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Archived threads in /tg/ - Traditional Games - 3524. page

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I find purely non-combat roles frustrating, especially faces.

It's not that I necessarily think it's a bad thing to have a party member that acts as a face. It's just that when they focus on it more or less exclusively, players tend to try and use it in a gamebreaking way to get the best deal. And that's not taking into account how many players are not as charismatic as they put in their character sheet, so they're not giving any reasons to justify why the king should give them a larger payment for the job they're doing, or why the wizard should give up a few artifacts.

At least if they're a paladin or a sorcerer or something along those lines, it's not a problem. Then they're a party member with high charisma and the ability to focus on it to a slight degree, but not to an amount that would be ridiculous. And that also means they're far more useful in combat situations.
11 posts and 2 images submitted.
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>>47341708
Ok.
>>
>>47341708
That's why they should have a role in battle.
Take bards. They are the less combat-focus classes of all (especially if you're going at it in the claissical way or with core only), but their buff make them still relevant. And sometimes vital.
Then, it depends of the party, as always. But the face should, most of the time, fill the gap that the other players couldn't.

So yeah, there shouldn't be pure non combat roles.
System like Shadowrun gives you enough space to do so.
>>
>>47341783
And at least in Shadowrun, a face is really critical for setting up jobs. I'd question if you'd want to make a PC a face, especially since you probably won't also bring them on runs, but at least you can't deny their importance.

But to take one recent example of Pathfinder for me, I had a player who made a halfling rogue that, thanks to a good roll and bonuses, ended up having 18 charisma. And he almost instantly tried to set himself up as the boss of the party, even making contracts with the 'employees' under him. It was arguable if he ever used his charismatic powers for the party's benefit, and he never actually acted as a rogue - sneaking, trapfinding, that sort of thing.

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How do you guys handle the existence of God in your setting? I mean with a capital 'g'. Do you try to keep both the Fedora-Tippers and Puritan-Fags happy? Or do you dump one in favour of the other?

I say this as someone who wants to do some high-level "God is Evil and must be stopped by any means" stuff, but has players who would be, at best, profoundly uneasy with that idea
20 posts and 4 images submitted.
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>>47341015
When you say God as in capital G, I'm assuming we're at least on the same concept of a monotheistic deity with a Christian theme.

As such, why would any race created by this deity ever be motivated to fight and or rebel? Unless the deity is about to outright delete the race from existence, the people would be hard pressed to fight it.

Help me understand.
>>
>>47341015
Capital-G god is unfortunately omnipotent, so if he wants to do evil, he cannot be stopped at all, no matter what. In other words, if he can be stopped, he isn't the real thing. So maybe have "god" actually be an usurper or something? Like in the bible. Fighting someone who usurped God would probably be something your players would like.
>>
>>47341015

So what your saying is, that you are a fedora tipper and you want to stick it to your puritan buddies, and you want us to tell your how to do it without having it blow up in your face?

Sure, i can help you with that problem here is the solution, it's really simple find other fedora rippers who would enjoy the idea, or don't try to force your preferences on your players if you know they won't like it.

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/tg/ I realized something, how come there is no chaos god of death? I mean Nurgle is technically one of life, but what about one of death?
24 posts and 2 images submitted.
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>>47340995
No one dies in the 41st millennium.

Why do you think the Emperor is still technically alive?
>>
>>47341023
Believe me, a lot of people die.
The emperor as we knew him in life really is dead, all that remains is the insanely unravelling psychic essence of the hundreds of psyker shamans who once formed his mind.
>>
>>47340995
Each one represents different aspects of it.

Nurgle is death through neglect, slow decay, disease etc.

Khorne covers all violent deaths

Slaneesh is death by excess, when you od or whatever

Tzeencth is death as a result of accidents (fate)

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How do I play a dwarf who's not a hairy, alcoholic, jew, who has nothing better to say than "Get out of me way, you knife-eared faggot."
47 posts and 7 images submitted.
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>>47340831
So you just want to be a miner?
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>>47340849
I want to be a buff midget.
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>>47340831
by playing it literally any other way

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Is it good, /tg/?
I've read reviews, but would like to hear opinions from other sources.

