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Archived threads in /tg/ - Traditional Games - 3365. page

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>Deconstruction of high fantasy

How would you do it?
179 posts and 19 images submitted.
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>>47800804
Dungeon Meshi.
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>>47800804
Typically horror. Adding horror themes and styles to a high fantasy world can be a dark tonal shift that makes sense in the genre, which is why you see it in sections of fantasy a lot.
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>>47800804
I honestly never saw the appeal of deconstruction in games, as most of the times it's not done too well as it is too gimmicky.

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So, /tg/. It's been 15-20 years since the Weatherlight was a thing. Is that long enough to wait for something to not be played out anymore? I like the idea of airships. Sky-pirates. Any kind of flying magi-tech vessels.

My players want something new. They're burning out on games left and right. So, I want to create a new game, from the ground up. And I want to build both the system and setting to produce something like Spelljammer, but with air-ships instead of space.

Is this idea still cliched and played out, or is it still a lame idea?
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>>47727235
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>>47727272
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Oh my god. Treasure Planet flashbacks.

Magi-tech is the proper word for this stuff? I love the idea of mixing old time ships with SPACE.

I was close to having a game in such manner too, but timezones.

Have you ever encountered someone using loaded dice before?
Any stories about that one guy who would always manipulate his rolls?
33 posts and 5 images submitted.
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I've only ever had people who were bad at it.

>Roll
>Look at die
>Move it to read number
>Pause
>Roll it again
>Repeat until they get the number they want or until you finally call them out on it.
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When a whole group is rolling down the line, the DM rarely has time to stare down each person as he rolls. So sometimes, I would roll, and just make up a moderately high number if it is too low (as nobody else is reading the die anyway). I've also bought proper loaded d6's from a joke shop for the same purpose, and d6's marked 4-5-6-4-5-6 instead of 1-2-3-4-5-6. Those are a lot harder to notice than OP's sameface dice, since from any one angle it looks like a legit die. I also have sets of regular dice in the same colour, so the cheater dice do not get noticed.

As far as I see it, this is the natural and proper result of using die rolls for stat generation. If a few seconds of rolling can make me play a cripple for the rest of the campaign, then I might as well tip it into my favour.
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Bards.

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>You accidentally swallow a handful of enchanted seeds
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Just means they'll germinate quicker when they come out again.
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This was actually how my Druid character would enchant seeds.
What can be more magical and natural than passing them through a druid's digestive system.
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>>47725079
Jokes on you, I always spit.

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Are there any good one-player board games?
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Kingdom Death

But seeking refugee in vidya would be probably both easier and cheaper.
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Pocket Pool is pretty fun for when you're on the go.
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>>47724268
There's quite a lot of war strategy games that can be played solitaire. I remember seeing one submarine wargame that was purely solitaire. Was going to buy it as a Christmas present to my dad, but somebody had bought the only copy the next time I came to the store.

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You know the drill, idiot is looking for good alternative to use in place of Street Fighter RPG. Any suggestion?
46 posts and 9 images submitted.
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>>47719013
Instead of a combat resolution mechanic, use Battlecon.

Have players customize their movesets with the expansions.

A combat may take 20-40 minutes if both sides start with a high hp, but it will be intense.
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>>47719013
"Fight: The Fighting Game RPG".
You could also try "Musha Shugyo", but I'm not sure how good it is.
And then there's the fan-made "Thrash" rpg.
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>>47719173
Was about to suggest those.
>>47719169
Or this, but replace BattleCon with Yomi or Flash Duel

Or realize that a fighting game RPG doesn't necessarily need to have fighting game mechanics and use something else.

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Are they all unbearable moralising downers?
238 posts and 40 images submitted.
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Wait, you've met some that aren't laid-back hippies?
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>>47779526
Because you play with Terrible players.
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>>47779526
>>47779561

I thought all they cared about was shitting, sleeping, fucking, and eating you?

