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Archived threads in /tg/ - Traditional Games - 4687. page

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Are you using the setting you use for your campaign?
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It's just that my setting is more aesthetics-based and would be better off as a webcomic, only I cannot draw for shit and by the time I would have learned to draw at a satisfactory level it would have been years and what little spark I have left would be long gone.
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>>43585769
I haven't even started yet. And no, it is not that setting.
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>>43585769

Yeah, I'm going to shelve my current nano project and work on a more straightforward story. Doubt I'll hit the full 50k for the month so I'm toning it down to at least a thousand a day to keep things reasonable.

Next year I'll try it again with a ton more prepping. My prepping was fucking insufficient for my concept.

Theoretically, what would the materials gathered from a dead dragon wyrmling be worth in dnd 5e? What could my players reasonabley scavange and sell?
34 posts and 3 images submitted.
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>>43585636
Scales might make good armour or luxury material, and claws and teeth might be sellable as novelty items. The big money would likely come from whatever gland or sac is responsible for the creature's fire breath, though.
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Ten percent over standard wealth by level. It sounds like they're being creative, so give them a bonus, but you don't want to break the game.
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Isnt dragon blood worth something for its magical properties? Would scales retain elemental resistances to the breath weapon of that dragon?

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Confirmed
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So is Google Tzeentch? Or are they Slaanesh?
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>>43585346
Both.

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So according to da maff, in order to have over 1 million worlds during the Great Crusade, the Imperium would have had to have conquered at least 13 planets a day. Is this logistically possible?
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>>43585080
I'm under the impression that anything as logical as math is heresy. Please report to your local commissar immediately.
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Son, you need to take all those silly numbers and multiply them by 40,000
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>>43585123
The Imperium has only shrunk since the Heresy.

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Lets see how smart /tg/ is
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>>43584865
Why would a pyromancer be immune to bullets?
They have nothing to do with fire.
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Only one way to settle this.
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>>43584879
MAGIC

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Ok. /tg/.
Elemental Plane of Bar-Room Brawls.

What rules would you make to govern such a place? Who lives there? Where does the piano music come from? Does anyone fix or create new furniture or are there desolate places with no more fighters due to lack of usable props? Can you actually get a goddamn drink?
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>>43584371
If it's a plane then either furniture is alive and runs around fucking, to make baby furnitures. When they die they become fossilized and remain in a static position and collected to be used in brawls.
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>>43584396
I love it.
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>>43584371

The actual bar is basically like the equator/Midgard Snake and runs from one end of the plane, all the way around to meet itself. The floor is hardwood, except for the deserts of sawdust.

20% of all inhabitants are designated as Bartenders; 10% active, 10% off duty, so they can switch in order to sleep.

The End of Days is known only as "Last Call", and many speculate that it will happen any day now (but never has)

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Last: >>43552401
FAQ: http://pastebin.com/MhAQAJiw
Here's a dropbox with a LOT of CYOA's:
https://www.dropbox.com/sh/9ijwopa42ke49q1/AAA40vUS2BzstD9eHyyBLTr8a?dl=0
IRC Chat Channel
https://client01.chat.mibbit.com/?url=irc%3A%2F%2Firc.rizon.net%2Fcyoa
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So, what happened to the PACYOA threads? Did it just disappear, like the Monster Hunter CYOA threads?
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>>43585151

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Warhammer: Age of Sigmar General

Plastic poo lord when edition

>>resources
pastebin.com/sQ5NryL7

Archaon coming soon.
73 posts and 8 images submitted.
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The feeling when your the only guy who plays tomb kings and brings chariots to a knife fight
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I present to you the only GW image of dwarf miniatures on round bases that i could find, and they werent even painted by GW. This is from visions 19. It depresses me that there is not even a single image of duardin minis in any of the AoS books or battletomes. I looked everywhere. Kinda makes me worried about their future.
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>>43584045
I like that brownish-red & metal scheme, but yeah . . . that is a little strange now that you mention it . . .

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Hey /tg/, looking for some advice.

I want to do a D&D campaign where the party has the opportunity to open up and run a mercenary guild in a capital city.

