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Archived threads in /tg/ - Traditional Games - 4390. page

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You know /tg/, fantasy is a HUGE word and it could mean any number of things. However most people seem to stick it directly into a medieval, iron age level plus or minus a few hundred years style of technology and society. But we can see that there is so much more.

Strange eons in the past with primal or tribal fantasy, science fiction in the future, modern fantasy that could be crazy or could be pretty normal with a sinister undercurrent. Or entirely alien worlds that are completely off the wall and invented.

What say you, /tg/? Why is so much of fantasy focused around emulating a single time period instead of the myriad of possibilities?
24 posts and 5 images submitted.
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>Tolkien
>Chainmail with Fantasy appendix
>Folk tales of the time and earlier

There's a reason people are sticklers for a generic middle age time when it comes to Fantasy and it's not that they're hacks, it's an established set of things to go together.

Nobody is stopping you mixing it up, stick Dragons in space or equip Cave Men with laser guns from one of these "Strange Aeons".

Just keep a bear in your mind that combining two unoriginal ideas does not make a fresh new idea, it creates a gimmick.
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>>44339890
>Nobody is stopping you mixing it up, stick Dragons in space or equip Cave Men with laser guns from one of these "Strange Aeons".

True, but there are SO many other eras that one could draw from. Caveman/native american style, futuristic, bronze age or roman, victorian or early industrial, modern day, etc. I'm just surprised there isn't more of it and people still like sword and board fantasy so much.

>Just keep a bear in your mind that combining two unoriginal ideas does not make a fresh new idea, it creates a gimmick.

Being original is always a step in the right direction, even if its shitty. Because now you have something that isn't boring and cliche, and if you make it less shitty then it could start being good.
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>Being original is always a step in the right direction, even if its shitty
Oh god no.

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Post 'em boys
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>>44338591
Frozen islands are the best islands.
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>>44338591
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Esper Lands probalby my favorite art, especially the swamp

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>>44338508

Use google you stupid ass motherfucking nigger. This shit is literally spelled out for you if you weren't so fucking stupid and inept that you don't even know how to not be a raging motherfucking faggot ass cocksucker.
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>>44338523

What this cock-garvling Shitskin-fucking Swedish girlyboy said, you fucking queer.
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>>44338508
http://warhammer40k.wikia.com/wiki/Gene-Seed

It's the collection of cells that grow into the various organs and systems that a man needs to be an astartes.

Hey /tg/ I would like to do a campaign set in the Gothic metropolis of Yarnham before societies collapse under the red moon and the nightmare ritual of Micolash. Maybe even before the scouring of Old Yarnham

What this means is I need a system that can handle basic Victorian era firearms, high lethality, and using exp directly to spend on feats/stats/advancement or whatever. I'd also like to talk about various bits of setting info, like Yarnhams Xenophobia or the fact blood was used as a recreational drink and narcotic there

Or we could just talk about lore if that's ok
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>>44338281

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I hope this duel isn't to first blood or some shit. RIPIP Holt.
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>>44337926
>Commissar Holt challenges you to a duel!
>How does your character respond?

I can just see the GM's face.
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>>44337926

This is the same guy, right?

Louie needs to back the fuck down.
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>adorable pyromaniac soviet speak

I know she won't live.
Then again, who does.

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Here's an idea /tg/. Make an actual fucking dungeon. Like start with an old cellar and just start digging it out, move into it for a year to make it look natural. Rent the place out to larpers, laser tag, weddings, frats, whatever.

Who wouldn't want to put on a foam viking helmet and carry and axe and get allowed to kick in doors, preferably after buying your alcohol?
20 posts and 2 images submitted.
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>>44337717
I live 15 yards from a river in Florida.
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On the news some local guy here had a dungeon.

Turns out he was trying to get into the human trafficking industry but the first person he talked to was an undercover FBI agent.
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>>44337717
Getting a liquor license may be tricky.

>mfw drunk neckbeards swinging foam swords

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Are whips melee or ranged weapons?
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They're relee weapons.
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>>44336839
Hey is it pronounced MEE-LEE or MAY-LAY or MAY-LEE or MEE-LAY?

Or MEH-LEH?
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>>44336869
Which one sounds the most french?

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what, exactly, makes a game OSR?
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It's basically first edition D&D, with a pinch of smug elitism
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Old school games tend to be run by "Judges" as opposed to "narrators".

Also, encounters tend to be more lethal, and quests are usually more quest driven, rather than story or "objective" driven.

There is a bit more ambiguity in the rules, and room to dispute certain things like skillchecks and the exact effects of combat or criticals.

There also happen to be more tables used during play.

OSR games aren't better. They're just different. I've enjoyed every tabletop game I've played to one degree or another, but the systems I've had the most fun with are old d20 based homebrews where characters usually have to fight for each magic item and spell they obtain.

>Source: An old grognard.
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Old school D&D rules, New Weird fantasy setting.

