listed individually on this post.

40K RPG tools, a site that contains stats or references for almost all weapons, armor and NPCs/adversaries. Not updated past DH2 core.
http://www.40krpgtools.com/

40k RPG Combined Armory (v6.45.160417), containing every piece of gear in all five lines. Now containing some of the DH2 content up to the first supplement.
http://www.mediafire.com/folder/i3akv9qx9q05z

Fear and Loathing (Ver 1.5.2) and The Fringe is Yours (Ver 1.6.0), /tg/ made Rogue Trader homebrew supplements for playable xenos, Knights, Horus Heresy gear, and other things. Now found in the Homebrew Megafolder.

Additional Resources:
Now found in the Homebrew Megafolder.

Old Thread:
>>48241064

(yeah, not the right picture. Maybe bug the admins to allow duplicates if the original hit bump limit.)
18 posts and 3 images submitted.
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https://discord.gg/FpVfNKp
remember the discord
>>
>>48350959
Remind me when this thread hits post limit, I'll add it in.
>>
How many headtubes does your character have?

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So with Pokemon GO reigniting the fires of our childhood nostalgia for capturing and having cockfights with adorable Japanese monsters, my group asked me if I could run a game in PTU. I gave them the option of running in an already established region or letting me create one. Naturally, they chose the option that both contains a bit more surprise for them, and entails a decent bit more work for me. Not that I'm complaining, I love doing this shit.

That being said, it is a lot of damn work just building the world, and I'm sure I'm going to forget something. That's where you elegan/tg/entlemen come in, I would love it if someone outside of my group could help point out anything I have forgotten, and if you are feeling creative, you are more than welcome to suggest something I add in.

I have the region map complete, and I'm pretty sure I have all important features named. I have a few ideas where some legendaries could pop up for them.

One thing I know for sure I could use some help on is the overarching "story". I don't really have any idea what I could do as far as a story goes, I've been knocking around the idea of making a new "team" to be doing dastardly deeds, but I'm not sure if that's the route I want to take. Another friend from outside the group pitched the idea of a new law being passed requiring trainers to have licenses in order to legally be allowed to battle and take on the gym challenge, but I'm not sure how that would carry over the whole game, as once they have gone to get licensed, that conflict is over, which just leads me back to a villainous team.

Another thing I could use a little help with is the gym leaders' and Elite Four members' teams. I'd like to go with something that hasn't been done a whole lot in the main games, but I keep finding myself trying to make the teams absurdly powerful when I need to make them tiered and leveled appropriate to progression of the party.

I welcome any help you could offer.
14 posts and 1 images submitted.
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Have the whole Gym/Elite Four system be a screening process for space colonists.
Only those tough enough to beat the champion get access to exploring the other planets in the star system.
Although there are already plenty of pokemon from outer space, you could also create variations such as asteroid geodudes for example.
I'm pretty sure there is a supplement somewhere for this topic.
>>
>>48350538
I created a custom region once.

The way that I see building Gym Leader teams is that within one type, you want to as much much on that type's concepts as possible instead of going crazy with the dual-typing. Elite Four members are a lot better for stuff like that, because it shows strength through variety.

My Gym Leader teams were all written out with one Pokemon that acts as the "boss" for the team. You know, the one that's stronger than the other ones. The one that's usually saved for last.
Then I write out up to so many other possible team members. Since I didn't want any Gym Leaders to have a full team in battle, that means they all battled with 2-5 Pokemon. So the boss is solid. Then depending on how far into the region it is, the Gym Leader has so many possible spares.
The first Gym Leader in my region was a Ground-Type trainer. Hippopotas was the boss, with Sandshrew and Diglett being her alternates. So this means that Hippopotas was in every battle, and either of the other two showed up. Simple team, simple format.

My plans for whoever was the last Gym Leader was that they would have six Pokemon, but only fight with five.
The further in that you get, the more Pokemon that the Gym Leader will typically use, and therefore the total number that they have available goes up. I typically just made it one more than they actually used. If a Gym Leader uses 4 Pokemon, then I would give them five, with two or three being "core" members of their team and the remaining slots being swappable.

That was a lot of text going in circles to say one thing, but I hope it helps.
>>
>>48350538
I'm not super well versed on the mechanics of PTU, but I have been playing a PTA game for a year now, and ran one for a few months before the group had a hiatus for too long, and I've learned a thing or two about gym construction. Which I'll try and share as best I can.

First off: Don't limit yourself to 8 gyms, that's boring and makes it really shitty for your players who miss one. 8 badges should be the minimum, to get into the pokemon league at the end however.