(Also, are there any better systems for playing in Middle-Earth?)
18 posts and 3 images submitted.
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It's really good.

Captures the sense of "adventurous journey" instead of "string of combat encounters"
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>>47340365
I have played a little bit of it 2 years ago. And it is pretty much the best way to play in Middle Earth.
Just don't do murderhobo shit and you should be good.
>>
Rules are good, fluff is just okay.

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A thread dedicated to discussion and feedback of games and homebrews made by /tg/ regarding anything from minor elements to entire systems, as well as inviting people to playtest your games online. While the thread's main focus is mechanics, you're always welcome to share tidbits about your setting.

Try to keep discussion as civilized as possible, avoid non-constructive criticism, and try not to drop your entire PDF unless you're asking for specifics, it's near completion or you're asked to.


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https://drive.google.com/folderview?id=0B4qCWY8UnLrcVVVNWG5qUTUySjg&usp=sharing
http://davesmapper.com
31 posts and 3 images submitted.
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I am working on a generic system that is meant to be rules lite but crunchy.

I am thinking of using a d12 mechanic. I know that is more "random" but I don't really like the predictability of 2d6. Plus 1d12 has the number handle stat plus skill well.

Stats will go -1 to +3, you get Vitality (basically hit points) equal to 10 plus Strength, or 5 plus strength for really lethal games. Average people have 5 plus Strength hp.

A dagger would deal 1d4
A one handed weapon deals 1d6
A two handed weapon deals 1d8

A pistol deals 1d8
A rifle or shotgun deals 1d10
A shotgun will give +1 to hit with buckshot, I liked that rule from savage worlds, but it was broken in SW in my opinion.

I'm planning to have as few modifiers as possible. My biggest concern is bookkeeping , especially for large battles. I'd use a toughness system, but pcs Ina lethal game would be either alive or dead, whereas a small number of hp would be lethal but at least there'd be detail beyond up or down like in Savage Worlds.

Basically I want a game that can handle heroic and gritty gameplay in the same system. Probably a doomed endeavor but i appreciate your ideas.

Are hit points a big drag in large battles? This system would be used for a zombies game fighting huge hordes as its first play test. I'd use savage worlds but characters are too durable, and the system is weird for zombie bits (like, if you get bitten, it has to do enough damage to shake you, even though any bite would infect)
>>
How would you make a game with 5 to 15 range stats like DnD and GURPS without resorting to derived bonuses or roll under system?

Are derived stat bonuses like DnD has, an acceptable sin?
>>
>Pendragon Corp
>Makes cybernetic arms named after the Knights of the Round Table

I think this is a badass idea. Who doesn't want to strap on the Gallahad and throw down with robots?

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Let's Have a Traveler thread

What are your best stories?
11 posts and 2 images submitted.
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>>47339358
GMing a Traveller game right now.
>regional police is after the party for transporting goods without a license
>the party is about to jump into hyperspace
>they have no pilot
>ohfuck.jpg
>the corporate agent (who got recently injured in a gunfight) runs out from the back of the ship where he was resting
>slams his hand on a random button of the ship
>makes a jump check
>fucking succeeds
>the party evades the authorities and jumps out of the system
pretty fun stuff mang
>>
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>>47339358
Not mine, but found it pretty entertaining.

>>47340149
Nice. Gotta love those close calls.
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>>47340282
The party is now investigating space aids/HIV afterwhich they will be going to an abandoned space station, Aliens style and then after that a prison break out. I love think of new jobs for the party. It's so much fun.

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What's the best system for a more light-hearted heroic fantasy? Something like Belgariad, Fafhrd and the Grey Mouser, Dragon Quest, and so on.

I'm currently considering Ryuutama, but I haven't looked into it much. D&D 5e is also on the table, as is Dungeon World and Savage Worlds.
34 posts and 2 images submitted.
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>>47339313

Bump for interest.
A simple TRPG that plays like an old JRPG would be great.
>>
Savage Worlds does a good job at this, because of the notoriously whacky shit that tends to happen.

