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Archived threads in /tg/ - Traditional Games - 3699. page

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ITT: Annoying GM habits, preferably poorly executed plothooks he expects you to bite on, getting butthurt mad if you don't.

>You see two twins, they are young elves, in a city full of elves. They ask you where the harbor is and, as you tell them, they leave.

>While you are getting a job done, you hear a scream, it is not close to your position nor anyone seems concerned about it

>NPCs constantly commenting: "Evil is coming" like it is their only line in a videogame.
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>>46852973
>online game was yesterday
>GM got so drunk he got sick and left an hour into the game
>he was drinking because he was depressed

Im less annoyed than I am terribly worried.
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>>46852999
I tried playing online once, but the gm just stopped playing after one session.
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>>46852999
I hear pretty often about episodes like this in online gaming. Is it true or biased?

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I know one of you, fa/tg/uys have either played an evil cleric/paladin or played with one. Any of them interesting?
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I want to cum inside Melly Sanders
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She played a cleric of a vile god of gluttony. It was pretty disturbing, she just ate all kinds of stuff and by divine blessing could literally stomach it. As in, could distend her mouth to slowly eat someone if they weren't struggling, and her insides magically stored them while digesting so that she didn't look impossibly fat from it. Probably the worst, that people she ate, became incorporated into her, body and soul.
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>Priest of Ogrir, God of Plunder
>Exchange healing spells for battlefield treasure
>Frequently let NPC's die if they didn't act with valour

Imagine 300ce Saxony, basically.

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Should mind uploaded persons and heavily altered cyborgs be affected by turn undead ability? These are things that should be dead, yet they keep moving and thinking via unnatural means, thus they are pretty similar to undead of traditional D&D-esque fantasy

On one hand, they aren't powered by the negative energy plane (or positive in case of mummies), but on the other, magic should operate on poetic logic not made up physics.
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>>46851994
Nah. But I'm sure there are some construct-related variants lying around that should work just as well on them.
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>>46851994
in the universes in which turn undead works, it wouldn't work on robots because that's not what undead means in those universes.
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>>46851994
Undead are specifically individuals and beings who have been brought back from the dead. Joe's walking corpse actually has Joe's spirit/soul rattling around in it.

Uploading a mind into a robot or mainframe is effectively creating a copy of a brain pattern, not bringing a spirit back from the dead. Instead of bringing Joe back you've effectively just made Joe 2. As much as it might act like Joe 1, Joe 2 is its own entity. More importantly, Joe 2 does not originate from the land of the dead and thus does not qualify as undead.

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What is it?
How does it work?
How can it work in games?
Which games facilitate Horror in which way?

https://www.youtube.com/watch?v=PEikGKDVsCc
https://www.youtube.com/watch?v=oetVvR5RQUs
https://www.youtube.com/watch?v=AWMtBYP1V5s
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"Horror" describes a genre. But does it really? Is it not merely a theme that can be introduced into any genre?

Many "Horror" products do not primarily invoke feelings of being scared, helpless, revolted, or undercut. Some rely on parody, some on empowerment and action, some on mystery and investigation.

So how do the concepts of tension and relief, exposure and empowerment, the hidden and its revelation interact at the game table? How can they structure a game and how can they fail to come together?
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PCs tend to be heroic and rational. Characters in horror usually are not. Players want to dominate the story with power. Horror characters are out of their element and often stretched to the limit. How does this translate?

CoC has a "second health track" called sanity, it's just a number that counts down with each harrowing experience. So it represents a scarce resource which is taxed by the story. If you metagame it makes you avoid the adventure.

UA psychoanalyzes PCs in 5 dimensions: violence, helplessness, supernatural, self (morality), and isolation. In each of these the character can grow more unstable and more hardened, even both at the same time. This not only limits character actions by forcing them to fight, flight, or freeze on a failed roll, it also provides an easy readout of how the character might react to certain events depending on what they remind them of.

Both also feature pathologies characters suffer after repeated failed rolls, like an irrational phobia, alcoholism, or a need for control.

