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Fuck terminus edition
13 posts and 3 images submitted.
>>
>>44288871
Miracles: best deck ever
>>
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Just bought Entombs and other misc. Burning Reanimator stuff, it seems like a cool deck. You don't get that blue consistency, but you have 10 tutors, 10 discard effects, and 10 reanimation spells in the main, along with a pretty solid wishboard. It's been pretty consistent from what I've seen so far, I like it more than Tin Fins.
>>
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PLAY THIS IT'LL PUT SOME HAIR ON YOUR CHEST

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Age: 735

Location: Unknown planet

Information: After successfully defeating Zarbon and Dodoria, and receiving a warning of the possibility that Frieza would send his most powerful men, Daikon and his team engaged in training, and, in the process, Daikon's power shot up to a level the scouters were incapable of reading. Word came in of a world under attack, and Daikon ordered the ship to go there. As the ship travelled, Daikon tested his new ability of energy sensing, finding he was quite skilled at it. Unfortunately, an attempt at energy suppression ended in disaster, and caused the ship to crash on an unknown world. Now, with the ship heavily damaged, several crew members dead, and no idea where they are, Daikon and the others must find a way to escape.
299 posts and 19 images submitted.
>>
Welcome to Saiyan Quest. This takes place in the years Frieza controlled Planet Vegeta, as the Saiyans grow in strength and try to find a way to free themselves.

Voting will operate on a first to five system, at least for the time being.

Dialogue is allowed to be added to votes, as are actions (though I'll ignore what I consider shitposting)

During battles, options will usually have a number assigned to them. After that vote has won, players will roll a d100, and have three chances to match or beat that number.

If a 100 is rolled, it is considered a crit success (unless 100 was the number you had to match).

If a 1 is rolled, it is a crit failure, regardless of whether or not the other two rolls are high enough to succeed.

If, during a battle, players want to attempt a writein action, that is allowed, but I am the one who will assign the number to it, so use caution

You're a young male Saiyan who fought in the war with the Tuffles. You've become one of the most powerful Saiyans in the universe, but there's still potential for you to grow stronger.

Previous threads
>http://suptg.thisisnotatrueending.com/archive.html?searchall=saiyan+quest

Twitter

https://twitter.com/qmdralo

Power Levels (as of the start of this thread)

http://pastebin.com/JvPqwvaU
>>
Toma is with you. Soko and Totapo are safe in their healing tanks, and Kamatsuna is on the bridge. That leaves the others for you to find.

You can sense a pair of fairly substantial power levels somewhere on the ship, and some others somewhere in the distance.

>A. Try to raise everyone on the scouters

>B. Go find the two on the ship

>C. Search for the powers outside of the ship

>D. Return to the bridge

>E. Something else
>>
>>44288756
>B. Go find the two on the ship

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Previously, you tooled around with your new alchemy before making something that lives only to suffer. Hiss eventually pushes you out of your alchemy hole and forces you on an adventure.

Previous Threads: http://suptg.thisisnotatrueending.com/archive.html?tags=Snakecatcher%20Quest
Twitter: https://twitter.com/OuroQM
Party: http://pastebin.com/hcK81hKL
Inventory: http://pastebin.com/kpSHTiZi
Pastebin Directory: http://pastebin.com/yYATEBvy
Thing where you ask questions: http://ask.fm/OuroQM
209 posts and 4 images submitted.
>>
>>44287726
The familiar township of Lesser Arlinton looms in the distance as you and your companions trek ever onwards. You have left the forest and its slowly dying trees behind you and have struck out along the river which should lead you straight to the town. You remember walking this path not so long ago as just an apprentice alchemist with a snake princess in tow. An intractable, bossy snake princess who you couldn’t go five minutes without getting into a fight with.
Funny how some things stay the same despite all the change.

Hiss isn’t accompanying you this time however. She’s back in Snakehome, absorbed in a job that gives her little time for you and even less for adventure. You suppose that’s she wanted but still, walking by the river can’t help but make you feel a little nostalgic for when it was just the two of you on an ill-defined quest you didn’t know the meaning of and every waking hour was spent in the other’s presence.

