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Archived threads in /tg/ - Traditional Games - 3397. page

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So, anons, while I was doing stuff today, I got into a homebrew-y train of thought, and I thought about a potential new minigame sort of thing for 40K.

So in the fluff (not sure about in the crunch) you have plague zombies, right? Well what about a zombie apocalypse-ish gametype where a killteam sized force has to do something like retrieve an objective from an unlimited horde of plague zombies, with the potential for nurgle daemons and marines to show up as well?

Does that sound at all like a good idea?
12 posts and 3 images submitted.
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>>47676046
Yes there is a scenario kinda like that in Ncromunda. But it would be nice to see an arbiteis force trapped on a planet and they have to survive long enough for help to arrive.
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>>47676123
Huh, I really need to check out Necromunda.

But I was thinking it could be done for any army. Guard, Marines, Deldar, Orks, non-Nurgle Chaos, and just modify the rules slightly to increase tension.

It'd be interesting to see how different armies handled the prospect of a limitless zombie horde and an objective
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You could mod one of the various zombie games that were released in recent years. Would love to see a 40k mod for warlords project z.

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how do i smite evil
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First you have to find evil, that you can smite.
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>>47675720
Smite and purify, until it is done
>>
Fire works well
If not fire, Swords do it well, too
Or like, Axes? Would an Axe smite good?
A Mace would smite good, I think.

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mistakes edition

Signups for the fourth season will begin soon, stay tuned
The stunty playoffs have begun
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The latest rules, the CRP (aka LRB6):
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Previous Thread: >>47645399
322 posts and 51 images submitted.
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Yeah, I'll open signups formally tonight. We'll be sticking at 1200TW.

I fixed the banner image so it shows on the Groups page, we're in the top 20 now.
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>>47675631
>still trying to bring that up
>still richest fucking lizards ever
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>>47675896

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The eternal king is dead! he ruled for 1000 year and confident with his immortality never set a line of succession. who are the upstarts vying for control of his ancient throne and how are they gaining their power?
36 posts and 8 images submitted.
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Nobody. Everyone hated the king, so now that he's dead there's no reason to continue having a monarchical system. Instead, the kingdom splits into three, each ruled by a military leader each with their own supporters. The three divide the king's riches amongst themselves based proprotionately on how much of the kingdom they control and how many supporters they have.
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>>47675285

the upstarts are innumerable, altough most of them are not jockeying for control of the entire kingdom. Several provinces have declared their independence, even as the people organising these are poised to fight eachother, a rivalry stoked up for the last 1000 years to keep the power of the provinces limited.
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>>47675285
That depends, what was the king like?
Did he share power during his rule?
Did he rule through proxies?
What caused his downfall?
Who caused his downfall?

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So I want to make a character that has a moral/ethical system based off of something other than good/evil or lawful/chaotic.
What could I do to make this happen?

I need a metric, no matter how absurd by which to measure actions without falling into the pit of murderhobo or annoying. I understand its kind of a vague question but I want to play something alien in a stars without numbers game and I need an alien or at least radically strange decision making process.

Optional Hard mode: something that does not often work to hinder the group, I'd like it to be a strange but welcome guest to the party.
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>>47675035
Sacred animals
You are a priest of a god who has an animal that he deems holy and sacred (cats, cows etc).Every action is weighted on how it affects the local population of this animal.
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>>47675055
I feel it, so good or bad idea: The sacred animal is wildly dangerous/monstrous
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>>47675035
Play something that's part of a hive-mind. That serves as only a single "cell" of the population that makes up the total "brain". The character can still form opinions and such of it's own, but when it comes time to act it will always act based on the consensus of the rest of the hive mind. A single brain cell contributes to thinking, but it doesn't dominate thought.

