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Archived threads in /tg/ - Traditional Games - 3264. page

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So I'm trying to put together a game centered on magical girls, but I'm having trouble finding a system with good mechanics for it. Most of what I've found is too heavily based on the Puella Magi franchise, or puts mechanical functions on in-character relationships (which invites a level of munchkin/twinking that I find creepy and hard to trust players with), or has a combat system that depends too much on its own setting-specific details. Can anybody recommend something for this?
37 posts and 8 images submitted.
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>>47955347
Mutants and Masterminds
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>>47955347
GURPS is actually a good diea for this. You can find templates for Magical girls online. The system doesn't rely on a specific setting, nor does it put any emphasis on in-character relationships through mechanics. You may want to read the pastebin on magic in general if you want to know more about how to handle magic in the game.
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>>47955347
D&D 4e.

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What are the differences between male dwarfs and female dwarfs in your setting?
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Subltle.
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>>47955093
Not much. They all look the same, even the beards. Dwarfs all identify as male, and for a dwarf woman to physically identify as a woman is taboo.
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>>47955093
The genitals. That's literally the only difference.

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Looking for a tailored suggestion regarding coop games.

Me and my friends are relatively ignorant about board games.

Last year we tried vanilla Arkham Horror and it was a mess. I was okay with it but it killed any drive in most other people due to the extremely long set up times and to how frustratingly lenghty each turn was. Even i hardly suffered the combat, of course having to remind other player of rules at every turn even at the third night didn't help.

Stumbled into Legendary Encounters on tabletop recently. Everyone i know loves it.
I like it a lot better too. Games on a timer, quick turns, almost never have to go google rule explanations. It feels like a really straightforward cooperative game and i love the deck building component. We lost 6 games out of 7 so far but even losing feels right.

Losing in a game like Arkham meant one final frustration in an evening full of them.

I'm open to any suggestion that points me towards coop games that don't run for too long and that keep reasonably dynamic
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The Captain is Dead is pretty nice, it's a fairly light co-op game about being on a ship getting fucked up by aliens and you need to fix the jump core and escape.

The game is on a timer (event cards escalate in difficulty until eventually they outright kill you), rules are easy to explain and it's fairly challenging.

Each character has a special ability and there are a large number to choose from to mix things up. Plus there are episodic expansions (1 released, 1 coming soon) with different scenarios when you get bored of the base game.
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>>47954883
Seems fairly new, i'll try it if i find a translated copy, irl friends are bad with english. Hopefully there'll be one since the illustrator is from my country.
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https://www.youtube.com/watch?v=ziL905aXGnE

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Who has original ideas for the use of a d60?
Rolling tables are also welcome!
23 posts and 4 images submitted.
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Golf.
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>>47954650
Time to make three random generation tables son.

One for when players have something bad happen, another for when players really fuck up, and a third when you want to hurt your players. (In reality just make a magic item that does 1 out of 60 different things each time it's used and make it once per day)
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>>47954690
Oh fuck me m8

I had a list of 101 things to do as a drunken wizard that was fucking great as a wild magic table and it was on my old laptop.

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>want to play paper legacy because it's the best format
>the way magic was supposed to be played, most skill intensive, all archetypes are equally good
>don't want to dish out 3000$ for a viable deck
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>>47954448

>want to drive an Formula One racecar because it's the best format
>the way racing is supposed to be done, most skill intensive, incredible history
>don't want to dish out $9.4 million for a regulation car
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>being tricked into paying ridiculous amount of money for worthless paper because of a lifetime of being memed on
>"b-b-but it's f-fun who cares if my life is a trainwreck"
Psychological issues.
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>>47954448

>want to play polo because it's the best sport
>the way balls are supposed to be struck, most patrician, all horses are equally horsey
>don't want to dish out $millions for a stable of quality mounts

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Sup /ttg/ I'm getting ready to run a twilight2000 campaign here soon and was wondering if anybody had some tips or tricks to use as a GM or stories to tell about their own runs through the polish warzone.
11 posts and 3 images submitted.
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>>47953682
Variation is key. Do sessions about combat, sneaky stuff, finding food and gear, social encounters,...
Foreshadow future events/locations/encounters, and evoke previous ones, with NPC dialogues, newpapers or radio messages. Metting a warlord is a much more powerful scene if you've heard him ranting on the radio before, seen the enemies he's hanged alongside the road, or heard a couple refugees try to go there for protection.
And it helps the players think their actions have consequences.
"We were retreating last month, but since all the planes on the Krzesiny airfield were destroyed, we got armored support again!"