Dread goes a radically different route. Whether characters are able or not, who they are, how they feel, and what they have just been through all folds into one central mechanism. It isn't tracked separately, it all conforms to the tension curve. The entire party has one tool to resolve all challenges and conflicts. It is a Jenga Tower, and when it falls the character whose player was handling it dies. This puts the tension on the player, not just the character. And it allows even oblivious characters unaware of their peril to drive up the tension because the players know the danger, but not what form it takes.

ToC offers the gimmick to play insanity not for the character, but the player. On a failed roll the player is sent from the room and the other players then conspire to consistently do one irrational thing to that player, like never look at them, or pretend they always speak too quietly to understand.

What else?
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It depends a lot on the players. If they have their minds set on being heroes then anything the GM does to establish atmosphere or ambivalence will be received as railroading. Even if the group is playing a published CoC scenario, players who refuse to give their characters depth and flavor but reduce them to combat stats as a matter of course will refuse any attempt at atmosphere or tension. In fact they will understand tension as a challenge and attack it, then complain when that kills their characters.

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Anybody ever run Horror on the Orient Express? I heard it's extremely, for lack of a better word, on rails most of the time. But is it ENJOYABLE. For $120 on Chaosium it kinda makes me a bit nervous. Right now I'm just going to start off my investigators with Shadows of Yog-Sothoth until I really get a good idea. Also call of cthulhu thread I suppose? I don't know if you guys general CoC or not.
15 posts and 4 images submitted.
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For a moment, I thought they made a game of this old horror movie I saw a long time ago. But the name of that movie was apparently just "Horror Express".
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>>46851753
It is flawed but a classic. It is long and pretty deadly, although less so than Masks. There is certainly a challenge in adapting it, and there is secondary literature to help you on the way. Horror was written at a time when there were no big narrative games, and so it relies heavily on players minmaxing their way through skill challenges and combat.

It is definitely NOT a module you can read as you go. It is vital to understand it all, be prepared for twists and turns, and to give it your own shading.
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>>46852044

Yeah I could see me using that after I finish maybe masks or shadows. Definitely would give me the time to save up cash for the boxed bundle. I probably was hoping to save up for some candles, maybe some aesthetics to get a nice mood going. I'm big on theatrics of play.

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Considering purchasing it, seems like a decent balance between competitive and cooperation/ seriousness and casual gameplay

just looking for a fun party game with a dungeon crawly feel, let me hear your thoughts on it/ any of its expansions
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I like it. I'd advise you not to get too many expansions though, they bog the game down.
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No it's dumb and has zero replayability.

It doesn't have a dungeon crawly feel and it's not a fun party game.

Buy it anyway so you can support the makers of GURPS.
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>>46851553
im suicidal any advice

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ITT: useless items for dnd or pathfinder

ill go first : leather armor of poison - gives the exact same AC as normal leather armor but you take 1d4 every second action turn
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>>46851255
That sounds more like a cursed item than a useless one.
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>>46851281
Nah, it's actually incredibly useful. Just drop it on the ground next to an NPC and wait until they pick it up and put it on. Then just wait for them to die and you can loot all their stuff.

I mean, it worked for me in Arcanum, why not use the same strategy in other games?
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>>46851255
The MTG player in me wants to find a way to magically shove an enemy into it during combat.

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I am building a commander deck with Nath of the Gilt-leaf, and I have seen some online builds use this thing with that commander. Why, and how do they make it do good things for them??
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>>46850827
Here is Nath so nobody needs to go digging. I am making an elf token spam deck with discard and sacrifice to help it make sure my opponent cant summon things that make him happy dince I can just kill a token for that.
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why would you make a thread for this instead of posting to the /edh/ general? you killed another thread for this
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>>46850905
Or just using google.
OP, fetchlands are a thing, as are Life from the Loam and Crucible of Worlds.

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Where did the original chaos symbols come from? It seems a little silly that these all powerful beings would create a design obviously done by humans. Khorne's symbol looks a lot like Eldar design, but I'm not sure about the others...
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>>46850808
>It seems a little silly that these all powerful beings would create a design obviously done by humans.
rephrase in a way that makes any kind of sense
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>>46850849
Totally makes sense, learn to read. He's saying they look human in design, so why would chaos gods choose them? Surely their personal representation would be more daemony?
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>>46850908
Cause it's literally impossible to make something that doesn't look like it's designed by a human
Or at least it was when they made the symbols

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Could a druid become a lich?

