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Archived threads in /tg/ - Traditional Games - 3317. page

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So what advive does /tg/ concerning running low fantasy in d&d 5e, I know there are better systems out there but d&d 5e is the easiest to find players for on roll20 where I plan to run the campaign, my setting is a bit of a mix between the dying earth, dark sun and 17th century Europe and I will be drawing heavily from the 30 years war for plot hooks, so I was wondering how I might be able to evoke a feel of magic being rare and mysterious without limiting player options to much and also how to incorporate some of the weirder races from the PHB like gnomes, dragon born and tieflings.
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>>47840282
You can't. Get a different system.

There are two classes in 5e that aren't magic. So unless you have an all Fighter/Rogue party and disbar some of their subclasses, you already failed in making a low fantasy party.
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Go convert a classic WFRP adventure like the Ashes of Middleheim into D&D 5e. Read WFRP sourcebooks for ideas and adjust them. Your setting sounds similar.
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This will be slightly off topic. I haven't played much 5e, and I dont even think I've played much dnd or pathfinder.

My experience with them has all been unenjoyable because the DM focuses too much on the setting and storyline and not the players/characters in the story.

So its always felt more like they're random people at a theme park that have no bearing on the story direction, which are built not for them but for something other than them, and that they just happen to inhabit it.

Things will be more meaningful if they're firstly built around the players playing the game.

dnd and probably 5e are primarily combat games. But that sense of mystery might seep in if you're more careful about focusing on non-combat things. Combat elements should be the chapter climax, the threat of coming to blows should build tension instead of being convenient time killers.

Think of the story like a movie. Either people have to like fighting, or they have to like the story. If you want the story to be liked, thats where the focus should be, there should be more "story" and "stuff" happening.

Magic will feel rare and mysterious if it isn't used often to ridiculous effect. But DnD magic (dont know if 5e as well) specifically wizard magic tends to feel ridiculous because the powers tend to not be themed in any way. A scientist would have a specialization, meanwhile those dont really exist for wizards.

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How are Space Marines humans? They clearly are fucking mutants just not the warp type I would like to remind you that humans have only one heart, can't spit acid and don't live for centuries.
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They round off to human in the larger context. Remember, you're fighting fungus that shoots you with mind bullets.
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>>47839874
Well when a man loves the Emperor and they put a dozen different extra organs and growth serums into him..

Nice bait.
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>>47839919
Oh but psykers who look way more human suddenly are mutants right?

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Does anyone here know where I can get a 2 sided dice? i need it for 50/50 rolls.
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Flip a coin.
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>>47839232
If this isn't bait (it is), you are retarded.
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http://www.shapeways.com/product/C7NPKN5WW/d2-basic-die-5-inches-by-1-inches?optionId=1049927&li=marketplace

How's the new Traveller system?
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>>47838644
You should just say 2nd ed Mongoose Traveller.
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https://mega.nz/#!1MJ2xaqD!G9A3kyibcWRXCbKqnTEe04yanD1Xw7XKgYujyx_7U60

Here is the core book if anyone's interested

Don't have any supplements however
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>>47838644
>>47840299
More similar to Mongoose 1e than Mongoose wants you to think.

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Suddenly Djinghis Khan and his 300.000 men strong horde invade your setting

how fucked/saved are you?

https://youtu.be/NvS351QKFV4?t=1m8s
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We sell them 300.000 las guns and point them in the direction of Chogoris
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>>47838613
one campagin later Doombreed is fighting his human self, encased in extorted power armor and geneseed
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What are hoping for with historical figure invasin scenarios? Most of the settings are fantasy enough to have magic dakka, and many have regular orc/goblin/demon invasions

Are there ANY systems based on fighting games?
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>>47838581
A few.

Thrash, Street Fighter the Storyteller Game, and FIGHT! are the big three.
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Do you want a system adapting the mechanics aspect or the feel aspect? Because I ran what is effectively cyberpunk wuxia Tekken in Legends of the Wulin.
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>>47838581
For RPGs, there's Thrash, Fight!, and an old Street Fighter game built on Storyteller.
There's also a pretty fun game called BattleCon if you want something that's literally a tabletop fighting game.

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Hey /tg/ I have a question for you.

I think I have to tell a good friend that he's no longer welcome at the game I'm running and I'd like advice on how to do it.

I recently started running a new game for a bunch of newbies after a new friend of mine expressed an interest in learning to play dungeons and dragons. His brother and his sister thought it was cool and they joined in. For balance, I brought in my friend who has a bit of experience, as well as another mutual friend who I'd not gamed with before, but has something like 20 years experience (he's a few years older than me.) We played a few sessions, but the person in question has started to take on a more aggressive attitude towards other players, creating out of character strife simply because he's not getting his way. I've had words with the others and the general consensus is that while he isn't being a dick, it's uncomfortable in what should be a fun game. He is clearly making my other players uncomfortable and he has a tendency to take control of the party- I think the main issue is that my new friend isn't having a bar of it and is actively resisting.

