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>It's a PC with no goals, motivations, traits or quirks.

If you're not going to roleplay, go play Diablo II
64 posts and 9 images submitted.
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>>44221090

>>PC loses a limb, immediately makes new character.

If you're not going to roleplay, go play Diablo II
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u mad bro
>>
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>>44221112

>PC loses a limb
>Offer them a prosthetic
>Offer them a magical replacement
>Offer them magical regeneration
>Tell them of the various ways their character can deal with this loss

>Nope, I'm rolling up a new character!

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There are two main schools of health system in RPG: hit points, and what I'm going to call wounds. Wounds includes FATE stress boxes, Savage Worlds, and the Harm from Apocalypse World, for the sake of this discussion. Hit points includes GURPS, D&D, Star Wars d20's Vitality and Wound Points, and so on.

The defining difference (and trade-off, in my view) between these systems is that hit points allow more flexibility and simplicity, at the cost of having to track them (which slows down mass battles). Wounds systems generally involve very little bookkeeping; once a combatant's Toughness is exceeded, they are out of the fight, or wounded in the case of player characters and other "specials". Or are "stunned" or "shaken" in the case of Savage Worlds.

What do you prefer, /tg/? Do you like a system that uses hit points, or one that uses "Toughness" and wound boxes. What advantages do you think each has?

pls take strawpoll, because why not: http://strawpoll.me/6289191
14 posts and 3 images submitted.
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Wounds that are gained by being inflicted a threshold amount of damage in a single turn/short amount of time.
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>>44220937
I'm a fan of the hit point system because it lets me fluff the damage as... for example, overexertion. In real life we would typically go down in one or two hits but hit points seem contrary to that... but if you fluff it different, your halfling who scurries around and "attacks" by getting enemies to accidentally hurt themselves will start running out of luck, and your graceful swashbuckler will get tired of sidestepping all the enemies blows. This has the added bonus of making warlord style heals entirely about inspiring your allies to fight harder, push just a little more. Y'know?
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>>44220937
I like hitpoints when abstracted into plot-shield and fatigue, because it's the most cinematic system I've encountered

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OK /tg/ can someone clarify something for me?

Cause I talk to people about these two words and what I gather is:

Narrativist indicates your game follows principles set down by the ideas of the genre it is attempting to emulate while simulationist indicates your game follows principles set down by ideas of the setting it's in and that these two are intrinsically opposed to one another.

But isn't a good narrative something consistent with the rules established by the setting anyway? And isn't a good setting one that understands its genre and creates its rules in accordance with it?

If you followed purely simulationist philosophy then the rules of your setting would be completely chaotic and nonsensical. You could just make up whatever crap you wanted, say "it's like that because the setting is like that its to emulate the settings rules" and make something that's just weird and random and not particularly well thought out. You could just throw down random numbers and say "It's like that because it's like that" and arbitrary decide how 90% of the conflict resolution goes in your game with no indication as to why it's like that.

It seems like these two elements should ideally be working with one another. Genre and narrative providing the guiding principles of the setting while the setting exists to provide context to your action. Trying to remove one of these from the equation would just lead to random nonsense.

And this obviously not accounting for setting agnostic systems which have to basically pull double duty of providing both in general assumption.
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it's a real fucked-up state of affairs when I see a civil and relatively well-thought-out statement like this and my gut reaction is "this is probably someone trying to bait people into a screaming match"
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>>44220379
>>44220379
>And this obviously not accounting for setting agnostic systems which have to basically pull double duty of providing both in general assumption.
but this is generally where the "intrinsically opposed" part comes in, so I'm leaning slightly with >>44220466 here.
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In GNS theory Simulationist means "game I don't like" Narrativist means "Game I like" and Gameist means "Game I don't really like but I'd be ruined if I insulted"

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40k lore question.

Soul is a very real and a very importan thing in W40k, so I was wondering - what happens to one's soul when said person is transformed into a servitor?

Remember that they are portrayed differently in different sources, but basicaly they are lobotomised humans, not just robots with fleshy parts.

I kinda feel that asking when does a sevitor stop being a human and becomes a machine, amd his soul departs his body, is similar to asking when does a fetus become a human and is killed, not aborted...
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It's still very much there. Hell, it's probably there even when living tissue is used in lieu of computers in various tech. While the "machine spirit" might only get about as smart as a dog that's probably the ultimate source of it. They have living parts inside them, it probably attracts or grows a soul (or however souls form in 40k) and warp magic takes care of the rest.