But the lack of Hiss aside, you are far from alone. Aashenpreet walks by your side, much better at long-distance travel than she was when she was climbing the mountain with you. Zigzag lags behind the two of you with a dazed expression upon her face. She’s still wishbound to you and has a dazed expression upon her face, still sobering up. She’s been getting slower and slower, completely unused to walking long distances.
And your third and final companion is not walking beside you at all, hidden away inside your pack instead. Hom is still in his bottle and you hope to find him a body before your journey is through. You probably owe it to the disembodied homunculus after the recent fiasco.


>Talk to Aashenpreet.

>Reminisce to anyone who’s listening about your last trip here.

>Promise Zigzag some Oil when you reach Lesser Arlinton if she keeps up the pace.

>Arrange some other means of transport for Zigzag besides walking.

>Just get to the damn town.

>Other
>>
>>44287735
>>Talk to Aashenpreet.
>>
>>44287735
>Reminisce to anyone who’s listening about your last trip here.
>Arrange some other means of transport for Zigzag besides walking.
We can carry her in snake form or her tiny human form I guess.

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Welcome to The Lost Island Quest. Last thread our hero, Alan Rodain, theory crafted about his powers, accidentally gave Gabby an unpleasant experience. Now, Alan spends his free time mastering the art of disciplining his mind and body.

http://pastebin.com/W5vqnRBU (Character Sheet)
http://pastebin.com/3LPDLd9u (NPCs)

http://suptg.thisisnotatrueending.com/archive.html?tags=lost+island
187 posts and 5 images submitted.
>>
You've spent the last six or so days attempting to drill discipline into yourself with Gabby mentoring you. You've actually been living a rather austere lifestyle. Waking up early in the morning to meet with her by the beach to meditate until lunch. Eating a rather plain meal afterwards and then moving on to very slow, graceful, fluid movements of the body in sync with each other. Reminding yourself that the body and the mind is all one system, as Gabby told you a month prior when The Skipping Stone was coming in to dock at Seaside.

Then you move on to sparring. Not the hard, dirty and brutal fighting you and Gabby do in “real combat”, but one comprised of very simple, technical strikes and kicks that Gabby demonstrates to you beforehand. She also shows you how to use the quarterstaff you have, making sure to knock you off your feet with her own large stick many times until you figure out how to defend yourself with it.

At dinner time, she retells hard lessons she had to learn from her own instructor back on the Mainland. Tending his garden, feeding his horse, fixing his wagon. It sounds like he just roped her into doing chores for him, but she tells you each one provided a significant breakthrough she learned in terms of concentration or combat style. Thankfully, rather than making you do these things she just tells you the crux of the lesson because, in her words, 'it was a lot of tedious bullshit'.
>>
Each day she has the two of you meditate closer and closer to the shoreline, until by the fourth day you're being hit by the tides as you focus. It is a minor distraction, compared the the life or death struggles of combat and you quickly overcome the disruption with practice.

You notice throughout your training that Gabby has grown much quieter in the passing days since you began. She spends much more of her time in what you guess is quiet contemplation. She's been drinking less, talking less, swearing less. She even managed to avoid an argument with Dolah despite a disagreement over some insignificant detail. You also see that pained look on her face much more frequently. The one you first saw during that spar on the beach that night a while ago. She is quite able at pretending everything is normal and keeping her thoughts to herself.

>Ask her about it
>Don't pry
>>
>>44287317
>>Ask her about it

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is DMing on the fly and making shit up as you go a terrible idea?
71 posts and 7 images submitted.
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>>44287128
The first 10 sessions of my last campaign were completely off the top of my head, and they were the best 10 sessions of the game

Once I started planning ahead, it because less fun.
>>
It depends how good you are at it. For me personally if a DM is able to keep interesting and build on it IDGAF, but I also hate /reddit/-tier memefests where it's just whatever the wackiest, most random thing is that the DM goes with.

