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Archived threads in /tg/ - Traditional Games - 3246. page

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>huge cosmic titan is defeated within a single set
THANKS WIZARDS
31 posts and 6 images submitted.
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>>48056895
There are literally 15 threads about this crap already.
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>>48057000
What?

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Is a child npc following around the pcs a red flag or not/a sign of a that DM?

Say if the DM finds a way to attach a waif or a street urchin to the party and focuses various plot points around the kid. Should the players be worried?
23 posts and 4 images submitted.
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>>48056291
I you hate fun, and it sounds like you do, yes you should be worried.

You should also probably lock for a different hobby since you may or may not be a little bitch.
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>>48056291
Not really. Kids can be used for plot!
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>the DM is making something stand out

No matter what it is, you players should assume it's gonna fuck them over. This isn't a case of Tha DM, it's just normal DM dickery.

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I want to make equipment cards for my players. What I mean by that is that each major piece of gear they have will have a little card with it's stats on it, so they can keep track of exactly what they are carrying, pass items to each other, etc.

I'm planning to simply print them on paper and put them into trading card sleeves for the most part, but there are a couple of special items which I'd like to get a bit more fancy with. Specifically, I'd like some items to be able to hold other items, have some be attachable to others and have some way of tracking consumables being used up.

For example, one character has a rifle. I'd like the rifle's scope and magazine cards to be able to physically attach to the rifle card and for the bullets in the magazine to be easily ticked off without taking a piece of paper out of the sleeve. I'd also like backpacks, etc. to be little pouches you can put other cards in.

Does anyone know if it's possible to buy something which can hold multiple cards inside protective sleeves and what I need to search for? Or can anyone think of a different solution? I assume that this isn't an original idea, so someone else must have worked out the best way to do it at some point.
16 posts and 2 images submitted.
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You are looking for deckboxes.
There are a lot of manufacturers for these, but for your needs, ultra-cheapo thin plastic boxes from Ultra Pro will probably suffice.

I also reccomend to put cards you don't need (from any TCG or anything the fits the sleeves) behind the paper into the sleeves, because it gives the cards more substance and makes them less flimsy.
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>>48055835

That works for the backpacks, but for the guns I'd like to have multiple cards visible and have some way to track the ammunition.

I thought about getting some of those trading card wallets which go in folders and cutting them up so there were two or three pockets stuck together. That would work for stuff like scopes, but still doesn't give a good solution to tracking ammo.

I guess maybe I could glue the ammo track to decent card stock and paperclip it to the gun card. Or attach a sticker to the outside to write on? They do printable stickers don't they?
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>>48055925
A pouch of beads perhaps?

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What's a good choice if your fighting the imperial guard as imperial guard?
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>>48055686
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>>48055686
Gonna need some details.
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Against infantry: Lots of weapons that maximise spread and potential wounds. i.e. blast weaponry. You really only need AP 5 or 4 to pierce most of what they'll have.

Against tanks/motorized: shit that can pierce and not be very bunched up. Lascannon teams are pretty good for this as they're low point cost so it matters less if they blow a single one up.

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My Deathwatch group is inside a space hulk. They have made it through first part of Ark of Lost Souls. Now I am trying to come spooky occurrences to spice up the experience.
Got any ideas?
Got so far:
> disembodied voices (laughter, sobbing)
> time loops as in squad sees themselves elsewhere
42 posts and 8 images submitted.
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When turning a corner squad sees a traitor legionnaire, who turns and pulls out a chainsword and charges. Just as the sword is about to hit, whole legionnaire turns into smoke and dissipates.
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the staring woman and all she brings with her
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Faces in mirrors.
Music in places.
Smells in armpits.

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How do I make a deeply hermetic, evocative, mysterious and mystical magic system that still works in the confines of a traditional game?
24 posts and 2 images submitted.
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>>48054439
You don't let it fall into the hands of the players, or only let them get small snippets of it.
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>>48054528

Why can't they get it too? That's a cop out answer.
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>>48054439
Ritual Path Magic in GURPS is the closest i've seen. I modified it a bit and use it for CoC games now.

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My party wants me to run a campaign set in Hogwarts. We already have a system and I am walking them through making character sheets now.
The problem I am facing is that I have no idea what the campaign should be about. I can't think of any plot hooks or anything. Can anyone give me a hand?
31 posts and 2 images submitted.
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>>48053547
>We already have a system
Inb4 5e
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>>48053547
Sorry, no.
Unfortunately everything interesting that happened in Hogwarts revolves to some degree around Harry Potter or his past, so without it you're just at a weird magical boarding school.
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>>48053547
read the archives of HP quests in suptg.

search for QM Gringott

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Having just binged the first 15 episodes of GoT, I have to say that pic related is one of my favorite character types, and she reminded me why. To me, it's how to play the weird outsider properly, whereas most people prefer to take the "lol I bite him and snarl because I have no people skills xDddddd" or whatever.
35 posts and 3 images submitted.
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Prepare for disappointment.
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>>48053040

Considering it's GoT, I just assume that everyone dies, so I'm pretty prepared.

From what I've seen so far, I really enjoy playing characters like that.
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Davos is the best character and remains the best character.