Do a common character creation session to have PCs that fit together, if possible with some common events in their background.
Make them ahave secondary characters acting as NPCs sothe party can recover from some PC getting killed, since twilight is a bretty deadly system and setting.

Bonus :
Some site with a ton of cold war equipment stated for the game:
http://www.pmulcahy.com/
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I've been interested in this system for a while. Does anyone have any stories of how it plays?
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>>47955994
Im curious as well particularly things like how much the mechanics get in the way of the game or vice versa.

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Would you happen to know where I could find some pointers for playing a character with slightly below average intelligence? I'm having a hard time finding a comfortable middle ground between completely normal person and GROK NOT UNDERSTAND.
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Mimic Facebookers
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>>47953658
>>
This would all be going down in a generic sword and sorcery setting, if that helps.

Alright, a lot of people clearly just play RPGs as part of a personal power fantasy, we all know it and we all complain about it.

But what would a game DESIGNED to facilitate power fantasies actually look like, and would it be fun to play?

>hard mode: resist the urge to say dnd
22 posts and 1 images submitted.
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>>47953634
Wouldn't Exalted fit better than DnD?
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>>47953634
Maid RPG.
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>>47953643
Unless the OP is somehow meaning Powertripping by way of being the DM and "lulz NO" or "You are captured and killed, my DMBBEG IS THE BEST CHARACTER" type power?

But otherwise, yeah Exalted is way higher power level, when you're not pushing DnD hard to be high-high fantasy.

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>It's another "lol so randumb I laugh about murder! XD" character
22 posts and 6 images submitted.
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>>47953212
Player character should be able to take (or at least attempt) any action. It's up to GM to answer with corresponding consequences.

If you think one loonie that would most likely need to be put down halfway through the first session is threat to your story / setting / vision, you're not fit to be GM and should go write a book instead.
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>>47953212
>It's another epic game where they get all the fucking perfect fucking answers
>And you get shit
<3 <3 <3 this fucking cuck RNG and this is the reason why GOOD players only play cuck rng games where RNG dogshit is near zero IE legacy, pauper and vintage.
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>>47953212
well I can see how the over-representation of whimsical murder happy Jokers could get you down, especially if you consider yourself "above" that preteen trope and having your gaming persona within proximity of that gaming persona is a threat to your security in your own identity.

but like

let them?

well in real life WHO DO YOU THINK IS GOING TO SIGN UP TO WANDER THE COUNTRY SIDE KILLING MONSTERS AND BANDITS? fucking them that's who. no one with a conventional attitude towards killing and their own safety. maybe the teehee factor is played up, but what setting couldn't use the occasional Boarderlands "I LOVE IT WHEN THEY SPLATTER!!!" every now and then? I'll tell you what setting, not yours, not anymore at least. :P

>F is for Friends who do stupid stuff together
>F is for just have Fun
>F is for anyone, anywhere at all, here in the chill as Fuck and ready for a good time table top community~

don't worry, F is for Fabulous

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>An ancient Roman bridge spans the Wadi al Murr in Mosul, Iraq-1920

Why would they build something like this?
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>>47952712
To cross the Wadi al Murr?
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>>47952729
I think he's asking why the shape of it is so utterly impractical for that purpose
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>>47952712

They probably built more of it, but it was salvaged for building materials in the intervening centuries.

Actually kind of impressive no-one collapsed the actual arch.

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I'm currently setting up a scenario for my players in which I want to trick them into thinking they're fighting undead creatures while in reality It's creatures with the Deathless Subtype they're fighting (Basically good-aligned undead) IE: Undead powered by the positive energy plane, not the negative energy plane.

The thing is, many undead have energy drain abilities, which are decidedly negative-energy effects, so It wouldn't seem right for them to keep these, but I also don't want to nerf my monsters, so I was hoping to get some suggestions for alternate effects (other than level/ability drain that is)

Anybody have some neat ideas?
12 posts and 1 images submitted.
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>>47952454
Well, they already have a host of things that make them tough so you do not need much.

Remember they get dr 5/magic, spell resistance of 10+HD and turn resistance bonus of half that.

They also get their cha bonus to hp per hit dice.