I personally use a lot of random tables when I run and build campaigns, which I suppose is something of a halfway point between structured and totally on the fly. I would advise more people to use random tables, honestly, I think people really underestimate their usefulness as a session and campaign tool.
>>
>>44287128
No it isn't, as long as you take enough notes as you go to keep within hailing distance of internal consistency later on in the campaign.

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What do you think about torture and when should it be used?

Did anyone of you utilized torture in a game of yours?
13 posts and 1 images submitted.
>>
I feel like newer players are always ready to torture shit at the drop of a hat for some reason, but usually mellow out
>>
>>44287117
>Did anyone of you utilized torture in a game of yours?
Players do regularly. I play 2e, so it's mostly them describing their interrogation, me giving a plus or minus and then having the interrogator roll Cha with those adjustments. Doesn't work? They'll keep describing until I let them roll again.

It doesn't happen very often, because I make bribes work better, most of the time. Also this is true >>44287145
>>
One player I meant was kind of autistic and made a intentionally evil torturer in a noble bright LG CG and NG group.

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>Google Drive
https://drive.google.com/folderview?id=0B20r6rsFLOg_Zk5RdVdya3hJNnc&usp=sharing

>IRC
http://client00.chat.mibbit.com/?server=rizon.mibbit.org&channel=%23JumpchainCYOA
https://kiwiirc.com/client/irc.rizon.net/?#JumpchainCYOA

>Rules
http://pastebin.com/Gqj3iKyn

>Last Thread
>>44266524
410 posts and 43 images submitted.
>>
>>44286762
Yamaguchi dictated the rest of his intended plot and ending for Familiar of Zero before he died so it could be finished by another author.
>>
What's the most mundane thing you've ever wished for?

https://www.youtube.com/watch?v=wEKTjh_ykQY
>>
>>44286887
I wished for more beer.

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Your name is Thomas Cairn, and you are finally starting to get your life figured out. You were on a track to mediocrity when your dad was murdered in cold blood. After finding his hideout, you were changed forever, inheriting his legacy as the Red Rider. You could control electronics with your mind and soak up knowledge like a sponge, allowing you to graduate near the top of your class from a prestigious college of engineering. You climbed your way up in life with innovations concerning wireless energy, nanotechnology, and cold fusion (albeit almost blowing up the city at least once in the process) to create Cairn Industries. But the various achievements that adorn your wall hide a secret.

Three years ago, you built an AI and a suit of power armor. Taking on the persona of the Red Knight to carry your father's Legacy, you fought many a villain and crook, some more effectively than others; all in the hopes of one day finding the villain that killed him. Under the tutelage of your father's acquaintances, you helped clean up the streets. You even opened a covert shop from your hideout to supply other like-minded vigilantes with gadgets. You also kept your life in check.

Your girlfriend Jeana, a student in architecture at the college you attended, has helped keep you sane over the years. You probably should have mentioned that first, you have rather large mental problems. Your powers seem to fry your brain a bit, occasionally leading to violent outbursts, schizophrenic breaks, and overall psychosis. You were prescribed an anti-psychotic, but it only serves to highlight your behavior. Sometimes you see things that aren't there, you've even been trying to integrate "magic" in your designs, and that's only the stuff you know about.

Cont. (1/2)
200 posts and 18 images submitted.
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On a whim, you decided to visit your grandpa, a retired Supervillain named Dr. Genesis, who is unusually spry for being just over a century old. The trees shivered in the summer wind as you touched down outside his estate, where he greeted you with a smile and a handshake. It was great, until you found out about another guest he has, Francis Kelson, and his son Adrien. Francis used to go by the name of the Pied Piper, and his son inherited it from him to wreak havoc on Comet City. Grandpa looks at you with a Cheshire grin, probably expecting a reaction.

