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Archived threads in /tg/ - Traditional Games - 3465. page

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Advice on running a >PIRATES campaign?

Me and my friends are accustomed to 5e.
16 posts and 3 images submitted.
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>>47497361
Let the half Orc fill the ship with rum
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>>47497361
It's probably got to focus of mystery of treasure, uncharted waters where ghosts/mermaids try to lead them astray.
>Starting the players off as crew, then let them lead a mutiny against their cruel asshole captain and become the new leaders of the pirates.

>showing them how dickish the not-British-Empire is and making them want to sink the basterds.

>slamming filthy harbor prostitutes and getting into barfights with plenty of chandelier swinging and swashbuckling.

>massive seamonster that the players lose their first ship to, but eventually get revenge against when they upgrade to their newest ship.

>Read/listen to an audiobook of seafaring classics, my favorite is 'The Narrative of A. Gordon Pym,'

>rewatching PotC
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>>47497361
Put on british accents
Bad guys speak in spanish
However you all speak in broken french.

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I am totally new to this stuff, beyond paying 20$ for 0.25$ of plastic i really felt out of my league.
The first time I went there was yesterday, because of you guys. All I wanted was the damn centos, ended up spending much more.

I just don't think this hobby is for me, I'm super old, and the old guys that were at the store had kids an reeked of IT money. Don't get me wrong i too have IT money, but these guys looked like original nerd boys that ended up in a profession that afforded them the financial freedom to buy as much plastic as they want.

I'm just a casual that likes imagination... I'm going to give the game store a chance by trying to go in when there's no one there. Maybe guy will help me paint (which I've never done before), but I really just want to play some turn based strat not be Pablo Picasso.

How do I get over this? I'm over 40 btw, i just want to try something new, maybe meet people, but a bit r9k ish as well. I really like the whole 40k, and don't mind the fantasy warhammer and that's why I don't want to have a negative opinion on what I saw this morning, but I feel like i don't belong...

Help?
27 posts and 2 images submitted.
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You're interested in a hobby but worried you won't fit in because GW targets teenagers?

Lots of companies have a younger target audience. They do that so they can get them hooked at an early age and have them purchasing things sooner.

Remember that people who starting playing Warhammer and 40k in the late 80's and early 90's are older than the kids you saw in the store.

Talk to the manager sometime. Their job is getting people to purchase, paint, and play and they'll be able to get you started.

Also ask questions in 40k generals so you get more attention.
>>47497312
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I wish my External Tech job payed decent, maybe I wouldnt feel so bad about spending money on Warhams. Im hoping it'll atleast look good on a resume and get me into a proper IT company.
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>>47497338
Get out while you still can. It's called plasti-crack for a reason.

so our group's game is wrapping up, and I've been chosen to run the next maguffin hunt. I could use some help polishing the turds I'm planning on using.

3.5 gestalt campaign. everybody's first class will be a marshal class, the second being open, but not a main caster (no druids/clerics/so on). They will be the heirs of the heads of great houses that lead the country in a council.

they will begin by the council being slain, them inheriting their parents' thrones and finding out why their parents were killed. along the way they'll have to gain support from lesser houses to avoid a power struggle and so on.
18 posts and 2 images submitted.
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>>47497063
one thing I'm thinking of doing is having the parents put into stasis, and not slain. the would-be assassin will lift the curse if they gain magic items of power. the point of which is to make the party realize that their parents course of action is wrong and will actually doom the realms (hunting down all dragons, but the dragons are the only things holding back the Far Realm)
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>>47497063
>3.5 gestalt

Well, there's your first problem. Don't do that, even without main casters it quickly becomes a bloated, overcomplicated and overpowered mess that honestly isn't worth the effort of keeping track of, unless you're a freak who jerks off to bookkeeping - at which point just get an accounting job.
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>>47497106
as far as places they'll go. First I'm thinking if a jungle. Not one found on any map, but only found when one is lost... basically, it has 'openings' in every forest, and people who get lost in the woods can get stuck there.

while in there, all the creatures inhabiting it are clockwork constructs, because of the oozes and plants hunt down all living creatures (much to the dismay of the party).

they will find the creator of the clockwork creatures, and he'll be a jovial tinker (read; santa) with a shield golem protecting him. Come to find out, the golem is actually the tinker, and the fat man if his masterpiece.

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I just learned about the QST board so can we celebrate with a pic dump? I'm looking for Witch-Hunter Fantasy/1700s-Punk but I don't give any shits about what you post.
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>>47496755
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>>47496762
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>>47496775

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>ITT Reasonable Marines
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A darker green version of a Dark Angel, obviously from the 2011 SM Game.
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>>47496683
Raptors might seem reasonable, but when you push them their fatalism prevents them from efficiently working with others, and can even lead to a nearly suicidal disregard for their own safety.

Which when you're talking about a resource as valuable as an Astartes, and in Kill Teams which require the Battle Brothers to know they have each other's backs, that's a pretty fucking big inconvenience.
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The blue kind of defeats the whole purpose of reconnaissance, but whatever...