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Hello /tg/ I haven't posted here before. Some friends and I would like to start playing D&D. None of us has really played it before, we are all beginners, how do we get into it? Where do we start, what is essential to play?
18 posts and 1 images submitted.
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Dice books a decent attention span and some creativity. Paper and pencils, modules for the first few games.
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Well with the SRD, you don't really need books, but yeah
Dice are good, you need pencils and papers too
I would recommend you stick core only while getting a hang of the game.
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>>44335982
>Well with the SRD
>recommending people 3.x instead of 5e
Why do fucking grandpas still act like their version of D&D is the current one?

That shit is 15 years old now and the new, current edition is both drastically better and more popular.

>>44335851
OP you should pick up or download the D&D 5e books. The Player's Handbook, Monster Manual and Dungeon Master's guide are the necessary ones - everything else is an extra. You will need dice of various types - from 4 to 20 sided - which you can easily pick up online or at your local gamestore. You'll need paper for printing things and pen and pencils for writing on them.

You MAY want to consider a module, which is like a pre-packaged adventure. Your best option for 5e is probably Lost Mine of Phandelver. Hoard of the Dragon Queen gets good reviews, but is likely to be a lot harder for someone new to pick up. You can also just decide to not use a module and run the game entirely from the rules and your imagination. You will need someone in the group who is willing to DM, essentially be the guy determining the plot the players are working through.

ALTERNATIVELY do not buy the current edition of D&D and instead buy/steal/borrow one of the much older, simpler editions of D&D or a modern remake - called 'retroclones'. Some prominent ones are Adventurer Conqueror King, Lamentations of the Flame Princess, Castles & Crusades, Dark Dungeons, there's like a million. These tend to be a lot simpler and a lot more testing on the players than modern D&D but there are tons of modules you can tap which are 1) easier to run and 2) actually good.

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So in systems with INT and WIS stats and skills that feed off of them, what do you guys usually roll when your character is trying to dredge up a memory?
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In D&D, remembering shit is Int.
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Knowledge, or KNO
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Depends whether you are communing with the hypercosmic gods or directly trying to tap into the memory of the world-soul tbqh family.

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I'm a GM with a guy in my group who doesn't seem to understand the rules. While me and other players at the table are more than happy to teach and help, it's obvious that he's depending purely on our tutoring and never bothers to read the book for himself between sessions. I've already talked to him about this on several occasions and he keeps reassuring me that he will, but sure enough when he shows up we have to re-educate him on the most basic shit.

I'm really tempted to "lay into him" now. That is: Punish him for being such a fucking idiot. I don't want to make things blatantly unfair (like a big dragon that concentrates only on him) but put him against against things that all the other players with decent knowledge of the rules will be able to handle, but will knock this particular guy flat on his ass.

Good idea or bad idea?
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That sounds a bit harsh and rather passive aggressive.

Some people simply have a hard time learning games, especially when it comes to things like learning from books. If he's a good member of your group otherwise, having patience and helping him along is the nice and mature thing to do, even if it's difficult and not as immediately satisfying.

Maybe he just needs a cheat sheet? Just a page that contains the basic info he needs, like attack options during a turn or what different abilities do, to serve as a quick reminder in case he forgets. You can put one together, or you can ask him to put together one not just for himself, but the rest of the group so everyone has a quick reference sheet.
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>>44335516
>Some people simply have a hard time learning games, especially when it comes to things like learning from books

Then they shouldn't be playing table top RPGs. Computer RPGs would be more their speed.
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>>44334934
Kill him. Not the PC, the player. Let his death serve as an example to others. Once per session, defile his corpse in front of the others. Make them understand that each player is responsible for learning the rules.


Or, work with him on them. Either is fine.

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A kinda new-ish DM here of a group of 5 players and I've hit a roadblock of sorts. I got three guys and two girls in the group. One of the girls created a character for my new campaign that made two of the guys complain to me about how her character is overly cliche.

I'd like your input on the matter, Fa/tg/uys. This is her character in a nutshell.
>Five Kingdoms fought a Hundred Year War. At the end of it, two Kingdoms lay in ruins and the other three sued for a fragile peace before a proxy war began between them using hired mercenary bands and paid barbarian warlords.
>Girl's character was born and raised in one of the fallen Kingdoms.
>She was taken as part of the spoils of war and sold off as a slave.
>During her slavery she was raped and beaten
>She eventually snapped and killed her master with his sword when he was asleep one night
>She fled and became a wandering teenage beggar
>A few men who knew her as a slave tracked her down to kill her
>A passing mercenary band gave her a sword and a chance to fight for her life.
>Against all odds, she barely survived the fight and won.
>She was accepted into the mercenary band and has been raised and trained by them ever since.

Does this sound cliche to you guys?
20 posts and 1 images submitted.
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>>44334629
It doesn't sound too bad. If she had become the leader of a mercenary band or secretly the child of one of the fallen kings royalty, THEN that would be bad, but really slave-turned-mercenary is actually kinda generic in a not-bad way.

But just for a frame of reference, what are the other player's characters?
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>>44334739
*fallen kingdoms royalty
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>>44334739
They're mostly just a toss-up between people born into this particular mercenary band with a rather uneventful/normal life of training and fighting, and some who were once in the military, but left during the peace times to join a mercenary band.

