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Archived threads in /tg/ - Traditional Games - 3946. page

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How essential are Psionics to a the tone and setting of a Dark Sun campaign?

I'm asking because I'm working on a semi-faithful conversion to the RuneQuest 6 system. I've tweaked/replaced some races and generally fiddled with things, but dropping Psionics seems like it could be a big damn deal. I don't have anything against it, but between Sorcery, Theism, Petty Magic, and Mysticism, it seems like adding yet another supernatural power source, especially one I have to port from another book might overcrowd an already busy magical landscape.
10 posts and 4 images submitted.
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They're a pretty big part of the setting considering that like, 1 in 5 people are supposed to have some level of psionic power. That and being a max level psionicist is one of the requirements for becoming a dragon(dragons do not naturally exist in Darksun).
>>
On a thematic level, if you're willing to abandon fidelity to the details of the setting but want to retain the tone of it, you need two kinds of magic. The kind that kills everything just by being used; and the kind that doesn't, but isn't as flashy or powerful.
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>>46153446
I am going for a more general thematic transfer than a straight 1-to-1 translation. I had just wondered if psionics was an unassailable sacred cow of the setting, like the Mists in Raveloft. Something like what >>46153394 brings up where Psionics are required for the BBG is something I imagine I could drop without too much fuss if need be, just work it into a certain Sorcery plot device is needed instead.

I figure:
Sorcery for Defiler/Preserver magics
Animism for a sort of combined Druid/Elemental Cleric
Theism for Templars
Mysticism and Petty Magic for assorted other archetypes.

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HOL' UP

HOL' UP

WE DEM BOYZ
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>>46153222
LETZ GIT DOWN TA BIZ'NEZ
TO GIT TEEF, AND WAAAGH!
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>>46153277
DID DEY SEND ME SQUIGS WHEN I AXED FER BOZ!?!
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>>46153293
No no
DID DEYZ SEND ME SQUIGS, WHEN I ASKED FER LADZ?

YER A SPOINELESS TWIGGY BUNCHA GITS, AND YA AINT GOTTA A SCRAP IN YOU

HOW KIN I, MAKE A WAAGH, OUTTA YOUZE!?!?

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Hi /tg/, I need some help. This is going to sound a lot like one of those posts where it ends up with 'Just kick him, op', anh I suspect that's what I really should do, but I'm looking for alternate resolutions. Details in comments.
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>>46152594

First off, some context. I'm a relatively new DM, been playing in RPGs for several years but only started DMing not too long ago. My players are:

Bork - no RPG experience, bookish fellow
Gork - eccentric, tank-obsessed fellow who should belong on /ak/ but is great with being in-character and RPing in general
Mork - the player who RL is rather intellectual and chill, but IC wants to be lolrandumbz
Shork - newbie player who's just joined the group for a couple sessions

We're all already friends, to begin with. Previously, I'd run a brief campaign for Bork, Gork and Mork, but a combination of me burning out and Mork having RL issues (and hence overall nobody having much fun) made me stop. A month or two later, Bork suggests we try again, and we rope Shork in. I was reluctant, given how it went the last time, but I started having ideas for a campaign and got into the mood for it.

One of our issues starting was, do we bring Mork into this? It seemed like he heavily impacted our enjoyment previously, and given his apparent lack of enthusiasm, we were reluctant to ask him. However, social obligation is as social obligation does.
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>>46152616

The campaign is set in modern times, with my players playing as themselves but with special powers. I ask them all to think of powers while I plot a story, and though it takes a fair bit of prodding, each of them think up a unique powerset. Well, except for Mork. He just says he can't think of anything and leaves it at that. Okay, so I give him more time.

The first session, Mork couldn't make it and had to bail for a concert with his girlfriend (girlfriend troubles, incidentally, were the problem the first time round). I went ahead and ran the session anyway, feeling kinda miffed. Bork, Gork and Shork goofed around, failed to catch the plot hooks, but it was all pretty fun. Due to time constraints, I had to cut the session midway, and we resumed the following evening without telling Mork. Shork finds that RPGing is fun, Bork and Gork are rather pleased that it's back up.