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Resources
FAQ thread where you can ask to Joseph A. McCullough, Frostgrave designer (forum handle joe5mc)
http://www.lead-adventure.de/index.php?topic=80477.0

Online warband creator
http://www.battletortoise.com/frostgrave/roster.html

Rulebook:
https://mega.co.nz/#!CVF3GTIS!i0V9IaACpjj1s1Bq2wqvZII5T5ad8UULZYWW3mpefc0

Lich+Golem+Sellsword+Alchemy:
https://www.mediafire.com/folder/1e68645496dga//Frostgrave

Warhammer Townscapes: old school Warhammer Fantasy print buildings
https://mega.co.nz/#F!OgpwzAKS!a5eVE6pOagTTOWEr5tEaEQ

Official Miniatures
20x Soldiers and a lot of bits
http://www.northstarfigures.com/prod.php?prod=7467
20x Cultists, and a lot of bits
http://www.northstarfigures.com/prod.php?prod=7731

Wizard sheet
https://drive.google.com/file/d/0Bwx8Os21jzeXdkRYZlM5TjhRSDA/view?usp=sharing
spell cards
https://drive.google.com/file/d/0Bwx8Os21jzeXV3psZ0hOT1AwMEE/view?usp=sharing

Don't forget - you can use any miniatures from any manufacturer, regardless of their race - just make them obvious what they are.

"Required" scenery
>6x6 mausoleum
>6 special treasure token - 3 per player
>Various spooky skeletons
>A Genie
>10 inch+ high tower and enough broken wall sections to make a 12x12 ruined building
>Zone mortalis kind of board + 4 doorways
>6x statues
>1x giant worm (human sized)
>6 small buildings without roof
>6 wraiths
>a well
>4x 2" diameter discs
>6 columns or ruined columns (or re-use the statues)

If expansions are in play, add-
Hunt for the Golem
>One Granite Golem
>Five corpse markers per player
>Ruined factory terrain

Sellsword
>Six pillars
>Four additional wells
>Nullmen miniatures (suggested number: 2-5 per player)

Thaw of the Lich Lord
>Assorted cultists
>6 Rangifiers (reindeer beastmen)
>One ship
>A cart
>Seven independent doorways
>One Ghoul King
>A throne
>A large cauldron
>Banshees (1 per warband)
>A 6" wheel/circle
>A Lich Lord
>Two Wraith Knights (+1/player beyond two)

Alchemy
>One Alchemical Monstrosity
>Four Fire Flingers
41 posts and 11 images submitted.
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So what are you looking forward to most atm?
The new minis for Breeding Pits, the new school of magic or are you working on something else atm?
Personally I think I'll get the new soothsayer sculpt here.
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So I got a question for you guys.

I'm gonna base my infantry on 25mm round bases. The warhounds and similar critters (wolves, snow leopards, wild dogs) could fit on a ~30mm, 40mm or a cavalry base of some sort.
I'm not sure how I want to base them since some of the minis I have, have a smaller footprint than others.

Would you decide on a individual basis or try to keep it consistent for all minis of a certain type given the chance?
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>>47711070
I really like those minis, will definitely buy. want to make a tunnel network for the tabletop, but I still dont have proper board coverage for the base game....

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I want to make a game based on the Mole Man of /k/. But how? I'm thinking maybe some form of multiple factions where the mole people use traps and their mole people skills to defeat government agents or something?
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>>47771943
>transdwarfism spreads across the USA as thousands of people grow beards, get drunk and go underground.
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>>47771943
There was an apocalyptic nuclear war, but it's long past, the damage has been done and a new military government has been established to assist in the rebuilding of the nation and to "keep the peace." Various militia groups as well as common citizens have taken to old mines and tunnel systems to avoid the fallout and to reestablish something of civilization while striking back in secret.
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>>47771943
After reading that, just use /k/ as the backstory for the setting. A bunch of nutjobs start digging tunnels because, dunno, fear of immigration wave from mexicor or zombies.

Then an actual apocalypse happens and the tunnels become useful. While the goverment collapses and small communities struggle for survival, the underground people constantly buil out their infrastructure, because that's their economy.

So once things settle a bit and civilisation pieces itself together again, everyone is dependent on the these tunnels. Cue political intrigue, economic warfare and unspeakable horrors unleashed upon humanity because someone dug to deep.

I've been fiending to run a game set in the dark abyss of the ocean. I've been tossing around the idea of a deep sea biotech lab (because I love body horror) that is now flooding and the experiments have gotten loose. But iam open to other ideas.

is there already a system that could run this, or a mostly underwater campaign/game I could cannibalize from?
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I think there's a setting for 3.5 D&D called Cerulean Seas, I cribbed off that quite a bit for my own underwater setting/campaign that's in development.

