How important should your character backstory be?
How long? How short?
What mistakes to avoid when writing it?
Personally, I noticed every GM has their own ideas about it, and some ignores it while others give him too much importance imho.
Where does /tg/ stands?
I like when most of the backstory and character can be described in one-two sentences.
Then I sit down with the player and make some npc's there characters are related to in some way.
I mean you can kinda do as much as you want and then adjust with the DM's help. My main character I've been playing has about an 8 pages of backstory. Mind you I wrote that in novel/story form with dialogue. I did that mostly because I was bored one night and decided to write it up with detail.
Thing is, I could describe the character's backstory in maybe about 4 sentences without all the fluff if I needed to.
A recent character I've only ever known his backstory as a paragraph long at most without any detail.
Write as much as YOU want, the DM can decide how much is needed for the game and the rest is just your own little lore stockpile.
>>54390483
It depends on the game. The only useful backstory is that which can be used to create interesting conflicts in the PCs current life, as such depending on what the game is about and how it's structured a different amount of backstory is useful.
Remember the guy who wanted to make a /tg/ erotica story a few days ago? Why don't we make a sfw version of that and make a small short story one sentence at a time?
Let's start with the obvious opening:
Once upon a time.....
>>54390132
...there was a young boy living in a cabin in the woods, shaped like a giant boot.
>>54390155
He had so many siblings that no one knew what to do.
>>54393122
One of those siblings liked to eat mushrooms growing out of their floor.
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>>54379927
How large are you, Jumper?
>>54390006
Top fucking kek
>>54390048
Tiny Psycho Bonesaw is for wrestling
https://www.youtube.com/watch?v=691qO96VRVw
The story of my retarded DnD group. May update on new thread in autumn if you guys want me to
Chapter 1: A fateful encounter
Be me, looking for a pot so I can collect some algae for an experiment (error 404; social life not found), when I stumble into the wrong room and find 3 guys; I shall call them Erdan, the retarded wizard, Furfag (he and all his characters are furries, he confirmed this himself) and DM, who is a really cool guy, but he has a god complex.
So these 3 dudes are playing when Furfag starts bitching about their lack of healz. I ask what they're doing, DM says DnD. I ask to join, DM says yes and Erdan + Furfag ask me to tank. I agree.
>>54389957
Is that a motherfucking Norwegian forest cat?
>>54390057
No, it's your mom's shaved bush.
She likes to be nice and smooth when I fuck her.
>tfw you killed so many orcs DM gave you a chance of inflicting fear whenever you attack
Do you reward your players with perks if they kill enough of something?
>>54389883
People gain notoriety really fast, but only if they leave survivors.
You sound like a shit orc slayer. You shouldn't want to instill fear, you should want to inflict genocide. It's much harder to kill them all if they run on sight.
>>54389997
/thread
>>54389883
Really good idea I'll have to start incorporating this in some ways.
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What does your character like to smoke or drink while she's relaxing?
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Old Thread: >>54379512
>>54389557
Tobacco.
Though there is one who smokes tobacco infused with insanity mist.
>>54389557
He's got a pipe, doesn't see much use, and wine is more his speed anyway.The other pipe, on the other hand...
>>54389557
Cabble leaf tea. Makes her comfortably numb to things she has to do.
Speaking of smoking 'em if you got 'em: Is there a table, list or a source book that has all the drugs and whatnot listed along with price? Can't find anything about the prices, only about the addiction.
I need help homebrewing my own post-apocalypse campaign world. It's going for a Mad Max feel although there's still some interesting near-future technology laying around still intact to salvage.
My question is what would "civilization" generally be like if 6/7ths of the world population suddenly died within a few days (I'm thinking something simple like a few big meteors hit the Earth), about 10 years after the apocalyptic event? In terms of how much infrastructure would be left over assuming it didn't explode in the initial apocalypse, and what human society's remnants would be like?
>>54389369
>a few big meteors hit the Earth
There wouldn't be much more than a few bacteria, primitive plants and insects around.
>>54389746
Humans could have broken up the initial impacts into thousands of tiny ones and infrastructure literally got fucked.
Tech is still around but you don't have networks or powergrid nor the means to create or fix them.
People live in smaller communites with strong central authority and fewer civil liberties to try and rebuilt/become prosperous.
Geographic regions are split between haves and have nots and trade becomes lopsided, leading to raids.
>hodgepodge system drawing arbitrarily from unrelated sources
>no cohesiveness within the design at all
>supposedly rules medium but actually just over-complex in certain areas and over-simplified in others without ever managing to find a middle-ground between the two extremes
>filled to the brim with archaic mechanics that the rest of the industry left behind decades ago
>filled to the brim with redundant mechanics that exist for no other reason that they always were there even though they're never used for anything
>skills and ability scores are practically useless because all checks are made with 1d20 roll over, making it so that it's almost entirely random whether you succeed or not
>characters will grow uncontrollably powerful regardless of what the tone of the world or campaign is supposed to be
>character progression is linear and come in huge chunks so your drunk tavern brawler will suddenly become immune to all diseases regardless of how little sense it makes
When did you realize that D&D sucks balls?
Newfags, before you do anything, recognize that this is just a troll, and that all subsequent posts in this thread will just be more trolling.
>>54388814
t. butthurt D&Dfag
>>54388752
thats_just_like_youre_opinion_man.png
>GM for folks I don't know over the internet
>have people who constantly want me to change my setting/game style/system/etc.