Depending on how capable you want your players to be, you might want to start them off with a few XP or tweak the combat a bit, because especially early on fights can quickly turn into stunlocks for one or two players.
>>
>>47339342
I don't necessarily want it to -play- like an old JRPG, but just to feel like one. (Unless that's what you meant.)

Basically, I want players to be skilled and capable and to not get easily killed or crippled. I want exploration and adventure to be a big part of the setting, alongside combat and roleplaying.

That's why I was leaning towards Ryuutama, it really seems to capture the old JRPG / classic fantasy feel.

>>47339380
I'll have to check out Savage Worlds in actual detail. I'm only passingly familiar with it.

How would you recommend tweaking combat? Any expansion or additonal material I should look into for a fantasy setting?

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Recently I aquired books for the Degenesis: Rebirth and after reading the first reading of the fluff and the crunch I am very pleased on the setting and how flexible it is for different types of games.

So I started planning a skeleton for a campaing and wanted to ask if anyone else have ran games with the system and how they went in general.
18 posts and 4 images submitted.
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Meanwhile live action trailers

https://www.youtube.com/watch?v=0Tw3KaMr8wk
https://www.youtube.com/watch?v=WTCARC91yyw
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>>47339304
Planning to run one soon, thinking of starting with a trek across Franka not sure how to keep it interesting though. Might start with everyone being brainwashed by Pheromancers and becoming aware through Will/Faith rolls, but that could be tedious. Eventually planning on having a hub campaign building a new outpost. Any suggestions?
>>
>>47340066

You could have everyone becoming aware as their pheromancer controller is killed, everyone waking up in the middle of a battle that's a total clusterfuck and they're trying to escape together and figure out what happened. Gives them a reason to be together; mutual protection against who they were fighting while controlled, and against being taken in again. Gives opening direction in a few different ways, they coujld try to get home, could go for revenge, could try to make amends to whoever they attacked.

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I want to make a super hero themed campaign.
Probably using the fate system. Any ideas /tg/?
12 posts and 6 images submitted.
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bump
>>
Use hero system. It's specifically designed for super hero games of different power levels. From expert humans to super heroic feats of superman.
>>
>>47339316
heh I'll look into it.

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I really hope it is just because 4chan is full of retarded people, but the amount I read on here about awful sessions and people is astonishing at least. I live in Germany, have been roleplaying since 15 years or so, attended several conventions and have never met a real "that guy". I've met annoying people, cheaters, people who are difficult to argue and reason with but it was always still possible to play with them, and if I didn't like them, guess what, I didn't play with them after that anymore. I didn't meet people trying to include their magical realm too much or GMs TPKing every session because they want to feel powerful. I know it's easy to tell lies on the internet but the sheer amount of crying about the other players speaks against everything being fake. Rule #1: Don't play with idiots. I'd much rather not play at all than with assholes. Do you know absolutely no decent people? Threads like "Is it really a good idea to play with friends?" baffle me, as that is what I was assuming most people do instead of some random guys you don't even like from the local game shop. If people smell, tell them to shower in a nice way because pointing it out is not rude. Smell can't be ignored. In all matters just stop being offended by everything and stay reasonable. It's not that fucking hard for intelligent human beings, which I am sure most of you think they are.

Don't care much if this is deleted without replies, I just needed to rant.
13 posts and 3 images submitted.
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Ok
>>
>>47338965
Most of it is fiction or greatly exaggerated.
>>
>>47338965
tl;dr

Next time, try using the Enter key.

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>In hopes of getting rid of monotonous and seemingly infinite "save the princess" quests, the knightly orders of the realm have overthrown the monarchy and created a republic
15 posts and 3 images submitted.
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>>47338670
what is the real world?
>>
>not a Knightdom
>>
And now you have to save the president every goddamn week.

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I think any sane person has to accept that we'll never see an "end" to the plotline of WH40k. As long as the franchise continues to be popular and make money GW will want to keep it going, and if it becomes unsuccessful and starts losing money GW will simply stop publishing it, not put together some big climactic event.