One of the guys who complained has a character who was from a Noble House in one of the Fallen Kingdoms, but fled when the capital fell and then became a hobo living off the streets of a small-time fishing town until he signed up to join this mercenary band that the campaign is centered around at first.

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You are a monk in the fractured, post-apocalyptic California who recently finished his training at Sa'Migel Arcangel, near the center of the empire. Once a glorious beacon of enlightenment in an unenlightened world, California has fallen to division and sectarianism, and the emperor sits trapped in the holy city of Sacremento, while the Imperial Protectors of the Five Provinces openly war against each other, paying lip-service to Elton IV Yudkow, the living Guru while blithely ignoring his edicts and commands.

You are a follower of the Way of the Cowl, a Cetic sect that promotes secrecy and pragmatism, and favors L'Ron Hubbard as the Paramount Guru. You were chosen by the administration of your monastery to spread the Enlightened Faith to the near mythical Filipines, across the Infinite Pacific Ocean. You grew up in the desert wastes of the mojave, and remember well when false honor and inaction cost the lives of many of your neighbors and the abduction of your sister by foul worshippers of the Atom.

Languages:
Classical Inglish (Literate)
Classical Espanyol (Literate)
Angeleno Spanglish (Native)
Valley Spanglish (Accented)
Fransiscan Spanglish (Accented)
Bajanese (Broken)
Jeffersonian (Broken)
Arixian Spanglish (Broken)

Possessions:
Blue Coweled Formal Robe
Grey Travel Robe
14 Imperial Dolares
A Small Dagger
Provisions for your trip to Monterey

Followers:
Shwaig, A Franciscan follower of the dove. Skilled in healing and diplomacy with peasants. Openly hostile to nobles and the rich. Vegan and Pacifist Zealot. Brings Herbs and Vegetables for the trip, but hardly and money.
Djamez, A Vallejan follower of the fist. Well armed, and a master of the martial arts. Good natured, but a bit oblivious at times. Studious, but Forgetful. Brings a Naginata, throwing axe/hatchet, dagger, 12 Valleyan Dolares, and Jerky. Obstains from all intoxicants.
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"I have lived no cloistered life and hold in contempt the wise man who has not lived and the scholar who will not share. There have been many wiser men than I, but few have traveled as much road. I have seen life from the top down and the bottom up. I know how it looks both ways. And I know there is wisdom and that there is hope."
- L'Ron Hubbard
As a devotee of the way of the cowl, you have had special training in both hiding your intents and reading those of others. You are good at faking emotions and passing whatever you say off as truth, as well as seeing through falsehood and reading others like a book:

You also showed special interest in a certain part of the way of the Cowl's teaching:

A: The Prince: "It is better to be feared than loved, if you cannot be both." (Bonus to intimidation and blackmail, disadvantage to "good cop" tactics"
B: The Commodre: "Certainty, not data, is knowledge." (Big, blatant deception and lies have more of a chance of working, but if it does backfire, it's far worse)
C: The Warden: "The line between good and evil is permeable and almost anyone can be induced to cross it when pressured by situational forces." (You understand how evil and people tick very well, but this familiarity causes people in general to distrust you all the more)
D: Top Gun: "When you're enlightened, you see life, things, the way they are, in all its glory, in all of its perplexity, and the more you know as an enlightened person, the more you become overwhelmed by it." (You're extremely charismatic and good with people, but you have a hard time thinking outside the box set up for you by your teachers.)
E: I was always more of a generalist.
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>>44334611
>A: The Prince: "It is better to be feared than loved, if you cannot be both." (Bonus to intimidation and blackmail, disadvantage to "good cop" tactics"
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>>44334611
A: The Prince: "It is better to be feared than loved, if you cannot be both." (Bonus to intimidation and blackmail, disadvantage to "good cop" tactics"
Though the warden is interesting.

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Need GMing advice, /tg/. A new player interested in my game is asking me if his character can have all these advantages and disadvantages not explicitly covered in the rules. While I understand my job as GM is to interpret the rules and render decisions based on those interpretations, this guy is going for a level of granularity not supported by the system I'm using (Savage Worlds if it matters). I honestly want to just tell him "Look, just stick to what's written" instead of having to write up some new rules to cover exactly what he wants on the spot (he wants a single cyberarm with certain advantages and disadvantages).

What should I do?
28 posts and 1 images submitted.
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Let him, just let him know you'll take it away/tone it down if it causes a problem.
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As a GM I'm inclined to try to avoid catering to specific player demands in situations like this.

Does it fit with the themes and setting?
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>>44333568
"I'm not comfortable with all these modifications you're making. If there's one or two major character traits you want reflected mechanically that's fine and I'll work with you to make it work, but I'm just sure I can balance all these changes and ensure everyone has a fun game. Go over your character and decide what you can just fluff out, what's just unnecessary and what you really want to be influenced by mechanically. Then come back and we'll go over it again."

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