I have never played EDH before and have been invited to play with some friends on Cockatrice.
Pic related is my command and I want it to have an artifact theme.
I reccomend 4 tarmogyfs
>>46469168
>I want it to have an artifact theme
Then actually pick a commander who interacts with artifacts.
>>46469168
You don't want artifacts with Sidsi, you want graveyard recursion and zombies.
flashback and dredge stuff, for example.
>>46469243
This
Which was the most annoying moment that you ever experienced to the point of pure rage or desperation while playing? Whatever you were playing, you understand.
>>46468706
When the GM forced us into going on a Shadowrun for 5,000 Nuyen between us, that involved us breaking into an apartment with a physical ward (which the GM thought meant physical barrier), containing a cyberzombie (which the GM thought meant walking Corpse with Augmentations), and killing her and her 10 minions. If we refused, the guy who had previously been a fairly good (if stupid) employer would kill us.
Then they turned the tables on us with an additional 10 guys with assault rifles out of nowhere, and our target offered us money to kill our employer. Then when we went back to our employer, we walked past a shitload of unhackable (but WiFi enabled) turrets, to talk to him, whereafter one player pulled 20kg of plastique out of his coat (scrawny ass Strength 1 motherfucker) and surruptitiously stuck it under the table without him noticing.
Before our employer explaining that he's a Magical prodigy, who can create cyberzombies without training. Then when the Mage finally scrutinised him, he apparently had Magic 16 (greater than some Great Dragons). Then when we killed him, he created a stable Astral Rift.
And all of this from a GM who says he has "mastery of the system and lore, with over 5 years of gameplay experience".
I wish I was kidding.
>>46468870
Typical over-confident and egocentric shit master. I have the displeasure of just having one available GM that doesn't prepare shit, throws whatever he wants and, the worst of all, brings his couple to play, giving her many benefits and shit like that. Don't have problem with her of course, she's quite decent.
>>46468706
GM blindsided us with an enemy vampire who was challenging our rule of the city. We had specifically asked about another vampire when we showed up, and had been told by NPCs in positions of authority there wasn't one, so we went about taking control of the city.
Then, in what I think was an effort by the GM to change the coarse of a game he was not enjoying, this vampire lord appears and suddenly has "always" been in charge of the city, and we've broken the rules by taking control away from him. Somehow, over nearly two years in this city, we never managed to run into him or hear of him.
This ended with a massive sit down with vampire elders, and we were ordered to vacate the city or face this guy's army. We scouted it out and it turned out he had "over a hundred vampires". So, shocked by this development, we spent several hours discussing, half in and half out of character, how we could fight this guy. Ultimately, we came to the conclusion that it was hopeless, and since the vampire refused to negotiate, and was hell bent on killing us all, we decided our only option was to give up our territory and flee the city. The GM wasn't willing to relocate the game to a new location, and so, reluctantly, we agreed to end the campaign.
An hour later in IHOP while discussing this, the GM revealed that he had meant to say the guy was a single vampire with one hundred ghouls. But he was confused about the difference between ghouls and vampires, so he said the wrong word when he had our own ghouls report back to us, and had them tell us it was a hundred vampires. And he never corrected us while we discussed it for two hours and decided to end the campaign.
So I walked out of the IHOP and my friendship with that guy never recovered.
Can we have a RoboRosewater thread?
For those anon a who don't know RoboRosewater is a neural network program designed to randomly generate Magic: The Gathering cards once a day and posts the result to Twitter. Pic is an example.
Link to Twitter: https://mobile.twitter.com/roborosewater?lang=en
it kind of has flavour?
drake's a human too
Not like anyone else is coincidentally running the same exact colors I am.
>>46468641
No joke, I really like the cards produced by the smart neural network, and some o the less retarded ones rom other networks.
I kinda dislike the "lawl mointainspolk/Horshers" meme, though.
Considering making a cube o Roborosewater cards, even.
/bgg/ - Board Games General
pastie: http://pastebin.com/V9c2a6wU
>What games do you want to own, but you haven't pulled the trigger yet because the cost is prohibitive?