Second point: Build a gym around a gimmick. Find a strategy you want your gym to use, and lean on it heavily. I had more gyms than pokemon types, so I also added on gyms that simply focused on classes, or even just a single move, such as an underdog gym, or a double team gym. Don't just use the teams as part of the gimmick, but build the battlefield around it too. A gym is meant to be a test, and it should explicitly be a particularly hard battle by normal standards. That having been said, should the player "solve" the battle, and come up with a good counter strategy, it should be an easy win.

Third thing, and this one is from the game I'm playing more than my own work. Format battles as an XvX. Like, 1v1s or 3v3s or something. This helps since, unless you've got some passive experience gain going on(which I recommend) the players will usually not even have a full 6 pokemon at an appropriate power level.

As for the story, I sincerely believe you don't need one. Who the fuck has ever cared about the story in pokemon games? It's not the focus, it's not the part people really like, and it's not part of the fantasy of being a pokemon trainer. If you insist on a plot, it can be a background one, and you could probably get away with barely planning it when you started, and just building it out as time goes on.

How can I create better clues and leads for investigation quests?

I am quite a fan of investigations in RPGs. As a player, they are one of my favorite activities, and they excite me to a great degree. I tend to solve them with great efficiency and rapidity. I have been informed by GMs that I am remarkably skilled at puzzle-solving, even by those GMs who ran difficult premade adventures with minimal changes (in other words, "fair and square," with no cases of declaring the players retroactively correct).

My logs tell me that I have GMed 200+ sessions since December of 2014. My various players have regularly informed me that my method of running mysteries is awful and recondite, and that I should run more player-friendly mysteries. I agree with them wholeheartedly.

This has been a issue for a long while. I constantly try to create better mysteries and investigations, but nothing seems to work. The vast majority of the investigatory quests I run are a flop, and I have to be the one to solve them for the players, usually thinly-disguised as a "fail forward."

The "three/four clue rule" hardly works for me because the clues wind up too abstruse. Trying to figure out a new lead or a solution from one of the clues is nearly impossible for the players. I think on a very different wavelength from most players, and it is nearly impossible for me to think from the perspective of my players (or anyone else). Thus, it is extremely difficult to gauge if something I consider an easy clue will be easy for the players.

I do not want to simply take the "PCs are retroactively right" method of investigations either, because it sits right with neither the players nor me. I would prefer to run mysteries "fair and square."

Is there some obvious method to creating good clues and leads that I am missing? One that preferably does not rely too much on seeing from the players' perspective, because I am very poor at such.
45 posts and 10 images submitted.
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Can you provide examples from your experience, highlighting things that have been an issue?

Other than that:
> Try building a lattice of nodes that comprise the components of the scenario. Don't be stingy with the opening avenues of the investigation. Straight up give them 3-4 right off the bat, spelling them out explicitly, and have them form a lattice with one another to future points. Chokepoints between nodes should be few and far between unless they're vital. They shouldn't have to hit all of the nodes to make it through.
> People make mistakes, some of my early mysteries involved NPCs who acted far too cleverly to make the scenario satisfying. Don't be afraid to have them behave/have behaved without thinking things through.
> Put a clock on things. If they don't hit the solution or make enough progress quickly enough the situation gets worse, but reveals more of itself. Alternatively as they get closer the same thing happens. Vary this a bit from scenario to scenario as appropriate.
> Make shit up if you need too. This falls less into the 'PCs are retroactively right' column and more into 'wow, I didn't think they would do that' territory. Before you start, look at the paths your clues provide and so you can sandwich an alternative path into the player's intended actions with the same result on the fly. This helps to avoid the game getting bogged down.
>>
tl;dr
>>
>>48350319
1: There should be few dead ends in the investigation. At any point in time, the evidence should suggest new clues AND people/factions to accuse of being responsible for whatever the investigation is about. That means the players will always have something new to search for or interrogate, unless they're completely off the mark.

2: Evidence should generally point to two or three different conclusions. The players should correlate what information they have from evidence, and it should overall point strongly to the culprit. You've got murder weapon that was accessible to guy A, girl B and girl C, the guard saw a female go in with a ninja outfit, and the people who wanted the murdered guy dead had dealings with this ninja clan who girl C and guy D were part of. Of course, the murderer is girl C.

3: If the players can't work out how to use a piece of evidence (e.g. their in game skills are not high enough), suggest to them seeking out specialists - clay trod into the carpet of a burgled mansion could be brought to a merchant who could say "yeah, this clay's either from the north region of barbarians, but it's also found in the training grounds of this ninja clan."