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Is he LG?
41 posts and 3 images submitted.
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>>48052531
Pretty sure he's BT
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>>48052531
He's kind of a mix between LG and NG. He's a guy who's normally LG who is willing to work outside the law if that's what's required to fix things.
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DD is NG, MM is LG

Haven't seen one of these before, so let's give it a shot. We're going to be using the tables on page 7 to 11 of the Instant Game Rulebook (found here http://www.nerdprideradio.com/?page_id=82) to create a setting, rolling in order. I'll start.
dice+1d100
27 posts and 1 images submitted.
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Rolled 8 (1d100)

>>48051819
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>>48051838
So, the setting we're rolling is on an Arkship.
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Rolled 91, 11, 13, 87, 17, 9, 12, 39, 81, 79, 100, 62 = 601 (12d100)

>>48051860

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>Make an ifrit oracle for a Pathfinder game
>On the day of the first game, GM mentions that he banned elemental races
>Scramble to find the best replacement race, settle on Kitsune
>GM says that I'd have to be from the Japan analogue and give myself a Japanese name
>mfw I have been forced to be a weeaboo in a medieval Europe setting
22 posts and 3 images submitted.
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>>48051761
Play it straight, a foreign oracle in these strange lands, who fled persecution. Talk with the GM about fighting inquisitors after you and gathering a cult.
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>>48051761
Your GM is obviously a weeaboo mega-faggot. You only have one option here: play the opposite of a weeaboo.

Why is your character in not!europe? Why, because they think that the european culture is so cool and dreamy and much better than your own.
You go on and on about the bravery of noble knights, the honour of their code of chivalry, and the superiority of the Longsword over any other weapon.
Go on and on about how much you love Western food, and how sick and tired of rice and raw fish you are.
I mean, isn't it obvious to everyone how cool and superior this western culture is?

Also, you can use this as an excuse to have a western nickname that you use more than your regular name, which probably helps with you DM's shit naming restiriction.
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Is it bad if I play an ifrit like a human with fire powers from a family known for having fire powers?

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Is there a real historical basis in any form of European mysticism for "arcane magic" that isn't connected to religion in some way?
39 posts and 6 images submitted.
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>>48051406
Nope. All came from the idea that wizards wore pointy hats. No particular reason given as to why.
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>>48051406
None at all.

My guess is that it came from the fact that magic was often considered something of a scholarly pursuit, even a "science" of sorts, and since our culture likes to set up science and religion as a dichotomy, it seemed to historically-illiterate 20th century folks as though this scholarly magic must be entirely distinct from religion.

In reality, it was religious as all get out, with loads of shit to do with angels, demons, and sundry other spirits. Maybe not orthodox, but certainly religious.
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>>48051406
The arcane/divine split was an arbitrary creation of OD&D.

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I have a player. He's a good friend. Not a bad role player either.

He has a consistent issue across his characters where he flees headlong away from adventure.

As an acolyte in dark heresy he refuses to do the mission and lies to a commissar with the expected results.

In pathfinder he was given a "ticket" to access a fabled city of legend in a very self aware adventure. He tries to sell it to the surrounding nobles and had to be dragged bodily

It's like he makes every attempt to run away from the plot. Even after I've spoken to him about it. Worse he convinces the rest of the party to follow suit.

Have you ever dealt with a similar player who makes you shake your head and ask "why are you even here?"
18 posts and 2 images submitted.
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>Okay. You sell thicker and live a normal life. If you want to participate in the adventure please use one of my premade characters since I know you would do something like this.
>I have plenty more if you run in the opposite direction of the plot as usual.
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>>48050975

This is why Fate has compels and Trail of Cthulhu has Drives. Play better systems.
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>>48051011 Better yet:
>OK. You sell the ticket and life a normal life. You are now playing the noble. Here's your character sheet.

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Is there a good rules-lite system for running a Silent Hill game? I'm just crazy and depressed enough to run a good Silent Hill game. If any of you guys remember me from a long time ago, I ran Suicide Quest.
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>>48050838
Don't Rest Your Head.
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>>48050859
Pros and cons of this?
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>>48050838
GURPS.

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How do I intentionally lose a game of Magic the Gathering while looking like I am trying to play seriously? It seems that I either play badly, but not badly enough to lose to this person or play in a way that is far too obvious to the person. Assume that the decks are evenly matched. Trying to build another players confidence so they don't feel like they lose every single game.
29 posts and 4 images submitted.
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>>48049959
Build a cheap janky shitty yet challenging threat of a deck.

I recommend haunting misery, it can win turn one but anyone with skill can actually beat it and it's a good trainer for a vintage-legacy speed decks.
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Don't cast all your spells.

Really, that's it. Your opponent can't see what's in your hand, and all you have to do is play while holding onto some reserves. New players are pretty bad at counting cards in hand, and even if you end up with a big hand, there's a number of excuses you can use, like too high CMC, your cards are too situational, you're holding onto reserves, or you're missing a vital color.
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>>48049959
Find some bulk rares/uncommons with synergy and build a durdly synergism deck. for example I built a deck with Secrets of the Dead/Burning Vengeance that looped Mystic Retrieval and Runic Repetition, took advantage of Gravecrawler and Infernal Plunge as a mana generating engine, and used Zombie Infestation to get the engine started with only one Gravecrawler and doubled as a wincon with more than one Secrets out and even let me cast my Mystic's at a discount with flashback. It's a sweet deck that's slow to get going and transparent but it's also fun and interesting to play with all the lines of play you can take.

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