>"Well I'll have to say hi then."
>"Why is his son here?! He's in jail!"
>Turn 360 and get outta here.
>Write-in


About SuperHuman Legacy Quest: http://pastebin.com/t0GNPM0h

Archived Threads: http://suptg.thisisnotatrueending.com/archive.html?tags=Superhuman%20Legacy

Tech Trees: http://pastebin.com/9uxS0teL

Plot Points: http://pastebin.com/q8wm3Lr3

MC Notes: http://pastebin.com/aNFFXTCU

Armor Loadout: http://pastebin.com/Jta4cNfX

Researched Tech: http://pastebin.com/CN3UaTbN

Cairn Industries Summary: http://pastebin.com/mWGEHHwC
>>
>>44286820
>>"Well I'll have to say hi then."
Fuck yeah! I love you Lost.
>>
>>44286820
>"Well I'll have to say hi then."

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>Run game online
>One of the players wants to play a skeleton
>Fine, it's kind of a lighthearted and silly game anyway
>He sends me his character sheet
>The picture of the character is a skeleton with a bandanna, shades and a gold chain holding a pistol in a gangsta grip (pic related)
>The character is called OG Bonez
>Backstory is that he "was such a gangsta muthafucka he straight up jacked death"
I don't know if this is the greatest thing I've ever seen or the absolute worst.
29 posts and 2 images submitted.
>>
>>44286458
You'll find out during the first session.
>>
The absolute worst. He's probably gonna play it like a gangster too. Meaning complete disregard for the lives and belongings of others while trying to get rich and bang women.
>>
>>44286505
How is that not like every other PC in the history of RPGs?

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"Flak yourself before you Krak yourself" Edition

Old thread reached bump limit
>>44279240

>Rules databases
https://mega.co.nz/#F!pFgm0RKR!J06C1gVYcjzNGsF8YNLsjQ
https://kat.cr/warhammer-40k-pdf-library-t9575373.html

>FAQs
http://www.games-workshop.com/en-GB/Rules-Errata

>40k 7th edition quick reference sheet(s)
https://dl.dropboxusercontent.com/u/4104995/Games/7edRef_V6.pdf

>Forgeworld Book index
http://www.dakkadakka.com/wiki/en/Forge_World_and_Apocalypse_Rules_Index

On a side note, has anyone gotten a hold of the "Gamer's Edition" Codices yet? You know, to add them to the Mega or something.
369 posts and 42 images submitted.
>>
>>44286443
>On a side note, has anyone gotten a hold of the "Gamer's Edition" Codices yet? You know, to add them to the Mega or something.
They're interactive iBook apps or something, I'm not sure it's worth trying to translate them to screencaps and scans since it'll end up being a mess in .pdf form.
>>
>>44286527
Wouldn't they still be .epubs? The only thing I imagine would make them hard to get is some good ol' fashioned DRM.
>>
Seraphim Sepia v. Nuln Oil?

Greetings my brothers and sisters.
I am looking for a recommendation for a system to use to tell the glorious tales of our lord and master Kane, and to a lesser extent that of the GDI scum.

One vision, One purpose.
Peace through power!
28 posts and 3 images submitted.
>>
>>44286243
Gurps, also KANE LIVES IN DEATH!
>>
>>44286243
Only War might work.

Shadowrun might work, maybe. It at least has bunch of Cybernetics and stuff. Plus, you could use the meta abilities as mutations. But this would be a stretch, in a big way.

Delta-Green too maybe.

The weapons of peace!
>>
>>44286374
IN THE NAME OF KANE!

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Connecting to Shadowlands BBS...
>Verifying Biometrics...
>Identity Verified...
>Opening /srg/...

Books:
http://pastebin.com/SsWTY7qr

Chummer 5:
https://github.com/chummer5a/chummer5a/releases/latest
Issue tracker:
https://github.com/chummer5a/chummer5a/releases/latest

Last Thread >>44254560

Thread Topic: Pitch ideas to Little Mac for possible e-books. (>>44283006)
354 posts and 37 images submitted.
>>
>>44285919
There is literally nothing in the rules that prevents Top Gun fantasies, shitty or otherwise.
>>
https://www.youtube.com/watch?v=CHNJPsCDSqo
Has anything like this happened on a Run?
>>
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>>44286033
I was about to say that guy was a NFA buzzkill.