>tell them not to play in my game rather than change
>find new players who enjoy how I GM
I do this, but I see this practice be seen with so much hostility by a majority of /tg/. It feels odd to me that anyone would change their style of GMing or the kind of game they want to run for strangers. Sure, if the person is your friend, then by all means change to make your friend happy, but when these people are random from online, why change? Players are the abundant resource I can always find ones who like the kind of game I want to run. Why should I lower my enjoyment to cater to people I don't even know?
>>54388273
It really depends on how you handle interacting with players, if you were a mature adult about it you're probably in the right, this being /tg/ though that isn't guaranteed
>>54388273
/tg/ is full of whiners.
>>54388273
Just look at how /tg/ approaches everything. They are entitled players to the manchild.
With the recent Netflix series, my friends are brimming with want for a Castlevania themed campaign.
What system would be better to capture the overall feel of the whole franchise?
>>54388235
I just watched the show last night. I wasn't expecting much, and was pleasantly surprised. I am glad the 2nd season was confirmed. I'm looking forward to it.
>>54388235
>the overall feel of the whole franchise
There isn't even a consistent overall feeling going on in Castlevania. Killing undead things more or less easily 24/7 seems to be the only common point to all of them, at which point pretty much anything that simulates main characters being really hard to take down by anything that's not a boss monster works.
You could probably make it work with most superhero-related games like M&M or Wild Talents, being the latter a better option in my opinion as it's more focused on not fucking things up but not being absurdly powerful easily.
>>54389066
Sometime around CV3 it went from "Kill Dracula" to "Kill Dracula WITH STYLE"
oh shit nigga that's right, get in here and get a hit of that buckleberry wine while we wax nostalgic and talk game adaptions
I could use some redwall pics too if you have them, vermin, gentlebeasts, anything I can run a game with.
>be vermin stoat captain
> join Vermin Anti-Defamation League because we're constantly stigmatized
> finally conquered redwall through the power of political advocacy
Jesus fucking christ, how do I make an Assassin's Guild that is interesting and not one dimensional?
>>54387622
Make it something other than an "Assassins' Guild." Give them a reason to exist. Killing people for money isn't one, and you don't need a dedicated guild for that. Hitman services are just a part of general organized crime.
The real Hashishin were religious zealots. "Ninjas" were political assassins trained by noble houses. Gotta have a reason.
>>54387622
Is that from Talisman? I played the game ages ago, and it's the thing that most readily springs to mind with "Crown of Command", but what's a Wanted Poster? I don't remember those.
>>54387742
I dunno it was the first thing that came up after I sifted through all the Assassin Creed and Guild Wars images.
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First for something
SALAMANDERS
BLACK TEMPLARS INTO THE FIGHT!
Here's an interesting question, /tg/. Is it ever worth surrendering power for love?
I ask because this situation has come up in a recent campaign (I'm the DM). There's a particular kingdom which worships a God of War (it's not quite the state religion, but the military pays homage to him) who has a certain kind of cleric: Effectively, in return for becoming his handmaidens, he bestows supernatural advantages upon the women (invariably young and lovely) who agree to serve. The advantages are quite substantial: Superhuman strength that surpasses a male warrior's, slowed aging, the ability to heal from mortal wounds, and a potent magical weapon keyed to the user.
The covenant comes with the implicit understanding that the God of War is capable of claiming his nuptial rights at any time. In practice, however, he doesn't. Basically, these women are elite warriors who are directly favored by the War-God. For what it's worth, he also has standard clerics and champions, but they're not eligible for the same deal. They don't get the same level of obviously supernatural aid.
(More)
>>54387357
Now, the thing is, there's a slow-burning romance going on between a PC Paladin and one of the War-Maidens. Given that the Paladin is charismatic, noble, just a little roguish (Chaotic Good) and looks like a muscular angel about to do some righteous smiting, it's not hard to see why the girl's fallen for him. The issue is, while she can leave the War-God's service, he'll promptly withdraw all his boons: she'll be a mortal woman again, and significantly weaker. This also means that her political and social position will also be torpedoed, because obviously she can't hold the same religious or military rank she previously held.
What I'm wondering is, could a relationship like that *ever* work out? It's a major, major sacrifice on the War-Maiden's end - the loss of physical and political power, as well as the implicit knowledge that God no longer loves you. It just feels like a huge investment to make in someone, and you have to wonder if it could work out without a slow-brewing resentment on the girl's part.
What do you think, /tg/? I know true love is supposed to conquer all, but the way I see it, one side is giving up a fucking lot. I mean, you could say that there's an inherent irony in basically trading one 'lover' for another, but you're actually trading DOWN in this case.
>>54387357
What happens if a warmaiden is raped?
>>54387403
It's unlikely to happen, but if it does there's a decent chance of deific anger. She still loses her powers, since the War-God's no longer interested. Unfair, but it's the rules.
If the Fists are so good at breaking fortifications and sieges, then why did they fail the Iron Cage and also not realize it was obviously a trap?
>>54386388
Because pottery
>>54386388
The Fists were masters of breaking defences.
The fortifications of the Iron Cage weren't defending anything and thus had no single focal point that's capture would provide their victory.
Dorn and his lads basically stuck their own genitalia into the meat grinder, then kept turning the handle.
>>54386388
Because GW writers have a hard-on for plot-induced stupidity.