You could ask the same question about, say, any member of the adeptus mechanicus. They love replacing their own bodies with machine parts. I think the answer is really, "when they can no longer be corrupted by chaos". I've never heard of that happening, though.
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>>44219485
There's no hard answer. If you ask two different tech priests, you'll get at least two answers.
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>>44219485
Servitors are essentially zombies, except it's electronic reanimating them rather than sorcery. Soul departs the body during the process of transformation.

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How does /tg/ prepare their notes? It seems one of the esoteric sagely GM subjects that never gets much discussion. Everyone seems to develop their own methods and indeed it seems a very personalised process, but that shouldn't stop us from sharing and stealing good idea from each other.

I usually do some incremental world building stuff, basically jotting down how NPCs and factions are reacting to the PCs and their actions or how they're continuing to enact their plans if the PCs have had no effect on them. This involves some annotated maps and dot-points of motivations and enacted and future plans. I'll do this every three sessions or so.

For each session I usually dot point goings-on or adventure hooks that the PCs are likely to run into, and top it off with some story questions like "How will PC A react to NPC B defiling the church?". I'll stat any thing I think they're likely to run into but I tend to go for rules-light systems so I can stat on the fly anyway.

Most of the time these session notes are a third of a A4 page or less, as lots of the session I improv. This seems to work pretty well for me but I'm often finding my notes disorganised if I go looking for something, or just too sparse if I don't have enough energy for good improvisation on the night.
11 posts and 3 images submitted.
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>>44218707
I have a single page of paper with different factions, and a key for my shorthand in case I forget what something means.
Then I have a bunch of index cards with characters or locations on them
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>>44218918
I see index cards recommended a lot. I guess it'd stop me digging through pages when some thing I wrote a few sessions ago becomes important. And you'd wind up with a sort of priority heap as the most-used cards keep getting placed on the top
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>>44219188

I use index cards for all of my character sheets notes and maps. That includes both Savage Worlds and 3.5 D&D characters.

Meanwhile on dragon /tg/.
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What are you talking about you are on dragon tg
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I imagine custom dragon keyboards would both be large, bulky, and expensive.
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>>44218475
Dragon Han Solo dies at the end Dragon Star Wars

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Hey /tg/, im thinking of starting a campaign set in the Dragon Ball universe. Can anyone recommend a good system to run it in?

It needs to:

>Support high powered characters.

>Support temporary transformations.

>Large, sudden increases in power.

>and I'd also prefer somthing that isnt rules heavy.
15 posts and 5 images submitted.
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someone done made a dballz RPG broner, look it up.
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>>44218517
DESU, it was only marginally better than the published ones.
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Man good luck, Goku and Vegeta are on god levels of power now. You might as well just play Scion: God and not use any of the perviews except for maybe a modified Sun and crap for Spirit bombs.

The rest of the Z fighters would basically just be Hero level characters now. DBZ is batshit now.

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With the child I’d rescued out of danger, I throw myself into helping dig out the pit that my master had specified, the constant thud of rocks raining down in our direction ever present behind us.

Thankfully, the boggart is too busy feeding on the already dead corpses, stone-chuckers being rather single minded in their behaviours; kill, eat, repeat. From what I’ve seen at least, this one isn’t even a particularly powerful one, it can only lift boulders larger than a man, compared to higher tier boggarts, that’s getting off easy.

With the pit dug to the right depths, a panicked sheep is lead into a barn, letting out noises of terror every time a particularly loud thud slams the earth, before it’s cries are cut off.

It’s blood is set to drain into a large bucket, while the rocks ease off slightly, the boggart on the hill focusing more heavily on feeding clearly.

“Once we bring the blood out, it should make it’s way over here.” I explain. “So everyone else should clear the area.”

Most of the farmers back off, as I jump into the pit, applying the iron solution to the walls, necessary to drain the beast’s power once it’s in the pit.