(cont.)
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>>47837987

Regardless, he recently rolled a new character after retiring a character he brought from another game to make the group a bit more robust (level 3 paladin), but due to the fact that he wrote a backstory that geographically places him somewhere else with his new character, I can't realistically introduce him to the party for at least two sessions.

His response to being told was that I need to alter the storyline so his character is introduced earlier. This completely derails the current quest the party is midway through. I've since told him that I would consider it, but I'm not going to sacrifice story, or make him spontaneously appear in a fucking ancient cave system so he can just play.

So I'm seriously considering booting him from the game. This will most likely cause some kind of argument and resentment and I see him quite regularly at both social functions and because I sublet to his sister. I could have a discussion with him about it, but I doubt it would do much if anything to fix the problem.

What do /tg/?
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>>47837987
>>47838001
are you a grown man or a fucking child? Why are you asking advice here of all places? Make a choice. Boot the retard.
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>>47838001
>What do /tg/?
Try explaining how the player should change their conduct and why. Once.
If no improvement, kick them out.

While we're all familiar with the traditional, Dieselpunk setting of MC I'm curious to hear from DMs and players who have tried out the earlier "Prequel" setting right when the Dark Symmetry is released.

Do your players get pissy when their cool, AI-controlled gear all turns malevolent and starts trying to kill them?

Also, Mutant Chronicles General.
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>we're all familiar with the traditional, Dieselpunk setting of MC

We are?
My only MC experience is from the classics, but I like the concepts of the prequel.
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>>47837228
I'm actually GMing a game of MC, running the Dark Symmetry campaign as well in fact. Thus far my players have been enjoying the unfolding chaos of a society getting turned upside down by their own malicious tech. When repercussions turn up on rolls I've been going a bit easy on them though, mostly banking them for dark symmetry points when a fight comes up to fuck with them, giving them environmental complications instead, guns jamming.

Though now that they're investigating the Nines and seeing more and more evidence of the symmetry in action(I've played around with the timeline for SG-39 and FovVH prequel adventures) in the year since they took down Von Holle, and as the campaign progresses things are going to get more and more screwy in terms of their high tech equipment turning on them.

I love Mutant Chronicles, one of my favourite settings around and I'm pretty damn pleased to see it back in circulation with the new edition of the RPG and wargame. Though a problem I have with the system is the abstract economy, I hear it's been gotten rid of entirely for the Infinity RPG, so when that comes out I think I might just adapt the economy system from there.
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Humbly requesting MC3 sourcebooks: Dark Soul, White Star, Cartel&Orbitals, Luna & Freelancers.

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I tire of the flesh.
What's an RPG where I can be an ethereal being?
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>>47836413
I believe nWoD Mummie allows it, GURPS does as did DnD3.5.
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>>47836974
>Mummie

Funny how you mention Mummy but forget about Wraith.
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Ghostwalk

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Anyone into Tarot?
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>>47836305
Only just. I'd like to learn more, but I haven't gotten a chance to sit down and read up on it recently.
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>>47836305
I bought a tarot deck for the art once. Never learned to read it or anything.
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>>47836305
I actually started my campaign using tarot cards, just had my players pick some face down and bullshitted my way through. I didnt use the real interpreations, just my first thoughts when i saw it.
EG strength and lovers meant that the person would gain massive power but give it up for thoese he loves.
Likely wont come true but it will be fun to see if i can pull it off, if not then i can say that the lovers is the only card that can break fate.
(I slid it into each persons draw)

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Hi, my name is Jesse, and I'm a railroader.

I've been sober for almost two years now (only because I haven't played at all), but I'm about to start up a new campaign and I'm worried that I'm going to fall off the wagon.

I thought I might start a thread to discuss railroaders, railroad stories, and techniques and strategies to avoid railroading.

>When was the last time you railroaded your players, or was railroaded by your DM?
>Why do you think we railroad?
>Do you have any advice for DMs trying to find more organic ways to tell their stories?
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>>47835803
There's nothing inherently wrong with railroading, and everyone who's ever played an RPG has been railroaded at least a little bit.

>inb4 I've never been railroaded!
Yes, yes you have. You just didn't realize it was happening.
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>>47835803
I'll go, since I'm obviously the one selfishly fishing for advice.