On top of going on their own quests (maybe with the help of some guild apprentices or hirelings), they induct, train and manage different NPCs, each with their own set of statistics, strengths and weaknesses. Part of the game is figuring out the best people to put on different jobs, which jobs to turn down, or deciding to go on some of the jobs (perhaps the tougher ones) themselves. Things like finances and politics will be part of the downtime game/roleplay.

I've done some Google research on guilds (and mercenaries) in general, but having never taken a history class or really read a history textbook, could I get some advice on how to do this? I have some main questions

>It appears most guilds were for artisans or merchants. How would a mercenary guild differ?

>Did guilds ever have legal "trade exclusivity"/a monopoly in their town/city? How much did government get involved with guilds?

>In an empire, how common would guilds or mercenaries really be? Would imperial law try to squelch the mercenary trade, especially if officiated through a guild, out of fear of local nobles exploiting it?

>Did guild members ever pay dues? Did they just have to pay in performing certain mandatory services? Or did a guild just take a cut of every job they did?

Thank you for any help you can give. Also, consider this thread a guild generals thread.
21 posts and 4 images submitted.
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SOUNDS LIKE MY KIND OF THREAD.
Okay so first, given that they probably have never run a guild, business, or group of people and nor have you, you should have them join one instead.

Depending on their level of commitment to the nitty gritty, you may end up just throwing them into the deep end if they're running it.
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>>43583887
>It appears most guilds were for artisans or merchants. How would a mercenary guild differ?

The mercenary guild would need to be in a region that had demand for hired killers - like a kingdom in the midst of a years-long civil war. A quiet peaceful kingdom has no need for mercenaries. The guild headquarters would probably be located near, but not in, the most active area that wants their services.

>Did guilds ever have legal "trade exclusivity"/a monopoly in their town/city? How much did government get involved with guilds?

Yes, this is the definition of the guild. They were the only people who were allowed to do 'thing' and you got in big trouble if you came into their turf. Their monopolies allowed them a bunch of wealth. The amount a government got involved is case by case, sometimes they weren't involved, sometimes they were. Its up to you to decide how much the local government has their fingers into things. But realize that with the advent of guilds, a middle class was formed for the first time in European history - so they had a LOT of power. They took power away from the nobility and the crown, and generally speaking so long as they paid their taxes had autonomy (for the most part, but again, it depends on the region and the guild in question).

>In an empire, how common would guilds or mercenaries really be? Would imperial law try to squelch the mercenary trade, especially if officiated through a guild, out of fear of local nobles exploiting it?

Again this goes back to demand. An empire retains its power most likely through a set of people who swear allegiance to a recognized ruler - each one capable of fielding a small military force (like the holy roman empire, and like Game of Thrones Westeros). If this is the case, why would they need to PAY anyone to fight something for them? They have men-at-arms who can already do that for free (they are paid in other ways and not directly out of the noble's pocket). A mercenary is someone who -
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>>43583924
That's a fair. I was getting excited about a sort of hero-trade simulator/fantasy baseball type of game, but maybe I need to hold my horses before I get too far with it.

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What if Konami bought out Games Workshop and got the rights to Warhammer 40k, and Hideo Kojima rebooted the entire franchise? How would it change?
84 posts and 12 images submitted.
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In the grim darkness of the far future war... has changed.
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>>43583765
I feel like WH40k would come back even more grimdark. Somehow.
With more eastern references.
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>>43583765
It would release one half-made edition then be cancelled forever.

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What are your house rules in your games?
151 posts and 18 images submitted.
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>>43583612
>40K RPGs
Wounds on the head location are limited to your modified Toughness Bonus.
Wear a helmet.
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>Pathfinder
Use the spells and magic rules from 5e, including multiclassing rules.
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>>43583612
Free tax-feats at each odd level except first.

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The high lords of terra proclaim that the adeptus mechanicus must invent new technologies to replace those lost to the imperium.

What is their response?
133 posts and 20 images submitted.
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>>43583335
Binary.
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>>43583335
1. Shit's expensive
2. Don't tell me how to do my job, meat.
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They do invent new technology

You just have to be an arch magos and be extra careful with each step so your tech doesn't burst into demons

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So I'm working on a campaign and I'd like to get some opinions and advice on what I have so far.