By the time I’m done, Mr Johnson has arrived, a stonemason close behind him, with a large flat bottomed stone in the cart. The ‘lid’ of the boggarts’ trap, needs to be lowered completely level, to seal the beast in… leave a gap the size of a pinhead, and it could squeeze itself out… and likely be very pissed off at whoever was attempting to seal it.
77 posts and 6 images submitted.
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Mr Johnson snaps his fingers at me, dragging me up out of the pit. Up on the surface, the farmer who’d rung the bell back home splits off to talk with Mr Johnson, Marmalade rubbing herself against my leg for a moment, before following after him.

With just the blood draining to wait on, a woman grabs my arm, the same woman who’s boy I’d rescued, “Thank you boy.” She squeezes my arm softly, “Don’t know what I’d do if I lost both of them in the same day. You’re a hero.”

>I’m just here for the pay, really.
>Thank you, appreciate it.
>At least someone appreciates spook work.
>Write in
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>>44217568
>At least someone appreciates spook work.
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>>44217568
>Don't worry about it, just glad I could help.

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Last thread
>>44187740

I finally made a PDF with the big lines of this homebrew. Almost nothing is stat-ed yet, I just fill it up when inspiration hit me. I'll put it in the following post.

I use RuneQuest for almost everything in this homebrew. If you want to see what is already half done, go directly to Starting Classes, Characteristics & Attributes and Covenants. Game mechanics is just me throwing my vision of the game and the end of it is more incoherent rambling about bad players.

Now for the questions and suggestions:
-How could we successfully include skills (climbing, ropeworks, mechanics, blacksmithing, etc) in the game? Is it even worth it? (Because, I feel the bullshitstorm coming with some players)
-We need perception checks and a way to make them fair, when it come to traps and ambushes.
-In what's already there, what is missing according to you?

Same OP as last time, by the way.
16 posts and 4 images submitted.
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Here's the pdf
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>>44217171
thanks OP, gonna give it a read
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>>44217171
Off to a good start, mate.

Take your time and work steadily. Go over to the home brew thread if you need advice

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Stop murdering children in your game
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Don't worry m8, all the child murder is either in backstory or an implied side effect of genociding a space station.
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It's not mu fault if those elves were considered children

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Why would you use soldiers for ground combat instead of robots if you're a spacefaring civilization?
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>>44216813
Robots never got any less garbage at walking around without falling over all the time.
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>>44216813
The Human rulers of Human nations consider using people in combat unethical, and their military consists of robots. Conversely, the AI rulers of robot nations only have meatbag soldiers, as they think using robots in combat to be unethical.
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>>44217136
this would make a pretty good twist for an episode of outer limits or twilight zone. Just start with the human and robot soldiers fighting each-other.

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>You are a young man named Lloyd from the frozen Northern mountains of Tordo, on the continent of Teege. After a youth spent learning magic, you and your girlfriend spent some time as bandits after your home was destroyed, but have recently taken a chance to escape that life into a legit one... As sellswords, admittedly, but it's better than nothing.

>Your exact goal will change from thread to thread, most likely involving some job or another you've been sent on.

>The questmasters are Octoling (myself), and Grandflaw. There's no particular rhyme or reason to who posts when, and sometimes one of us might not appear all.

>Character Death is always a possibility and sometimes an inevitability (this is Fire Emblem after all), but your actions can very easily influence who lives and who dies.

>Voting periods will last an average of ten to fifteen minutes, but this may be increased, decreased, or generally changed at any given moment based on voter turnout.

>The previous threads are archived on suptg. A link to the most recent (coupled with summary and a handy list of names) is pasted http://pastebin.com/Rhxd2izZ

>Our update twitter is https://twitter.com/qmgrandflocto and you can shoot us questions at http://ask.fm/qmgrandflocto

>An up-to-date link to all threads currently archived, both for this quest and its precursor: http://pastebin.com/Q77ts75m
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You've had a rather slow couple days. Sometimes you just have... A few days where nothing in particular happens, but at least you've had some smaller, shorter-term jobs in the meantime.

At one point, you decided you ought cheer everyone up by introducing those who stayed in Marrius' Group to the delicacy that is Silver Wyvern eggs, but... All of the ones you thought you had left were gone. Thanks, Leigh.

"Yeah, I'm... Not gonna leave the company or anything," Lyeim tells you on the way home after a job in a town not far outside of Elza Oasis (possible threat of bandits interrupting some local celebration. A single impressive display of your Spirit Charmer dark magic scared the leader away), "I just... Feel like all that's happened has made me realize how fast people you know and care about can just... Die, or drift apart from you, so... Yeah, soon as Calof gets back, I think I'm gonna take some time off, go back home."