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so what are some good !elves and !dwarves? when have you used them or seen them in play (or even just in some other media) where it worked out good and didn't just seem like an ego thing?

i want to get away from cheap tolkien knock offs but whats too far? whats not far enough?
43 posts and 3 images submitted.
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>>47675033
>>47675033
Personally I feel the biggest thing Tolkien got wrong was simply balancing other races. They all ended up being "Humans but better". Elves are fine if they better at magic than humans, for example, but they need flaws like a physical frailty or a lack of strength to make up for it. In Tolkien's world they were basically superhumans in every single way except their "culture", which is hardly a good balance in a roleplaying game where players can somewhat ignore that part (and even their culture, as the author presented it, was meant to be better than humanity's in every way, sooo). With long-lived races in particular, I find it helps to cut their lifespans down from thousands of years to something like 200-300 to help eliminate some of the Mary Sue factor.

The other major thing to avoid is to avoid making fantasy races a stand-in for real-world cultures. Dwarves all speaking with an accent and drinking alot is funny and classic... but it's not very interesting or different, and there's no reason not to just use a race of human in their place.

I've seen elves and dwarves used well in some homebrew stuff... rarely ever in any mainstream media. A few videogames do it well, Dragon Age, Mass Effect if you ignore the Asari (I know that's not elves and dwarves, but same idea), Elder Scrolls, ect.
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>>47675317
Reading the silmarillion should be a requirement to talk about elves on this board. Actually, in general. Because then you would know that Tolkiens elves had massive flaws as well.
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>>47675395
Yeah sure.

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Anyone have the rules for this RPG? Looks like it would hit my Marshall Law and over-the-top 90s satire fetish.

It looks rad
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>>47674915
>>
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How to rekt chinamen shills :
https://www.youtube.com/watch?v=SvseDNbzPtM

go to 1m45

LOOK AT THAT FUCKING SHARDLESS AGENT MY FUCKING GOD AYYYY LMAO
FUCKING CHINAMEN CANT EVEN COPY IT RIGHT

Tried chinamen counterfeit, cards are glossy as fuck, colors are often off (particularly for red and blue cards, way too dark), details are missing (on inkmoth nexus, the phyrexian logo on the back of the card text is nearly invisible) and sometimes you have botched cards that looks like the printer was running low on ink or smeared the ink on some part.

Ordered black core.
A real mess, would not do it again.
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>not knowing that foreign shardless agent has alternate art
>being assblasted because you spent over $100 on a cardboard rectangle
>mfw
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>>47675256

>>47675256
topkek foreign shardless agent have the same art as the english one retard. The ones displayed on the video is japanese

http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=288332

get rekt son
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>>47675256
It's the same art, they just flipped it vertically.

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I'm planning on making my own REAL Hearthstone decks. Images are easy to get, with a bit of photoshop skills i can get them to fix in on normal card size, because the mana crystals in the left upper corner are a pain in the behind... But does anyone know a good european site where i can print them as proper cards?

And i'm still searching for some kind of proper way to keep track of players (hero) health. Any ideas? Ceers! :)
11 posts and 2 images submitted.
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>>47674702
d100 for Health
d100 for Armour
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>>47674702
Honestly, I don't see it as viable. So many of the card mechanics can't outright be replicated in a printed card medium.
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>>47674702
This >>47674778

Part of Hearthstone's strength is that they aren't afraid to use mechanics that rely on being digital.

The end result will leave you with a lot of cards that just won't function, and a really tedious play experience.

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Would a setting based on the height of Alexander the Great's empire, or actually set in that time period as fantastical history, be interesting?

You would have an exotic mix of Greek, Egyptian, Indian, Persian, and even Jewish cultures and all the trappings and mythologies associated with them. You could be fighting serpopards and mummies one moment, rakshasas and nagas the next, gorgons and cyclopes another day, and peris and manticores yet another, just like some kitchen sink setting.