For me it's Troyes. I really enjoy the game, but I'm not going to spend $150 on it.
>>46468098
>Mongolian cartoon pic
>no text on image
1/10 apply yourself
>>46468098
Shit, Troyes is $150?
That's my very favorite board game and it makes me sad more people can't play it.
>>46468098
What game is she playing?
(and why she is asking me to roll the die?)
(also why I'm here playing games with her?)
Bump for relevant to interests.
>>46468801
And again.
i'll help
post gods of all types. preferably weird and/or really minor gods, and if you want to, tack a description on. maybe a few rituals associated with it. I need it for a pantheistic cleric/shaman. (spoiler) try not to go full tentacle Cthulhu stuff, cause that's boring(/spoiler)
I'm not sure what constitutes a god, but I'll share some stuff.
Character art thread, dumping random knights.
>>46468055
>>46468064
>>46468092
sallets are best helmets
If Angels can fall, can demons rise?
>>46466994
probably not
Of course, but it is just as rare.
if you want
but nothing about angels falling implies the reverse. if you fall into a hole there's no guarantee you can climb back out.
Previously: >>46437052
>>46466447
Pastebin for those interested: http://pastebin.com/vrqYhnpu (embed)
As well the the link to the Traveller Mediafire Bin: https://www.mediafire.com/folder/43r0qdm4sm895/The_End_Approaches
I'm also going to ask this now to everyone who has questions, theMystery Boxand the Lore Thing will be released in the near future, however I want them extended so as to make them worth the wait. Does anyone have any questions that need answering or issues that need clarification?
What kind of people do you just hate in your hobby /tg/?
Which ones are the worst?
Which ones just grind your gears?
I hate the mtg casuals who complain that my deck is "too competitive" when it's a simple fucking combo deck made of nearly exclusively commons/Uncommons of the last two sets. It's not even fucking hard to disrupt as long as your deck is more than "Creatures Creatures Creatures Lands Lands Lands".
>>46466367
People who play Magic.
>>46466671
Second.
Most systems come with strong mechanics for combat or a specific sub system just for it. Are there any systems which have the same kind of focus but for other parts of the game? I'm mostly thinking about investigation, or a way that players can figure out a mystery in another way than an investigation check, or about a travel system that could support a roadtrip type of game.
I know pic related has more definite mechanics for travel and exploration and I've heard Trail of Cthulhu has a good investigation system, but I'm wondering if there are more? Or if there are different game whose focus is on something else than combat.
Also recommendation thread.
>>46466236
ToC has a horrible investigation system because an investigation is too complex to roll for directly. You roll skill checks and it's the GM's job to bring everything together. That takes some experience.
A great system to look at if you like it gamist but don't want to only combat or freeform is Mouse Guard. Or go straight to Torchbearer or Burning Wheel. Everything on the sheet matters to the dice, and it features Beliefs, Instincts, and Goals. Also there's the Duel of Wits, a social combat minigame involving all the usual stats from your sheet and a crazy inner dynamic.
Another way to go would be Fate. It uses the same meta mechanism for any challenge, be it combat, social, or some skill. You collect free invocations with actions and then bring them down in one attack. Meanwhile the others help or keep the opposition from doing the same. It's all story, whether you "strike at the enemy's weak leg using the blinding sun in your back and the fine dust you collected earlier to throw in his face" or "drive to force the other car off the road by ramming its chassis where the torn side is already close to cutting the tire and then pushing it against the tire that just picked up oil from the spill with a PIT maneuver you know the inexperienced other driver won't be prepared to deal with".
>>46466236
>a travel system that could support a roadtrip type of game
What kind of "support" are you looking for here?
I really like the Team Conflict module from a game I had been shilling all day and I'me really considering taking a break now, because wow, it's becoming embarrassing.It's Strike!
You can basically use it to describe any kind of extended effort the team needs to make to achieve their goals. It's pretty simple too.