It's going to be a science fiction campaign, the players will be a team of humans who's ship has crash landed on an alien planet. The planet is almost entirely inhospitable due to volcanic activity, except for the area within an extremely large crater on the planet's surface.

The basic premise and structure of the campaign will revolve around the players attempting to fix their ship and get off the planet. In order to do this they will need to explore the area inside this crater(it's large, I'm talking 50'000 square miles large). I plan on making it hex crawl in nature for the exploration. In the process of exploring the party will come across a large variety of alien cultures and also less civilized life forms living in the crater. The main thing I wanted to accomplish was having extremely alien life forms and culture. No blue human crap. I want a big focus to be how to even communicate with these cultures with each new culture being a new process of communication. How do you communicate with something that might have no face, vocal chords or apparent sight or hearing organs? All of these civilizations though will be primitive in technology, having probably just reached the iron age if that.
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As well as living cultures the party will discover the remnants of old ones. Destroyed cities, abandoned hives and tunnel systems. These ruins will be where the party finds scraps of more advanced technology(still primitive to the humans, but more advanced than the natives current level). Using this technology the party will have hope of repairing their ship and give them direction as what their goal should be. In exploring these ruins the party will come to realize all of these ancient civilizations seemed to get wiped out in cycles. Every thousand or so years something happens that wipes the crater clean of life. What the party does with this information is up to them.

Now I want the environment to be hostile and alien as well. Due to volcanic nature of the planet outside the crater there would be a shit ton of ash in the atmosphere. I was thinking that during the nights the crater would be hit by heavy ash storms and during the day somehow the sky would be crystal clear and sunny. Giving the landscape an eerie stillness, like fresh fallen snow. The native civilizations would have obviously adapted and live underground or in complex structures. I imagined one species that ingests a parasite to form a symbiotic relationship and eats ash to feed the parasite, which in turn feeds the alien, however there would be some pretty horrible side effects.
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Most strange of all, and a driving force of the campaign there would be a titanic creature that lives in the crater. I'm talking 600 meters tall. This leviathan would barely even be conscious, it simply wanders slowly through the crater. To the natives it's not even seen as a threat, simply a fact of life like the weather. Its wandering patterns are well known and the locals know to clear out like nomads when the creature begins to enter their territory. However the creature would be invisible. It can only be seen through the disturbances it makes in the ash storms, the winds whipping around its invisible form. During the day it is still. Now this creature, unknown to the party is actually the telekinetic projections of a species of fungus that lies in the dead center of the crater. This fungus is more like a cosmic horror if anything, and is what caused the crater in the first place. Millions of years ago a meteor containing the fungus hit the planet and the fungus sprouted inside the crater. The staggering amount of organisms also living on the meteor is how I plan to explain the crazy variety of species within the crater as opposed to natural paths of evolution. Anyway this fungus would be a telekinetic entity that feeds off radiation. This is why the crater is clear of ash during the day, it suppresses the winds that carry the ash so that the sun's rays can bask the valley and feed it. And during the night it allows the winds to resume and instead probes the crater which creates this invisible titan.
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Now I'm sure you've figure out where I'm going with this by now, obviously this fungus is what has caused the disasters that wiped the crater clean of life in the past. And the reason this happens is every so often in the planets life span the volcanic activity increases in such a way that the fungus can not hold back the storms, or the storms go so high into the atmosphere that it covers the telekinetic bubble it would have created. When this happens the fungus begins to starve. Instead of feeding off the sun's radiation the fungus stretches its roots wide and deep into the planet and beings to feed off the radiation of the planets core. In doing so it also drains all the nutrients from the land inside the crater. So the land dies and there is no sun causing the eco system to collapse and all the societies within to die. The climax of the campaign will involved two alien civilizations that have reached a point of tension and are preparing for war. One of them will have found a more ancient civilization's work on some form of bomb or weapon of some sort that can cause massive devastation. They will use it and it will cause enough tectonic activity to work up the volcanoes on the outside of the crater causing the ash to cover the crater and trigger the fungus to being feeding off the planet's core. This will be very obvious, the fungus will spread all over the surface of the crater, huge tree like clusters of it will climb walls and ridges. People will have horrible psychic nightmares. It is at this point that the party needs to be ready to do whatever it is they are planning.