It seems like an ideal way to bring out several less-highlighted cultures in a fantastical world.
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I tend to use that time period a lot, because I love alld the weird shit that happened in that time, coupled with Romans and the rest of the med world at that time it's a very interesting period to steal from. A year and some ago we started a thread about it, but in the Diadochi times with the same premise.
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>would a setting that isn't standard medieval fanatsy which we have seen a million times be interesting?
Yes, OP.
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Heh, there is a setting in GURPS biotech where Hippocrates researched genetics instead of creating the Hippocratic Oath.

Which results people deciding make clones of Alexander the great rule the surviving Mascedonian empire instead of normal people

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Hey /tg/. I'm a nooby GM and I have run only a handful of games for a group. The premise that I came up with and the intro for the campaign were both shit, but I ended up crafting it into something I kinda like, and we've had 2 great sessions so far. The others were all either bad or average. The most recent session i ran was after the two good sessions from before. I planned a lot of conversation pieces and lore, but not as much in the way of thoroughly defined combat encounters. We burned through everything I had prepared in basically 2 hours before I decided to save what little was left and polish it up for later.

What I would like to know is, how do I craft better sessions in the future?
11 posts and 3 images submitted.
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The only way you will get better is practise.

One guideline I've seen is that you should aim for one hour of prep work for every hour of playing time. At least until you figure out what you can and can't make up on the fly.

Asking your players for feedback at the end of each session is useful. One thing I picked up from Ironclaw to encourage feedback was that a decent chunk of the per-session XP comes from giving feedback. Any feedback, from "the session was good"* to details about what exactly a player didn't like gets the full feedback XP.

*My players usually thought that my sessions went much better than I did. But I only knew that because I was asking for feedback.
>>
Unless your system your running is very combat oriented, don't add needless fight encounters. For example, in 5e dnd only add an encounter if it 1)makes sense and 2) would add something. Sure having them fight a small pack of wolves or something every now and again is good but do it in moderation. Aim for an encounter furthering the story

Also try and build your world from what the players introduce. Build a good base world with lore and current on goings, but from there incorporate their backstory into the current story. Maybe brig up someone they know or a piece of lore from their background. Maybe even (a bit risky) turn their background around a bit and have them turn out to be Lost royalty or aomethin. My players love that stuff
>>
The game we are playing is mutants and masterminds in a modern day setting about superheroes and mages. The last session actually had zero combat encounters which I think was one of the problems.

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>trying to combine prescriptive and descriptive approach to levels
Isn't that enough, DnD?
Yes, we all know the common sins of DnD, like Ivory Tower, casters vs. martials etc. - hell, we have threads every day, but not a lot of people talk about this.
And it's a shame, because a lot of things (e.g., caster supremacy, broken CRs etc.) are direct symptoms of the broken level system.

Before we start, I'll elaborate on what I mean by "prescriptive" and "descriptive" approach.
In prescriptive approach, the levels define your power - you gain levels first, and your actual abilities come second. It's a very gamist approach to the levels, and one that is (in my opinion) an unneeded baggage that came from tactical skirmish games.
In descriptive approach, the situation is opposite - you gain abilities, and the sum of your abilities defines your powerlevel.

Pretty simple, right?
Except that DnD manages to fuck it up.
As an example, the level 20 wizard SHOULD be roughly equivalent to level 20 fighter, if you approach the levels descriptively.
The fact that he isn't only shows that DnD's approach isn't descriptive at all, despite that DnD explicitly mentions that it uses levels and, by proxy, CRs as a measuring stick.

So it seems that DnD's level system is purely prescriptive, and it outright lies to you.
Except that prescriptive approach to levels in tabletop RPGs that aren't tactical skirmishes makes no fucking sense.

Levels were initially created as a measuring stick for rough power equivalence between characters.
If levels are just a gaming mechanic for character progression without any basis in actual power of the character, then why even bother having them? Why not go levelless instead?
Experience points are already a nice way to gain abilities, why not directly pay with XP for abilities instead of having levels and classes and shit?
Why bother with the farce that is level system, if you can't measure and compare the powerlevels of the characters with levels alone?
34 posts and 3 images submitted.
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bump for interest
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>>47674255
>Levels were initially created as a measuring stick for rough power equivalence between characters.