You can't have life without death. It's technically part of nature.
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>>46850753
yeah, but death is instantaneous
it's living, now it's dead
it's not drawn out indefinitely as a form of immortality
that shit ain't natural
muy no bueno
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>>46850786
I guess that's fair. Still a sweet concept though.
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>>46850868
Druids can be evil too, they're just dominantly more neutral.
Hell, Lichs don't even need to be fully evil.

I'm imagining a druid with a vendetta against civilization, so he embraces necromancy along with his nature magic (since folk keep killing his damn forest), and decides life is too restrictive for his goals.

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game system based on lego?

i had a dream where i was the dm of a lego based campaign, when i needed a dungeon i just build one, players could get some basic form of build skills but not a whole lot, unless they completely specialized in it.

the only things you have with you is what fits on your lego guy, so mainly a backpack and 2 things, one for each hand.

combat was easy made grid based.

could this work? if you made a system around it ?
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>>46850626
You are not fooling anyone, ND.
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>>46850626
That looks like a fun challenge.

There are no character creation points, no classes, you just get X number of pieces to build you character. Give him a pirate body = he has pirate grog-drinking skills, samurai arms = samurai sword skills, knight's pants = armored legs etc. All abilities are inherent in the pieces used to build your character. Which again depends on what bricks you can find in whatever lego collection tour group uses.

Lets say you get Y minutes to find the parts you want and combine them in a meaningful way, with certain limitations. There's a max to how many pieces you can have, and you need some basics as laid out by the situation.

Dungeons and adventures are constructed on the spot. You have a pirate ship and some spacemen lying around? Cool, now the group are either pirates encountering spacemen or spacemen fighting off pirates. Or they could be spacemen on a pirate ship fighting off pirates in spaceships. Whatever players and GM can come up with.
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Brikwars is the name, the attached image is the game.
A super fun minature wargame based arround custom minifigures,and it can be modified for roleplay.

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Hey guys a asked /g/ but they told me to ask yous. I need a new laptop I mostly just use it for school Tomb Raider and Civilization. I'd like to keep it around the 500 mark. Any suggestions?
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>>46850593
uhh...do you like warhammer?
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They told you to ask US?
Are you sure you didn't mean /vg/?
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This is /tg/ m8
>>>/v/

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Planescape General and Q&A

Thread starter questions: How would you integrate the concept of druid- and shaman-style magicians in the planes, those who would draw strength from "nature" and commune with "the spirits of the land"? Dark Sun sets a precedent for doing so in the Inner Planes, but what of the Outer Planes which are already manifestations of mind, heart, and soul?

Discuss Planescape and the Great Wheel here, whether the original AD&D 2e version, the 3.X version, the 4e version (yes, it exists in 4e, down to the baernaloths, the yugoloths, the Heart of Darkness, Maeldur et Kavurik, Tenebrous, Pelion, and the Last Word all being canon as of Dragon #417), the 5e version, or your own original blend.

I am exceedingly well-lanned on Planescape canon under a holistic blend of 2e, 3.X, and sometimes even 4e lore. If you have any questions at all about the setting's lore, feel free to ask, and I will give you direct quotes and citations from as many primary sources as I can, unlike afroakuma. I will note when something is open to GM interpretation, and explicitly note whenever I give merely my own personal interpretation.

>Basic setting summary: https://en.wikipedia.org/wiki/Planescape
>Comprehensive Planescape reference index: http://www.rilmani.org/psIndex.txt
>Planewalker.com planar encyclopedia: http://mimir.planewalker.com/encyclopedia/plane
>Canonfire.com planar encyclopedia: http://canonfire.com/wiki/index.php?title=Outer_Planes
>Rilmani.org planar encyclopedia (contains unmarked fanon, so beware): http://www.rilmani.org/timaresh/Outer_Planes
>List of all the multiverse's gods (contains all gods mentioned in D&D products, but also has plenty of speculation and fanon for mythological deities and for powers with few details on them): http://mimir.planewalker.com/forum/list-dead-gods#comment-58090
Old threads with previous questions and comprehensive answers: https://archive.4plebs.org/tg/search/text/%22comprehensive%20planescape%22/
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>>46793461

This is another line of inquiry I have fielded in previous threads.