Copy pasting from my talk trying to explain it to a player:
Team conflict is used when there is some kind of obstacle that needs the work of the entire team to be overcome, and takes more than a few skill rolls of effort. Depending on setting and tone it could be a campaign of war, a perilous voyage, even things like researching science, or not failing an important test.
Team conflict is in some ways a type of combat, but there are only 2 parties: the team, and the challenge to overcome.
They have the same stats: Advance and Defense. Advance shows their ability to cause harm/overcome the other, while defense is the ability to resist that. For example, if the party crossed the Desert of Doom as part of a team conflict, the two parties are the party and DoD.
DoD's Advance is things like deadly scorpions, sandstorms, blazing sun, etc. things that harm and deter the characters.
Its defense is being large and hard to navigate; this isn't causing direct harm, but it gives it time to for the things that do to creep up on the players.
The Party's Advance is their ability to venture forth and navigate the desert before it swallows them, and their Defense is surviving the scoprions, sun, sandstorm, etc.
Advance and defense are represented by a simple number. Challenges usually have both set as constants, while the players' side can take actions to shuffle theirs around (but start at 0). The "combat" happens by both parties rolling a d6 for their Advance and Defense (adding their relevant numbers), and comparing their results.
You compare Advance against the other side's Defense (and vice versa).
>cont
I'm soon to be hosting a level 2 survival campaign where the main threat will be a tribe of cannibalistic neanderthals. Without being too edgy, how can I go full "Green Inferno" and makes my PCs as scared as possible of these primitives?
>>46466140
Pulling off fear in an RPG isn't an easy thing to do.
Take queues from survival-horror video games. Limit supplies, make odds overwhelming unless carefully met. Foreshadow. Have detailed surroundings both in your descriptions and maps. Basically plan the shit out of it, so that the players have a vivid picture.
But don't be super formulaic, or anything. Just because you have something planned doesn't mean it has to be used that way. It's just that losing your pacing can fuck things up, so it's better to have it planned to a T before you change it, than to try to wing things.
Break up your suspense. The whole thing can't be one, ultra-gritty slog through "the most terrible terror of terrifying terror to ever terrorize," or shit loses its appeal as you keep trying to one-up your last piece with "well this time he drinks blood out of three skulls, instead of two!" Snore.
Have little mysteries and details that are off, that you'll get back to later. Scratching behind walls that disappears after a little while. Two scenes later they find the bound corpse of someone who suffocated around a gag out of panic, and that they now realize was doing the scratching. But in-between they found something dark and mysterious in a hole that turned out to be an adorable monkey who becomes a familiar and poops on things.
And have enemies retreat. Enemies that players know are there, and can't fight yet, and might attack them at inopportune moments? Those are nice.
>>46466396
Supplies will for sure be limited, as they're playing in a tundra wasteland.
I'm also going to pace foreshadowing, because that alone is going to be a threat to them.
A part of what I needed help for is scenarios for con checks. I plan on making them do con checks every time they see something messed up, like a NPC getting eaten alive. If they fail it, they temporarily lose 2 charisma.
Watch Cannibal Holocaust, not Green Inferno first of all.
What classes are best suited to Sub-Zero?
>>46465579
in b4 the "HUR DUR DEPENDS ON SETTING" patrol.
>>46465579
Cryomancer.
>>46465664
Someone's upset.
frost themed spellsword type deal maybe
Convince someone who only has limited knowledge on warhammer 40k which army is the best army and why he should choose them
>>46465404
Do you mean for actual play or for personal reasons?
Because most people really like IG even though they get their shit stomped by pretty much everything pretty consistently in each iteration, despite in the fluff them being a more reasonable amount of victory to defeat.
>>46465404
cygnar is pretty good, i'd check them out
Eldar are the best army on the table. In terms of lore it's the Imperial Guard or Orks
Do you ever play female characters?
Why, think long and hard about the answer, just why?
why not?
>>46465387
I don't, but i don't see the issue.
>>46465387
>Do you ever play characters that are in any way different from you?
>Why, think long and hard about the answer, just why?