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Requesting advice from fellow GMs. I'm about to start a new group with some people I've gamed with before. They are used to having maps for encounters and generally every location they visit. The problem is, I'm sick of drawing them and they're usually not that important. Do you guys have any tricks or techniques for making maps less necessary, or on the other hand, less tedious to draw? I use dry erase markers and a laminated grid just in case that's important.
12 posts and 1 images submitted.
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>>47496615

Depends. The easiest way to make "less necessary" is to ask your players.

If they're cool with you just ditching maps, just be prepared to reiterate ranges and stuff should combats get complicated.

If they'd prefer you do maps, work on ways to simplify your drawing. A grid helps a lot, so the best I can say is 'be subtractive'. The fewer lines you have to draw, the fewer lines you need to erase.
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Easy. Just don't do it.

Alternatives, make the players draw them. Give each one a setting before the session and make them do it. Would probably increase their connection to the game.

Go digital. There's 1000s of maps online. Print some. Or just download the pics. Put it on your phone /tablet/monitor/tv/projector. If it's just visual reference any of those are fine
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>>47497139
Huh, I'd never thought of making them do it. I'd wanted them to contribute a bit more, next time they want to know something silly I'll just give them the marker. Thanks!

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Lets see ehats in this walmart bag shall we.
50 posts and 15 images submitted.
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>>47496255
I don't care about the bag, show us more cat pictures
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>>47496274
This desu
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>>47496274

I second.

>>47496255

Fuck your walmart purchases, POST CAT.

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How deep is your lore, /tg/? In your opinion, how deep should lore be?
22 posts and 1 images submitted.
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>>47496227
deeper than your mum
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>>47496227

Layered.

Mundane shit the players do might have ties to something deeper, but it's on the surface. There's a deeper history only hinted at that can be discovered, or read up in books, or investigated more thoroughly firsthand, and then really deep shit that starts getting metaphysical and surreal. Nearly all of it is copped from other literature and modified as needed in the moment most of the time because writing all this shit out beforehand would require either years of work of pre-cogniscience in order to write exactly what the player will run into.
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>>47496227
All of the lore.

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Is it sometimes a good idea to ignore red flags when it comes to a new group and just give them the benefit of the doubt and hope things dont turn creepy and/or frustrating?
15 posts and 2 images submitted.
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>>47495497
There is nothing wrong with giving it a shot.
If the group is actually worth a shit, you would be able to talk to at least the gm about your concerns.
However, there is a point where you need to accept that maybe your "red flags" is just something in your own head.
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>>47495497
Yes. Just make sure you can safely bail (don't give them your primary email, prone number, or god forbid your address)
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>>47495559
Thankfully this is a online group
>>47495532
>in your own head
I would love to follow this advice but... well.. lets see if you can point out what I'm worried about
>DM wants rolled stats (ugh)
>800 starting gold
>Other players post mythwavers links to characters
>Not one character has a stat lower then 15
>despite 800 starting gold, one player has 30 platinum pieces with a background story of them being a wounderer

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>Romulans and Vulcans have been spacefaring for at least 2000 years
>They're slightly more advanced than everyone else in ENT despite humans being in space for less than 200
>They're equal to everyone else by TOS
Why do they think they're so great?
45 posts and 8 images submitted.
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>>47495463
Because no matter how shit one is, they will never be as shit as you.
>>
Romulans started out as essentially refugees, probably took them a lot of that time just to establish decent infrastructure and grow the population enough to support getting back into space, by which time they have to relearn the whole thing from scratch.
>>
Vulcans are disinclined towards technical advancement, exploration and generally indulging the spirit of curiosity and adventure. Romulans did plenty in the name of scientific advancement, but their priorities were political thus cloaking devices, memory-scourers, that crazy RC drone-ship, thalaron weapons and so on, technical superiority means nothing to them without superior intelligence means. They prefer the cloak and dagger over the noble cavalry charge as it were.

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These rules for this game are ass and true scale is a cancer.
Why is GW still supporting it?
39 posts and 4 images submitted.
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Objectively shit opinions.
Here's your (You).
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>>47494892
>kill your parents.
>kill your parents.
>kill your parents.
>then, kill yourself.
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>>47494928
How are they shit?
For a skirmish game it doesn't lend itself to small troop interactions (except heroes) since everything is priced like in warhammer and combat works in such a way getting through 3 dudes stabbing each other takes the same amount of time it does to get through a single larger combat in 40k.
True scale is tiny, flimsy, and just doesn't look good.
Everything is just wrong.

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Was just in the "Why are high level wizards far more powerful than high level fighters?" thread, and before it ended, the two people bickering by the end said this:

>There's also the fact that a fighter could just buy a ring of spell storing and apply anti-magic field charges to it when needed if it's absolutely necessary, but even then it's over-kill.

>Which isn't a solution to any problems I gave, and costs an enormous amount of WBL, and also completely nerfs the Fighter because the AMF turns off all his gear.