It's like a Sword and Planet story but in the alien realm of underwater. It's quite a bit like Dark Sun as well, being in an apocalyptic world and having to use strange materials due to scarcity or feasability. I'mgoing to be running it in 5e also, whose rules for underwater combat are fairly straight forward.

I'm thinking of keeping humans as they are as default, having them live in bubble cities beneath the sea mostly, nor can they breathe underwater so they need to use alternative means to do so, like magic, a mechanism, or some alchemical process. I'm not sure if this is too alienating for a world that's almost entirely underwater. Thoughts?
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>>47704529
There's Polaris but I don't know if it got translated in English or not.
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>>47704529

I keep thinking the setting for SOMA would be neat, if you had a group that was crewing a sub just after the impact event.

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What is the good the bad and the worst thing about FATE Core? bonus for Fate accelerated too
188 posts and 19 images submitted.
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Also is it true that mostly all the thing happen out of character?
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>>47765730
In the same way most mechanical resolutions in RPGs 'happen out of character'.
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>>47765261

The good is that if you have players which normally don't do a good job of acting 'like their character would act' the game does a decent job of providing incentive to do whatever's in-character rather than whatever is most mechanically advantageous.

The bad is tracking an economy of points in order to use the things on your character sheet, and the element of system mastery introduced by 'self compels.' I know why they're in the game, to prevent the GM from having to remember exactly what everyone's flaws are in order to keep the game moving, but having everyone vying to gimp themselves in order to pick up bonuses is ultimately not great design.

The worst thing is how everyone pretends it's 'rules light' when it's actually as needlessly complicated as every other game, just in different ways

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>Can I play this obviously overpowered 3pp/homebrew class and/or race ?
>Character background ? For what ?
>Do I really need to know about the setting ?
>What this magic does again ?
>Do you need help, obvious plot hook ? Tough luck, faggot.
>I attack the plot hook
>I attack the king
>I attack the PC
>Roll this die, its jinxed
>Stop rolling that die, you're getting too lucky.
>Stop rolling behind the screen!
>Can I roll it again ?
>Since when rolling a natural 1 is a fumble ?
>HOW MUCH damage ?
>Since when rolling a natural 20 is a critical ?
>What do you mean with "You died." ?
326 posts and 45 images submitted.
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>>47811092
>I attack the plot hook
>I attack the king
>I attack the PC
I can usually roll with the punches, here. In my last game, my players were supposed to run away from being pressed into the army of an Empire to go to the kingdom with the main plot. They offered no resistance and joined the army to fight barbarians. One of them ended up challenging the chief, winning based only on nat 20s and became the chief. He then led them into horrible defeat and the PCs ran to the kingdom where the main plot takes place.
It all works out somehow.
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>>47811191
I know that it is necessary to be able to deal with such things as a GM but it is still hard seeing all that time you spent crafting an encounter/quest/NPCs going down the drain.
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>>47811092
>Since when rolling a natural 1 is a fumble ?
He's got a point unless you're exclusively referring to skill checks.

How can anyone win against elves? They live for centuries so soldiers have a fuckton of experience.
303 posts and 37 images submitted.
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Presumably there are diminishing returns on experience past a certain point.
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>>47807318
Living for centuries also makes you arrogant and cocky.
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>>47807318
Elvish forms are naturally frail. This means that they don't have enough testosterone, which accounts for their significantly reduced muscle mass. This also means that no matter how old they get, unless they develop hormone therapy, elves will always look and be like they skipped leg day.

So teach your soldiers to squat. Teach them to bench press. Teach them to grow as men do, and overpower the elves at every turn.

>The dungeon has triangular doors

What abominable horrors does this portend?
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>>47806839
hipsters
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>>47806839
Triangular-torsoed Mr Universe types who chopped off their legs and walk on their hands.
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What kind of encounters should i include in a fantasy desert? Sandworms are a given of course, but what else?
116 posts and 30 images submitted.
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Camel people... that follow a convoluted religion that normally ends with a beheading or a stoning.
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>>47802355
Mirages - then you can go nuts, put what ever you want in.
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>>47802355
Bugs. So many bugs. Giant scorpions. Giant antlions. Scarab swarms. Giant trapdoor spiders. Giant bloodflies. Giant tarantulas. Giant wheel spiders. Giant maggots. So many fucking bugs.

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