Now, we just had our second session a couple of days back. Mork could make it this time, but here's where it goes downhill. We start off and I come up with a power for him based on his musical interests since he still doesn't know what powers he wants. The party heads into a labyrinth, navigates Indiana Jones traps, solve puzzles that took too much effort to draw, and reach the tomb. In the tomb, there's already a group of people investigating, examining the statues and corpse. The party is as yet undetected.

>i create a ring of silence around those two straggler NPCs
Uh, okay.
>Shork, zap them
Wait, the NPCs realise they can't hear the others and turn about, catching sight of you guys.
>i blast out their eardrums
... roll
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>>46152701
He fails his roll, but that's not the point. Later on, they grab one of the NPCs hostage, an unarmed young girl.

>i blast her eardrums

This time, the others successfully stop him, but only after they yell at him multiple times. Awhile later, they catch a researcher and when he curses the party, Mork takes severe offense and says he, well, blasts out his eardrums. He rolls a way too high number, and I say that the researcher gets thrown off into the abyss.

Point being, he's playing it like a psychopath and that's not what any of us wants. I've talked to him and he says that's the sort of character that he wants to play. "Isn't that the point of roleplaying?" Turns out, he doesn't want to play as himself, which is something that should really have come out when I first explained the premise of the campaign.

At the end of the day, when Mork has to leave for a concert with his family, I talk with the other players.

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I've found what I'm using for ancient arcane script in my next game. I just need to find a way to strip off the names.
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>>46151178
400 hours in MS Paint
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>>46151178
Try getting a physical map from a visitor's center or gas station and then tracing it
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>>46151178
>arcane script
>not a map of the dreamlines

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A lot of my pals are into two things. Jojo, and tabletop RPGs. I know there's like at least two systems for this, but can anyone share their wisdom? And/or .pdf files.
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It has been a while since I've been on /tg/-- it is poor etiquette to bump a topic? I will be doing that, if that's not a bother.
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I found this in my files
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Bumping is fine, its necessary really with quest threads around. Just do it at a moderate speed.

There used to be a weekly Super Stand Sunday thread for Jojo RPGs but interest died off.

Nightspawn.... Er Nightbane, is it the best thing that Palladium ever published? Okay maybe it needs more robots with dickguns and Orca juicers, but the setting is really cool and I like the three sided (sometimes four sides) conflict. Nightbane, Beyond the Supernatural and Dead Reign. Palladium Horror General. (Maybe some rifts too)
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This game doesn't have enough of a following to warrant a thread. This should not be surprising as it has been unsupported for 7 years and seen a whopping 6 books released since 1995.

Just make a Palladium General thread so Rifts can dominate it.
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>>46147070
Nah, the TMNT line along with Ninjas and Superspies was the best stuff Palladium ever published.

>>46147517
Fucking Kevin, what a lying piece of shit he is.
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>>46147634

I have it on good authority he has become increasingly arrogant and hot headed as he gets older. There is one person holding Palladium IPs back and it is the owner and sole proprietor. I suppose in a way that is his prerogative but its a damn shame. If I was a rich man I'd buy them out but Uncle Kevin would probably demand an insane price.

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Making the paladin fall is old hat.

How do we make the blackguard/antipaladin rise?

pic unrelated I'm on my phone.
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Cute little girls
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>>46145522
put him in hell, the only thing he can kill is other bad people
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Have his son, whom he still loves, over a series of confrontations gradually convince him that their is still good within him and that his overlord is a turd.

Skywalker style

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I heard you like dice. So I put dice in your dice so you can roll while you roll.

Should this shit be allowed
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>>46144904
Is this a type of d100 or what?
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>>46144904
Sure, why not. I have one and it doesn't seem particularly unfair. Could just be my sample, as I haven't really done statistical analysis on it.

You just have to rattle the inner one and shake the big one like any other die, and roll with a wee bit force.

Though I prefer the one that's clear with black on the big one, and red with white on the small one.
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Those are horrible designs because of the coloured outsides and everything.

Pic related: I have one of these, they're great for GURPS games.

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Starting a 1v1v1 campaign, the contenders are Imperial Fists, Orks, and I am playing Astra Militarum all at 500pt. The missions are on a 4x4 heavy ruined city, lots of impassible terrain and cover.

My list currently is:
Lord Commissar with Camo Cloak, Carapace Armor, and a Plasma Pistol.