"We're... Kinda understaffed as it is."

"Yeah, I know," Lyeim says sadly, "and that's why I'm at least waiting for Calof to get back." You did receive word that Calof was finally headed back earlier. Business in Ulir took longer than expected, but he hasn't forgotten your bounties for Helena and her pirates.

That's... Aside the point Lyeim is making, though. He continues, "but I mean, if you really need me here, I'll stick around. I'll understand."

You're REALLY not sure how you became the effective second-in-command of this group, but people really take your word on things.

Then again, you're sure Irene would just let Lyeim go whether it was for the best or not. Maybe he knows that.

>A. Let Lyeim visit Neir
>B. Advise him against it
>C. You have no input
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>>44216780
Vote time renewed.
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>>44216780
>A. Let Lyeim visit Neir

File: Jumpchain CYOA.pdf (1B, 486x500px)
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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
>>44202432
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>>44216450
Is bombarding your enemies with gif related the most irresponsible use of illusion powers or dream manipulation?
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>>44216082
>>44216175
Dude. Just make some Zentradi Sororitas. That's a damn near chocolate and peanut butter perfect combination.

Also, I imagine that some decent sci-knowledge would allow you to recreate the growth and micronization tech so that any of your current companions could be upgraded post jump. That sound about right to you, Red?

Waffles are not sandwiches, captcha. But now I'm kinda wanting to try that.
>>
So, should I do one jump at a time and figure out what I do in each one or string a bunch together and plan them ahead?

This is Boruto Quest, a quest set in the universe of Naruto. It is during the generation of Naruto's son, shortly after everyone has graduated from their Genin exam. I haven't kept up with the series beyond the end of the original one, so this one is intended to recapture the feel of that time of Naruto. I will not be incorporating the main show or the Boruto movie's plot into the quest, although some recognizable characters will be present. You play as a 12 year old Genin graduate named Takeshi. You have been assigned a Jounin squad leader named Hanto, and your two squadmates are Kichiro, a young delinquent, and Ai, a strange social outcast of a girl. You are of average skill in most aspects, although your sharp intelligence has recently been making itself apparent. Preparations for the final tournament of the Chunin Exams has begun, and Genin all over the Leaf Village training under wise masters. Shikamaru is in charge of your instruction, and you're currently in the middle of grueling training!

Character Sheet: http://pastebin.com/fpP2TjrS
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>>44216402

Hey, everyone. We're going to speed through these last few choices and get the tournament fights started tonight! I'll probably only run for a few hours, but things are going to move fast.

---

It's the next morning, once you're done with your Sealing Jutsu training with Shikamaru. You mentally look back on how you had been before the month started as you slowly awaken, and a sense of shock overwhelms you. The difference between the things you could do and how you are at this moment is astronomical. It makes you feel as if the Forest had only been troubling to you because you were ill prepared.

Or maybe, the Forest is what has prepared you for what's to come. You have to be broken down first to be rebuilt, right? That happened pretty thoroughly in the forest.

You clench your fist as you sit on the edge of your bed. The coming tournament's weight is bearing down on you, more than ever before. You stand up and shower before getting some breakfast.

>A. Train Strength
>B. Train Speed
>C. Train Stamina
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>>44216414
>C. Train Stamina
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>>44216414
>>B. Train Speed
Speed kills.

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Three years have passed since our world first came under attack from invaders from another world. These invaders, Neighbours, entered into our world through gates in Mikado City. Conventional weapons had no effect on these enemies; however when all hope seemed lost, the Border Defense Agency (Border) fought back the invasion using mysterious weapons utilising the weapons known as "triggers", allowing the use of trion to battle. Today, life in Mikado City goes on as normal, Border serving as our world's protection from the inhabitants of the Neighbourhood.

You are a newly minted C-Rank agent, having just passed the aptitude test, you are ready to begin your tenure within the Border Defense Agency, and to learn how to use triggers to battle neighbours.

But first, are you a boy or a girl?
>Boy
>Girl
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>>44216116
>chargen with gender choices
Good luck OP
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>>44216116
>Boy
>>
>Boy

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