Not really. Levels were the points on the XP track where you got new abilities or things. In early D&D, the weakest class, the Thief, leveled fastest, with the others leveling at different rates as they progressed, according to the general consensus of their power during the massive playtesting of those days.
The idea was that you compared PCs of different types by XP, and level could only be used to compare within a single class.
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>>47674255
Also, while I'm on the topic, I might as well propose a solution to fixing levels, which in turn fixes common issues like caster supremacy, Ivory Tower design non-indicative CRs etc.

Less game-breaking abilities (swinging sword the right way and having skills like lockpicking, pickpocketing etc.)? Cheaper price XP-wise.
More game-breaking abilities (like magic and whatnot)? More expensive shit XP-wise.

Comparing the sum of total XP points spent on character will be a much more descriptive comparison between characters than the fucking levels.

It also fixes Ivory Tower design, because there are no trap options in character progression in this particular case - there are merely less expensive and more expensive ones.
The ones that confer less benefit are cheaper.
The ones that confer more benefit are more expensive.

And yes, I'm aware that other games do this, but, holy fucking shit, why does the biggest franchise of them all that is DnD, with tons of experience, blunder into the same fucking mistake every single edition?

>>47674363
Again, why have levels at all?

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Working on developing and GMing a quasi-campaign of one-shots, in which each session is a different set of characters on a different side or front of WWII. Individual characters would be left up to the players, but what would be some interesting settings, mission ideas, or perspectives in the war to explore in such a series of one-shots?

Additionally, any recommendations on what system could be best used for such a setting/combat.
25 posts and 3 images submitted.
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>>47673691
OP, forgot to mention some current ideas I had for such perspectives.

>British commandos on St. Neivelle Raid
>French or German tank crew during the invasion of France
>German or Soviet tank crew at Kursk
>Soviet or German squad at Stalingrad
>American or Japanese aviators at Midway
>American paratroopers during D-Day
>etc.
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>>47673691

Do a three part game. First game or so is the germans rolling up the eastern front before they get bogged down, marauding and fucking up villages. Second game is as the red army pushing back towards berlin, vengeance and comrades. Third game is as american GIs cleaning up the mess in eastern germany, eventually having to decide what to do with some of the 1st game's germans as POWs being contested by the 2nd game's russians.
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>>47673834
Like that idea, though how would the third one work, I was under the impression GIs kept to the western half aside from Berlin, though I cuold easily see a scenario playing out in Berlin where the German POWs get into the American sector and they need to decide what to do with them.

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Instead of the usual Warhammer question of "who would you cast to make a Horus Heresy movie", who would you cast and hire to direct/write a movie for the The War of the Jewels, the great war between Good and Evil in the First Age? Who could successfully write and shoot Fingolfin's glorious duel with Morgoth?
22 posts and 2 images submitted.
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>>47673117
I wouldn't, and nobody.
There's just too much there to do it justice in a movie.
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>>47673148
You could always make a cartoon I guess. Or just a really long movie series that would be on a level of scale similar to the old 50's movies that took small city's worth of people to make.
>>
>>47673117
You wouldn't ideally, but if you were forced to...
Gut Jackson on a pike, hire John Millus to direct the Screenplay. Morgoth would be Hafþór Björnsson decked out in full armor and voiced by Fred Tatasciore. No idea who would play Fingolfin.

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So how is this game /tg/? Any good?
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It's like DND 5e with Multiclassing built in.
With dark body horror tones to it's setting.

I really like it and want to run it instead of 5e for my home campaign taking out some of the "edgy" parts of it.
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>>47672263
So-so.
The setting could use some work, it tries a little bit too hard here and there.
>>
>>47672263
From what I've played, it's pretty good. Like >>47672982 said, there are a lot of instances where the game "tries a little bit too hard", especially with the Forbidden Magics. But other than that it's fun.

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