Remember, you do not take a skeleton and make it deathless. You take a living creature then make it deathless.

Also, deathless are intelligent enough to act like normal people. They can use traps, terrain and game mechanics to fight better that undead who just shamble around.
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>>47952501

Maybe I should clarify the setting a bit more: The Deathless they will be heading up against are part of a cult of Evening Glory (basically they're obsessed with eternal life and love) headed by a cleric who has been basically bumbling around trying and often failing at reviving people, leaving crazed positive energy powered Deathless creatures.

Hence my desire to give "regular" undead the deathless template and my need to tweak a few things. Hope that makes it clear.
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>>47952454

This may be of interest to you
https://warosu.org/tg/thread/37020668

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>running a session
>check my book for 5 seconds
>come back to this

what does having a group that aren't meme loving fucks feel like, /tg/?
18 posts and 3 images submitted.
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it's real nigga hours ingame btw
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>Checking your book mid- session

It feels however I want it to, because I keep the game moving.
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>>47952358
Your players don't respect the effort you put into running the game if they're scribbling shit all over your maps.

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Stone-to-flesh has to be able to produce complex organic structures, because when used on a petrified person they are restored rather than just turned into a blob of meat. So would someone be able to use it to take a gem carved into an eyeball and turn it into a functioning eye. If so would it grant any special abilities? have a unique color? Or just replace the normal eye that was lost?
43 posts and 7 images submitted.
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Nope, only if it was originally a person. Otherwise you just have meat
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>>47951685

You'd have to carve and shape the inside of the stone, too.
Or maybe have an even better version of the Stone to Flesh spell than just the basic one for reverting Flesh to Stone victims.
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>>47951685
i had a wizard cast stone to flesh on a beholder and it succeeded. he then removed the eyes and crafted them into rods to use at a future time. I allowed it since he rolled a nat twenty on spellcraft check on top of having the appropriate feats.
Once we hit epic levels, the used the group's resources to start a beholder farm in a trap filled obdurium room with stone to flesh spells layed off everywhere with permanency affects. it was a matter of time before they all went off, then he cast whatever spells he needed to go in and harvest. He started a rod/wand factory and made millions selling to armies across the planes of existance.

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Why does this game's oarent company INSIST on keeping the most important cards too expensive for the majority of it's player base? Don't they want more players and thereforeore revenue? Every video game in existance is trying mass appeal and still getting tons of money yet table top games seem to refuse to let their best experiences and best tools drop below 15-30 bucks a card, if youre lucky.
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>>47951484
The game company doesn't.
The second hand market does. We're the ones who value these cardboard cards at obscene prices.
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How exactly did you forget that every business in this market makes the majority of their profit off of the "whales"?

Games Workshop constantly increasing the required size of your army, cost of miniatures, etc.
The Endless D&D splat books.
MtG keeping the required special land base around
Pic semi-related, the most recent Mechwarrior vidja that grew out of the Battletech board game. Posts like this are not as uncommon as you might think.
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>>47951484
They can't just print a lot more cards because the collector market is what props the game up in large part. There's an episode of NPR or something about MTG and Beanie Babies that you should look up.

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How many of you friends play it? What are the alternatives? This game looks pretty neat both ww1 and 2, I just know nothing about dogfight tg's except for X-Wing
14 posts and 5 images submitted.
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this game is what Xwing payed to use the rules for. its good theres a WW1 one that's better thou the ww2 one was sorta a halfway step that failed and that's why they sold the rules to starwars. Wings of glory is literally the perfect dogfighting game and it has the best cards and minis and huge bombers and stuff. you can actually use cards from any of the "wings" serires together just mix them up and pretend its cards against humanity.

I own all of these and have for years and larph at people who say xwing is the new best game. this rulesets been around for a ALONG time. and its great. ww1 trenchs and ww2 countryside and clifs make great gamign mats. but I mostly play over the water from my dreadfleet
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>>47953443
>this game is what Xwing payed to use the rules for
You don't need to pay to use rules. Rules are not capable of being copyrighted. Did they just pay the company to take care of adapting the rules to X-Wing and that's what you meant?
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>>47951178

The WW2 version is pap. Which is a shame as I'd love a decent WW2 Dogfighting Game... well, that isn't X-Wing.

The WW1 one is great silly fun though, and within minutes of playing I guarantee that everyone WILL have adopted silly accents. 10/10 would exhort that there's a fokker on my tail again.

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