Sorry, but last time I checked, magical items don't turn off gear. They make them non-magical, but they all still be used.

Also:
>There's also the fact that a fighter could just buy a ring of spell storing and apply anti-magic field charges to it when needed if it's absolutely necessary, but even then it's over-kill

Do those even fucking exist? The ring would cancel itself out, wouldn't it?
17 posts and 5 images submitted.
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>>47494683
>The ring would cancel itself out, wouldn't it?
A ring of spell storing allows you to store a spell in it, then cast that spell out of it later. They're talking about storing an anti-magic field spell in a ring of spell storing... once cast, the anti-magic field would prevent you from casting anything else out of the ring of spell-storing until the anti-magic field ended, but it wouldn't cancel out the spell that had already been cast.
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>>47494683
My understanding of the ring of spell storing is that the spell is not active until it is cast.

It's possible for a high level fighter to beat a high level wizard, but canonically it's difficult because of the amount of thoughtfulness and planning involved in being an experienced wizard is far greater than that of being an experienced fighter.
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>>47494683
first off, i quickly searched up the rules for antimagic field on d20pfsrd, and they mention this:
>it prevents the functioning of any magic items or spells within its confines.

>Sorry, but last time I checked, magical items (sic - did you mean AMF or something?) don't turn off gear. They make them non-magical, but they all still be used.
what the fuck did you think he meant by 'turn off'?

>Do those even fucking exist? The ring would cancel itself out, wouldn't it?
they do, http://www.d20pfsrd.com/magic-items/rings/ring-of-spell-storing
it specifically lets you cast the spells as if you had them, but without spell components
the only problem is that it can only store 5 levels or less of spells - antimagic field is level 6 at the minimum, so it's not legal at all unless your DM fudges some stuff for you.

but assuming you managed to get AMF into a RoSS then you can cast it whenever you can spend a standard action, but THEN all your magical items become ordinary items until the spell wears off or you leave its area (but leaving the area is impossible since it's centered on the caster and follows them for the full duration) - so you won't be able to cast anything more from the RoSS, and you better hope you weren't using, say, a belt of giant's strength to help carry your gear

I'm getting into game design, and this is my first project. I need some advice, comments, critiques, etc.

My friends and I all started with 4e, went to 5e, and we are now getting interested in some PathFinder just for comparison. We found that PF has better rules and systems for skills and combat. However, we generally like the "feel" of 5e and their classes. We long for the more intricate rulings of PF in 5e.

And so, I'm going to do just that: combine them.

Combat, concentration, skills, crafting, checks, etc.
All of these things seem to be better than the 5e equivalent, but 5e has the "feel" that my group is looking for. We would rather have 5e than PF, but I want to integrate these things into 5e to make a balanced mix.

What do you guys like about 5e vs PF, or hate about 5e vs PF.

The pdf is WIP of the core rulebook.

TL;DR
I'm trying to put PF rules into 5e. Halp? Ideas, former experience, what you like/dislike about 5e/PF
23 posts and 4 images submitted.
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This has got to be some elaborate, determined bait
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>>47494625
Seriously. How anyone could like PF after playing even a little bit of 5e is beyond me, but this is coming from a guy who almost got burned out on tabletop entirely by running a PF game (with a good group!) for two years.
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>>47494677
Yeah, no. Pathfinder has huge holes in it, but it's skill system and combat is overall better imo.

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I'm about to play a game pretty soon, and I wanted to be sure that I don't become That Guy.

What should I look for? Also, it's online and I suck at talking over the microphone since there's not as many visual cues. How do I know when it's my turn to talk?
11 posts and 1 images submitted.
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>>47494473
Bump.
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>>47494473
Talk to your gm
Not us
Him
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>>47494723
Alright, that sounds pretty sound.

It is April 16th, 2011. It’s been three days since The Undersiders robbed a bank on the other side of town. Not your story. Not your problem. You’ve got better things to worry about than what some new gang is up to. You are:
A student, attending a fairly prestigious university in Brockton Bay.
A wageslave, working for a nondescript company, in a nondescript office, at a nondescript cubicle. A bum, living off the street.
Other?
36 posts and 1 images submitted.
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>>47494415
>A wageslave, working for a nondescript company, in a nondescript office, at a nondescript cubicle.
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>>47494605
Sorry, moved to qst. Just realized there was a board for these.
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>>47494725
yeah, or not. Turns out /qst/ is a ghost town, so i'll just be posting here.

>A wageslave, working for a nondescript company, in a nondescript office, at a nondescript cubicle.
I mean, it could be worse, after all. At least you’ve got a job, unlike those vagabonds you see in the alleyways and the scrapyards around town. You’ve got a decent amount of money saved up, and that promotion you just got is pretty nice. That being said, things are just...boring. You’re friendly with your coworkers, but you can’t exactly rely on them if you need help. They’ve got to look out for themselves, after all… Screw them, anyways. One of these days, with a little luck, you’ll be the one signing their paychecks. Speaking of which, what’s your name?

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