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Let's try this again. Let's build a kingdom together, /tg/. Any comment is true, provided it doesn't contradict any previous comments. No magical realm, no fucking powerman.
42 posts and 2 images submitted.
>>
1 and every 10 civilians are werewolves.
>>
>>44285595
So... all of them?
>>
>>44285614
FUCK
One IN every ten. Sorry. My bad.

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I don't know if anyone else does this, but I like to use lego instead of d&d figures. Here's all my NPC's from my Rise of the the Runelords game.

First up, the PC's, Lor and Mordos. Gestalt Witch/Barbarian and Oracle/Paladin, respectively.
37 posts and 22 images submitted.
>>
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Aldern Foxglove
>>
>>44285336
>D&D
>Rise of the Runelords
Pathfinder != D&D, anon
>>
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Ameiko Kajitsu

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What should you do as a GM if you feel as though you have entirely ruined a campaign in the span of a single session?

One of the campaigns I have been GMing has been running for over twenty sessions now. It is very hard to explain what was going on, since it is 100% intrigue/infiltration/politics-based, but there was a very important and climactic scene near the start of the last session.

During that scene, the characters convinced an NPC to do something about a certain problem. The future of the campaign was banking on the precise way this NPC would solve the problem. The characters preferred a specific way, but had no grounds to make a case for it. (It was probably a poor GMing call to leave the characters with little agency in this situation to begin with, I know.)

After deliberating on it for a long while, I left it to the dice.

The NPC ultimately did not do things the way the characters wanted the NPC to. This turned around the *entire* campaign into "fixing the aftermath of what just happened." The rest of the session, which was especially long (eight hours), involved playing out this attempt at fixing the situation.

It did not prove very enjoyable at all. I did not find the changes fun, and neither did the players, because much of the changes involved making the things the characters worked towards irrelevant.

After the session, I was wholly convinced that I had entirely ruined the campaign. The players disliked the new direction of the campaign, but not *so* much that wanted to retcon the entire session away (partly because it was so long, partly because of the usual resistance to simply saying "none of that happened"). I cannot just declare that the changes get rapidly reversed in-game either, because there is no way for that to happen short of literal time travel (which I do not do) or an astonishingly awkward contrivance.

What can I do to salvage the situation?
28 posts and 10 images submitted.
>>
I think we're going to need specifics anon. What you've posted is pretty vague.
>>
>>44285164
I was about to suggest a retcon but seeing how your players don't feel like that... You really should talk to your players about this. Tell them how you feel and what you fear. Tell them that they really should think about it before dismissing the retcon.

If they're really set on not doing a retcon you should try to make the best of the situation. Find someway to turn it around. Make them think that fixing the aftermath wasn't so bad after all. You can so by introducing fun plots/npcs/whatever that they would never have had to deal with if things hadn't ended up the way it did.
>>
>>44285191

There is no way to adequately summarize over twenty sessions of a 100% intrigue/infiltration/politics-based campaign without it being grossly oversimplified in a way that does not make sense.

Let me try regardless. The characters, from the very start of the campaign, were trying to complete a grand-scale mission from a patron. At some point before the last session, they had irrevocably lost something that was critical to this mission, and its loss would gradually compromise both themselves and their patron unless their patron cut off all ties with them.

The patron was faced with two choices: restore that which the characters had lost at overwhelming and pyrrhic personal cost to the patron, or cut off all ties with the characters and disavow them.

The latter was what the patron chose, so much of what they worked for during this mission was made irrelevant. During the aftermath, the characters sold out their patron to the people the characters were originally undertaking the mission *against*, so it is not as though they can try to get back into the good graces of their patron. (It was perhaps not the best decision, but I can see the logic in having made it.)

The problem is that they now have very little to do. They could work for their original enemy (and their original enemy is fully willing to take them in), but the characters are personally opposed to doing that. They could become free agents and wander around, but that means the campaign has lost its original driving direction.

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