So if we accept that, it means the true Time of Ending will only happen in our own imaginations. So, if it were up to you guys, how would you want to see the WH40K universe come to an end?
12 posts and 2 images submitted.
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>>47338597
>the only way to end chaos is to send the emperor to the eye of terror
>turn holy terra as a whole into a giant warship and send it flying across galaxy
>>
>>47338597
I don't have an imagination so the guy who did 50k and 60k seems as good a candidate as anyone else
>>
>>47338597
In Valedor the Eldar has a prophecy that they join humanity in the final battle against chaos.
I'd like to see a Eldar Revival/Human Psychic Master Race alliance good end With the tau valiantly sacrificing themselves to fend off the Tyranids. The Emperor and Ynnead reign supreme over the defeated chaos gods.

If it was up to GW though Chaos wins to herald in the Age of Emperor.

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Can anyone recommend me a system with a post-apocalyptic setting that is not Apocalypse world? I talked to my players about what setting they preferred and they agreed on post-apocalyptic, but the Apocalypse world system wouldn't fit our group. If it would help as a group we've only ever played D&D 5e. I'm familiar with a few more systems but overall we're pretty new to the whole roleplaying thing.

I guess also post-apocalypse art thread.
21 posts and 6 images submitted.
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>>
What exactly are you looking for for your Post-Apocalyptic system?
>>
>>47337835
Twilight 2000 and its sequel, Twilight 2013, are really good post-apoc systems. It's Stalker, it's Mad Max, it's The Road. It's a lot of things rolled into one and it works great.

Apocalypse World is garbage and you're right to avoid it.

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>GM or Player
>System(s)
>Time availability
>Text or Voice
>Contact Information
>Additional Information
27 posts and 5 images submitted.
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>GM or Player
Player
>System(s)
Anything superhero related
>Time availability
EST -5
>Text or Voice
Voice/roll20/skype
>Contact Information
totallyrandomuser
>Additional Information
>>
>GM or Player
Player
>System(s)
Mutants and Masterminds (Any edition) Willing to play DnD (5e) or Pathfinder if no one is running M&M
>Time availability
EST, Can play on any day except for Tuesdays.
>Text or Voice
Voice
>Contact Information
darkspineryenx on skype, VadeAway on roll20
>Additional Information
Really looking to get into M&M, never played before but I've read the 2e handbook.
>>
>GM or Player
Both
>System(s)
40krpgs, PF, and WHFRP2e
>Time availability
Everyday except Sundays and Fridays
>Text or Voice
Voice pls
>Contact Information
Scivir on Skype one who isn't in South Sudan
Scivir on Steam
Scivir#2720 on Discord
>Additional Information
So basically I was thinking over some stuff and recently Lionhead Studios being shut down made me want to replay Fable.
And now I'm lusting for fucking Fable again and I wanted to make a Post-Fable 2, Pre-Fable 3(MY MAGICAL REALM ala I retcon the events to suit the game so players can have fun not like I'm going to pull any bullshit).
What I plan on doing is writing material for this over the course of some weeks and giving maps landmarks and basically retracing my steps around Fable 1, 2, and 3 and even maybe even letting players visit The Broken Spire along with maybe making some New enemies and letting the summoners return .

The only issue is though is that I want this to be more of a "Adventure" over a campaign and I want players to be able to ask me to run this anytime they want except when I'm busy or creatively bankrupt so it can be like a fun thing that I always have prepared material for.
Not only that it's in a preestablished setting which reduces the stress on me and I want to include things such as demon doors and such.

I'm just really excited to do something like this and I'm going to use the WHFRP2e system to help people design and make their "Heroes" which seems a lot more conventional than other systems due to how well you can build it Along with refluffing "chaos" as "darkness" and getting temporary debuffs like blindness instead of permanent mutations for the lighthearteded nature except for the funnier mutations

But what I really need is players input and just general patience along with helping me because this will be my only 4th game as a DM and I hope this will improve my overall experience(cont 1/2)

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