By default, Spelljammer *is* part and parcel of Planescape. Spelljammer and every other published setting (save for Ravenloft) cover what goes on in the Prime, while Planescape describes the rest of the multiverse. Planar adventurers are going to have to visit the Prime sooner or later, and for that, a GM is well within their rights to bring in Spelljammer material.

Planescape acknowledged Spelljammer a few times, such as the mentions of crystal spheres and phlogiston in page 5 of the original boxed set's Player's Guide to the Planes, page 32 of the Planewalker's Handbook, and page 160 of On Hallowed Ground.

However, the Planescape books were always reluctant to go into detail with regards to Spelljammer elements, and for a good reason: the latter product line was already dead. Thus, the integration between the two settings was minimal, even in Prime-focused elements of Planescape.

A good example of this is the initial faction overview for the Harmonium in pages 90-91 of the Factol's Manifesto. This establishes their home world of Ortho as a single Prime world. It contains no mention of crystal spheres, spelljammers, or wildspace. Canonically, the Harmonium dominates one world in the Prime, and that is it.

(Meanwhile, Dark Sun, which *was* an active product line at the time, inexplicably received plenty of spotlight in that very entry. Apparently, people in Sigil regularly compare the Harmonium to the champions of Rajaat, as if Athas's secret history was common knowledge in the Cage?)

In other words, while Spelljammer and Planescape are canonically integrated by default, the integration is minimal, and you are going to have to do the hard work of tying together setting elements yourself. (For example: Does the Harmonium have a crystal sphere empire? Does the Elven Imperial Navy stop by Arborea often? Do the illithid travel to Ilsensine's divine realm in the Outlands frequently?)
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>Spelljammer and every other published setting (save for Ravenloft) cover what goes on in the Prime
The Phlogiston is distinctly not part of the Prime Material Plane.
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Do you think by making the strange and wondrous mundane that the setting really suffers for it? I find myself having difficulty making compelling adventures.

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>Or, the Drizzt-Shaped Hurdle.

TL;DR - Make a Good-aligned drow character for a typical D&D setting (or a drow that is fundamentally a "good guy", if you really don't like alignments) that you would either allow in your games or would yourself like to run.

A recent thread got me thinking about something: Drizzt Do'Urden and the reputation he has or, more specifically, the "Chaotic Good Drow" stereotype. It seems to me that /tg/ believes that any player who wants to play a drow is most likely going to try and roll up Drizzt or a close facsimile, and /tg/'s DMs live in perpetual fear of a horde of Drizzt clones invading their games.

Two things, though. First, I've never actually encountered anyone on /tg/ who claims to have *actually had* a player who did as much. While I don't doubt that they existed in the early to mid 90s in the wake of the Icewind Dale trilogy and the Dark Elf trilogy, I'm starting to question if they ever really proliferated in tabletop beyond the 90s, let alone all the way to today.

Second, it creates an interesting challenge: can you create a Good (not necessarily Chaotic) drow that *isn't* a Drizzt clone? One that you would be fine with allowing in your own games? /tg/ is a board full of creative people, so surely the various Anons are up to the task.

By the way, I'm not asking for a community-created character in the vein of sandwich, rather, I'm asking for each /tg/ Anon to come up with their own take on a "good" drow.

For the purposes of this challenge, you have to assume a "standard" D&D take on drow culture - Matriarchy ruled by priestesses of Lolth, living underground, hatred of the surface races, Evil, etc. You don't necessarily have to assume the Forgotten Realms, though.
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>>46850413
>playing as a non-human

Fuck that noise.
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>>46850640
I take it you can't think of any decent way to run a Good-aligned drow, either?
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>>46850413
This isn't exactly what you said, but I played a Drow character once like pic related. Still evil, but mostly just wanted to be alone, so he left the underdark and made a hovel in the swamp and accidentally became a folk hero to the neighboring town

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>dwarves suck!
>why do they use axes, it don't make sense lmao

Sounds like someone hasn't played a fookin' dwarf! That, or there's an unnatural amount of tree lovin' 'ere!

As fer why we use axes, IT'S TO CUT DOWN YER' GODDAMNED PANSY TREES YA' TREE HUGGER! Just cause it pisses yee off~
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Digga pls
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I love Urist
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Okay

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