Troops:
Veteran Squad
-Forward Sentries
-Missile Launcher

Veteran Squad
-Forward Sentries
-Heavy Bolter

Elites:
Bullogryn Squad w/t slab shields and grenadier gaunlets

Ratlings

Fast Attack:
Rough Riders
-Meltagun x2

I wondering if there is any suggestions on the list, i know ratlings and rough riders are some what looked down on, but i like them and in a small game with lots of cover they can probably get their points in.
9 posts and 1 images submitted.
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>>46143553
Drop the overpriced plasma pistol, and the lord commissar for that matter. Take a cheap command squad with flamers or grenade launchers. Buy flamers or GLs on your vets. Exchange heavy bolter and missile launcher for autocannon. Maybe get rid off rough riders and take an armoured sentinel with plasma cannon (other weapons are good too) or a wyver. Do you expect tanks? If yes, keep riders.
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>>46143661
Op here, no vehicles over 33 armor points, i think the imp fist is taking a dread
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>>46143553
Get rid of meltas on riders and use the points for flamers n grenade launchers as >>46143661suggested

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Am I the only one who thinks (In the digital version of this game) that game basically picks a favorite and basically go out of its way to fuck the other players over but give all the nice shit to them?
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>>46142550
Nah the digital version is fucked
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>>46142550
I have only ever played the board game once, and that was pretty much what happened.
>me a friend and our GFs at the time.
>my friend is DM.
>Me and girls are players
>DM knows i can into board games so goes out of his way to screw me over every time possible, while making it easy for the girls.
>MFW I'm like "OK, np"
It isn't much of a game really, but it still beats monopoly.
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>>46142550
Yes. It's cursed. Jack Chick was right.

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Chev Chelios wants you dead. The only person who can save you is the last character you played as. How fucked are you?
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>>46256872

We can't stop him, the beautiful man. Anything we try just ends up in more electricity-related hijinks.
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who, bosh triplepet the gnome barbarian medic? He aint saving shit, but he's got a good chance at frankensteining me back together
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>>46256872
>Dhampir Inquisitor of Asmodeus

No matter who wins, I still lose.

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Any good intro to Tarot?
I want to learn the meanings of the cards but most sites don't give detailed explanations before diving into the divination part.
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>>46256521
Find a witch, ask her about the stuff.
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>>46256521

Just buy a set. They should have instructions.
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>>46256521
If you want to play Tarot, look for it by it's Italian name "Tarrochi". Searching for "Tarot" will send you to bullshit fortune-telling, not the card game.

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While I don't necessarily want to run a game that is all dungeons all the time, does anyone have any advice for running a Legend of Zelda or similar style adventure campaign? I'm thinking I should start small, but I worry that if I don't have enough history and such already mapped out I might run into problems...

Any advice would be appreciated. Thanks in advance.
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>>46254987

I think there was a Legend of Zelda homebrew system here on /tg/ that wasn't ever quite finished, but in terms of general advice irrelevant of systems being used, take a page more out of Hyrule Warriors than trying to 1 to 1 replicate the style of traditional Zelda games

Puzzles usually don't work in tabletop format either because your players don't have forever to figure them out in their own time, you have a session to run (and vocal puzzles are nowhere near as good as visual puzzles)

The format of needing to collect the three _____s and the seven ______s is still pretty workable for any tabletop RPG adventure, though, but remember that it can take mutliple sessions to clear a single dungeon, so try to pare down the numbers of macguffins you need to collect to 'enough to give the players enough dungeons/content to enjoy, and not enough that the campaign will never end or that the players get sick of the scenario'.
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>>46254987

Don't worry so much about history, Zelda has always been about the characters and locations more than the history of the places and characters themselves.

Try to think up interesting and weird new characters like you tend to see in Zelda, as well as fantastical sorts of locations like the goron villages.
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>>46255332
Thanks. Any advice on how to handle world building?

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>Viking Funeral
>Scour ship for good news

You were not exactly the most poetic person in the world, but that was okay. Part of the reason you had picked this means of sending your Warriors into the afterlife was because it was short on words, and long on symbols. The Engineers had stripped the ship down to the waterline, as per your orders, and on it lay the bier for the three fallen. Sitting in nothing but a pair of trousers, one of the worst wounded had a small alcohol lamp made from a beer bottle in front of him, a cigarette lit off its cloying flames. The bites he had suffered were prominent on his shoulders, and the knife on his lap was sharp. For what was planned, it had to be.