3: NPCs can give out bad accusations due to their biases, but if they do so, the people accused should be able to give more information. Only accuse people who the players can get to easily so they don't do a side trip all the way to the northern wastes. "I bet you it was Faction X. They are allied with Faction Y and I hate their guts." -Faction X can provide information on Faction Y, who was the group that hired the ninja to do the murder.

4: If all else fails, have another incident occur - another murder by a ninja girl! Or the murdered guy's place is robbed by ninjas. That starts a new linked investigation - it might be by a different person or the same person, but the players will have something else to look into, and ask more people about the evidence.

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What kind of weapons would super early (like just after agricultural revolution) nomads carry? How could they improve their weapons and technology while still being nomadic?

Also, how would a fully nomadic people reach space?
25 posts and 4 images submitted.
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>>48349697
A. Stones or cold forged rough copper
B. They don't.
C. See B.
>>
>>48349697

>How could they improve their weapons and technology while still being nomadic?

Theft and trade.

And they never advance without agrarian patrons.

You cannot sustain a large population of nomads without agrarian support, and without large populations and storable foods(grain), you don't produce any wealth or feed artisans.
>>
>>48349697
>How could they improve their weapons and technology while still being nomadic?

Some ideas:
>Some of their society splinters into semi-sedentary lifestyle, and these semi-sedentary guys are the ones to advance tech (and probably be the food suppliers as well)
>There's ruins from a bygone age of civilization, and the nomads are able to reverse-engineer some of them
>They go on the backs of gigantic creatures/golems/thingamajiggers that lets them carry whole villages around, and provide enough resources for them - this allows them to develop tech while still technically be nomadic

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>Fantasy setting with Vikings.
>The horns on their helmets actually contain potions that they drink in the middle of combat. Functioning like a beer hat but for ALMOST more important things.
What would be the advantages and disadvantages of this?
28 posts and 7 images submitted.
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>>48349546
>the vikings never use them because they didn't all wear horned helmets, and very few did
>>
>>48349633
>the Vikings turn out to be undercover teutonic knights.
>>
>>48349546
If they smash?
Free potions for the enemy?

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Has anyone got either the Blue Rose preview book for backers (missed the goddamn kickstarter) or Numenera's Into the Deep? Have some Maisie
42 posts and 2 images submitted.
>>
Bumping Maisie.
>>
>>48351569
>>48348869
>people are actually attracted to this gremlin

Wonders never cease.
>>
>>48348869
MAISIE!!!

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Hey guys, kinda new to tg but I love warhammer 40k and I'm about to start a tyranids army. I play tau and I love them but wanna play something different, they seem to op some times. Anyway I want to go for a like deep sea type look to the nids. Can you guys suggest some colours?
13 posts and 4 images submitted.
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>>48348815
blue
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>>48348854
Ya I'm currently thinking blues and purples with maybe like a bright blue or green for like biolumesence
>>
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>>48348815

You should also buy some aquatic bits like fins and spikes from things like fantasy hydras.

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What are your favorite tabletop skirmish/campaign systems that use minis?

I have played Warstuff and, while I loved the ability to use any minis, I found it to be a bit too simple.

I love the combat of Warhammer 40k, but hate the model prices.

I love the deck useage in Malifaux, but no one around here plays.

Anything out there that is a combination of the things I like?

Lets talk miniature systems.

>Playan
>Postan
>Recommendan

Minis thread!

What is your favorite miniature you own?

Like them prepainted or unpainted?
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Are there any games that use 54mm excusively? how about patching a game to that scale?
>>
X-Wing is a super solud dogfighting game. Plus it's Star Wars so you know itxs a good time. I think the use of upgrade cards is a great way to mix things up, and it's fairly well balanced overall.

MERCS 2.0 is damn fun. Way smoother than the first edition, lots of options to pick from now that the game has 12 playable factions and the new campaign system is pretty sweet.

Bushido has a cool system and some nice models(although there are some that aren't great) but a very small playerbase.

Freebooters Fate has a wonderful system involving lots of bluffing with the card based combat, but it's a pretty niche game here in the states.

Then there are the non-skirmish games. Kings of War, Heavy Gear, Warzone, Firestorm Armadan Dropzone/fleet Commander.
>>
>>48348703
Lately I've been really into the Song of Blades and Heroes series of games. Simple and fun system, and you build unit profiles based on the minis, and not the other way around. And building the profiles provides a points value for them.

It's a simple system that is very flexible. And it's cheap.

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