>When was the last time you railroaded your players, or were railroaded by your DM?
Last campaign I ran, I had a DMPC in the group who didn't take spotlight from the PCs, but was constantly steering them where I wanted them to go.
>Why do you think we railroad?
I think anyone who creates art (be it drawing, writing, or RPG campaigns) wants it to be experienced by others. Even the things you tell yourself you're only doing for your own gratification, like writing in a journal, you do with an audience in mind (subconsciously, at least).

But especially when it comes to making content deliberately designed for others to experience, it's kind of depressing to put a lot of work into something and then have it be ignored, avoided, or sidestepped.

I think the urge I get to conspiratorially tell my players all the cool stuff I have planned for them (which I don't indulge) is the same one that often makes me railroad them into it.

>Do you have any advice for DMs trying to find more organic ways to tell their stories?
Don't plan too far ahead, obviously, and try not to get too attached to the things you *do* plan for.

Make sure the players have a stake in the content you're writing, so that they'll choose on their own to head into it/stay on it (this is harder for players that don't write backstories and/or are bad at roleplaying).

Make "looser" content, content that isn't necessarily fixed in time or space, so that players can potentially encounter it from different angles or at different points along the campaign.
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>>47835838
>There's nothing inherently wrong with railroading

It takes agency away from the players, which I think is definitely a bad thing.

It also shifts it from a story the players tell (which to me is the heart of PnP) to a story that the DM tells. This is the more controversial part, I think. At face value it's obviously the DM who's narrating the story, but I think this is (or is supposed to be) a clever illusion. The DM is a midwife, someone there to handle all the messy things like rules, to enable and empower the players to tell their own narratives.

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Post Imperial Guard being badass. Marinefags out.
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Is this guy the Angry Marines' Primarch?
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>>47834584
>Doomguy in 40k
We've already had this thread numerous times, and we've become quite efficient at it.

A better question: would this guy be considered the equivalent of Commissar Cain in Imperium, or a filthy heretic, whose achievements the Imperium doesn't like to talk about?
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>>47834612
Why would Duke be a heretic?
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>>47834641
He can get pretty Slaneshii sometimes bro and the question op should be asking is if DoomGuy is actually a Khornate deamon prince

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Recent HS Graduate and work is a bitch, especially considering im taking the bus. Does anyone here have any tips for effectively planning for sessions? Or maybe some ways i can improvise better?
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>>47834474
Please provide us with additional information.
>Setting
>System
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Improv.
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Write up a d100 random encounter table.
Put anything you want on it. (Weather conditions, Race templates, random pages in the Monster Manual, quirky NPCs, instant death, whatever you want.)
If you ever need an idea roll 2-3 times and the encounter writes itself

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What would be the best system to run a game based on the silkroad?

What mechanics are required:
-Detailed commerce (market variations, bartering, etc)
-Travelling (expenses, dangers, etc)
-Interaction with unknown cultures


The closest thing I could find is the Silkroad add on for DnD, but it seems like a d20 system would be too cumbersome for a more storytelling oriented story.

Any ideas?
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>>47834347
RYUUTAMA.

Seriously.
What you have there is a wonderful rules-light game built around travelling, with little to no fighting involved (though you can have more if you want).

>Detailed commerce: Check
There's a detailed list of items with price modifiers you can apply to personnalize them (like if you buy noisy animals, they're cheaper, but morelikely to attract trouble along the road. Also "Merchant is a class, along with farmer and craftsman.

>Travelling: Check
The whole system is centered on this, players need to buy the right supplies to help them go through the different terrains and climates they might encounter. The characters can get injured, sick etc,if they fail their travels checks, and finding a good spot to camp is the best way way to recover.

>Interaction with other cultures
Not much on the mechanic side, but the game features a collective town creation process, in which players can take part in the creation of the setting.
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>>47834777
Wouldnt it be unsuited for a "serious" game? It seems kinda light hearted to me, I might be wrong though...
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>>47834347
RuneQuest 6

>Commerce
There's literally a commerce skill, along with skills to know what is available in other areas, and rules for bartering. Players have incomes based on their social standing and culture, and there is an easy roll to adjust seasonal income based on if the market is good or bad.

>Travel
There are detailed traveling rules on or off mounts, what causes fatigue, rules for all sorts of hazards, etc. There are not any random tables or anything, but all the rules are there.

>Interactions with unknown cultures
Characters have a social class and culture as a part character complete with native language and culture skills. They can learn other languages, customs, written language, and skills to communicate. Even if you use magic there's no instant fix for language and cultural barriers.

Characters also have Enemies, Rivals, Allies, and Contacts when they create a character, there are rules for joining a brotherhood (guild) and what membership requires, and the game is built around realistic people who are very capable.

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