“Remember” you told the doomed man “slice down your arm, not across.”

He just nodded.

Going back to your new ship, you offered him a salute, which he stiffly returned. Nodding, you looked at your assembled crew and the plebeians.

“Men of the ship. Dependents of the ship. We are gathered here on this deck for the farewell of four of our dead, whom have fallen in battle acquiring this vessel. They have sacrificed their lives, not in vain, but in glory. Those who were zombies were people, and in their gratitude for being freed of their enslaved mortal coil, they shall serve our Warriors in the Warrior’s Heavens until the End of All Days, in which our Warriors shall stand in arms with all of the honored and honorable fallen for the last battle.”

“Now, as we sail away, the pyre of the fallen will light, and they shall travel to their first homes. Thus their time here has ended, and so their time in the heavens shall begin.”

As the helmsman stated the engine and locked the throttle, you batted away a tear.

“All present, SALUTE!”

Out of the corner of your eye, you saw every hand move. Some used the English variant, some the American, and one fucker did a Sieg Hail. He was too clean, thus one of the plebs. Good- you’d need bait for something later.
(Con’t)
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The salvaging of the boat goes well as those disinclined to actually work get herded into the bow cabin, which unlike yours was fairly zombie-infested. They had been slowly working on clearing it, and you were amazingly unimpressed. The half-dozen sailors had filtered themselves out early, as well as a single replacement for the four warriors you lost. It would have to be enough, you supposed. While fishing operations on the aft were slow and moderatly successful, you had to contend with the fact that sushi could only be served so many times before you were almost ready to go back to Mountainhaus. Almost.
>Moral +1

When the inventory of the ship came in, you almost wept. There was a radio. A god-blessed radio, and even a wireless signal tracker and radio search gear. You could find ships, now! You could track distress beacons! You could divine the location of any survivors!

You could do this as soon as one of your engineers managed to figure out how to read all the damn things off the much-abused and poorly-annotated owner’s manuals! Until then, time to cruise!
>Pop +5

To be honest, you were getting really tired of this. You needed something interesting, damnit! Five people recruited from forty liferafts. Five people, for a week’s worth of seven-shift watches! Arg!
Either way, you had a new hope rising. The Engineer had managed to slowly learn how to divine the signals, cross the streams, and read the omens of the electronics suite. Now, there was an objective, a mission. A purpose. Now you just had to figure out which one to do- track in on the few transmitting manual panic buttons you had detected, or home in on the passive distress beacons. The actives had to be triggered, which generally meant smaller craft, less stuff, and possible people. The passives were hotwired into the ship’s computers, which meant bigger targets, more supplies, and more risk.
So which would you choose?
>Passives: Big material rewards
>Actives: More likely more people.
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http://pastebin.com/u/0WarWolf
The Doccuments!

Also, Captcha is botes, as always.
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You are a small centipede-child born not even yesterday. You explored the tunnels of your new home and narrowly avoided escaping an encounter with a large worm-woman who has taken it upon herself to ensure your safe return to your equally large mother.

To your surprise, your mother was not in the alcove you were born in. Rather, while you were being escorted your mother apparently snuck up behind you. Apparently Shelibpop's presence was unwanted, as they then began a shouting match of near unintelligible accents.

"Mutter!" you shout with joy. "Ist gut to find you, Shelibob… bup… bop?"

They stare at you in silence for a moment before you continue.

"Anyvay, she ist bringing me home to you! She ist nice und telling everything about shentipedes und vorms und hunters und dwarfs und-"

"Ah, vell… SHEN-tipedes. Ja… That ist gut. Vhy don't ve come inside and she can tell me all about your adventure and vhy she needed to come to our home vhile I get to feeding you kinder, hmm?"

Shelibpop pales a little. Across her whole body in fact. Is she slimier now?
"Um, ah, well… ?" she begins to stammer.

>Agree with mom, you want to tell her all about your new friend.
>Give the pink thing relief, tell mom she has a family she needs to get to.
>Write in?
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Early bump? I did start early.
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look its the actual start time bump
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Just think of what could have been

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