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So I've noticed in the rogues that I've played that there is hardly ever an opportunity to actually use stealthy abilities thanks to the rest of the party.

First of all, the tank's clanking armor is basically an acoustic middle finger to stealth. The only way to deal with this is to declare that you're walking in front of the group far enough that their noise won't affect your stealth. In a dungeon crawl, that might not even be an option.

Even if you are able to stealth ahead of the party. It seems like no one wants to wait at the table for the rogue to do his thing (I've seen this happen both when I'm playing a Rogue and when I'm playing something else). Players start to tune out because they start thinking that the Rogue is hogging the spotlight. I've even seen some DMs behave as if though that's what they're thinking, actively trying to bring the focus back to the party as a whole.

>Have you tried not playing d&d?
I'm at that point now. So if this is the solution, then I'm all ears for a system where stealth is a realistic option for the players.

tl;dr, How do I enjoy stealth mechanics in an RPG?
29 posts and 1 images submitted.
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By if bothering for the stealth option is done solitary for scouting purposes. Hiding during combat to do an attack from concealment. Or the entire party goes stealth (monks, rogues, ranger etc)
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>>43583217
Your issues aren't arising from the system, they're due to the rest of the group both not wanting to be stealthy and not wanting you spending time alone being stealthy.

Find some way to make them stealthy, and all sneak around together. Problem solved.
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>>43583250
This is the best way to handle it. There's nothing wrong with the occasional stealth check on behalf of the tank.

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>What is Exalted?
An epic high-flying role-playing game about reborn god-heroes in a world that turned on them.
Start here: http://theonyxpath.com/category/worlds/exalted/

>That sounds cool, how can I get into it?
Read the 3e core book (link below). For mechanics of the old edition, play this tutorial: http://jyenicolson.net/exalted/. It'll get you familiar with most of the mechanics.

>Gosh that was fun. How do I find a group?
Roll20 and the Game Finder General here on /tg/. With the new edition, though, chances are more games will crop up.

Resources for Third Edition
>3E Backer Core https://mega.nz/#!E1dRBBIa!ZbQG4IasYCJRli2bhgE2MOdWeFAeV3N1rqL9kAIGbNE
>Character Sheet & Init tracker: https://drive.google.com/open?id=0ByD2BL6J89Nick41YUk0RUt3YlU
>Online charsheet:
http://howsfamily.net/Exalted
>General Homebrew dumping folder: https://drive.google.com/folderview?id=0ByD2BL6J89NiQzdCWWFaY0c5Mkk&usp=sharing
>Collection of old 3e Materials, including comics and fiction anthologies https://www.mediafire.com/folder/t2arqtqtyyt28/Exalted_3Leak
>Charm Trees:
>Solar Charms: https://imgur.com/a/q6Vbc
>Martial Arts: https://imgur.com/a/mnQDe
>Evocations: https://imgur.com/a/TYKE4


Resources for 2.5 Edition:
>All books with embedded errata notes, as well as some extras: https://www.mediafire.com/folder/253ulzik1j9s5/Exalted
>Chargen software: http://anathema.github.io/
>Anathema homebrew charm files: https://www.mediafire.com/folder/pka3nz3vqbqda/Anathema_Files
>MA form weapon guide: http://www.brilliantdisaster.net/dif/ExaltedMA.html
>http://www.mediafire.com/view/ua7tanepy2jfkdp/Exalted_2nd_Ed_-_Return_of_the_Scarlet_Empress.pdf

Resources for 1e:
>https://www.mediafire.com/folder/9vp0e9id3by6m/Exalted_1e

Holden's Dead Edition.
>http://forum.rpg.net/showthread.php?768985-Exalted-Why-is-Everyone-Praising-3e&p=19548177#post19548177
386 posts and 32 images submitted.
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>>43583016
>http://forum.rpg.net/showthread.php?768985-Exalted-Why-is-Everyone-Praising-3e&p=19548177#post19548177
AHAHAHAHAHAHAHA.

Oh fucking god.
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>>43583244
The damage control downthread is...perplexing to say the least.

The reaction from theoretical backers has been on point.
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>>43583336
Though I found this post to be very insightful.
http://forum.rpg.net/showthread.php?768985-Exalted-Why-is-Everyone-Praising-3e/page98&p=19549180#post19549180

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