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Archived threads in /tg/ - Traditional Games - 675. page

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>you were all hired for this dangerous but rewardable mission
>you all meet on the tavern when suddenly...
>you were all invited for this party
>a common friend/master/whathever dies/goes missing and you all gather to find out/avenge
>you all wake up together in the dungeon/prison
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>>54209742
You were all prisoners. You were able to get your freedom and/or escape the headman's axe, but you had to enter endentured service as professional badass, Night's Watch style.
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>>54209742
>You've all had a shared vision of a certain location
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>>54209742
All of these could work with cooperative players but will instantly fall apart if the players don't agree to have a reason to work together.

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>Modern setting with cyptids.
>A odd kind of deer roam deep within North and South American forest, rumors speculate that they are somehow related to wendigos due to similar antler and skull structures.
>Poachers are after these Creatures due to a their skulls having a effect on dreams, able to either cause nightmares and slowly dissolve the sanity of anyone sleeping too close to it, or granting good dreams and advice to do just the opposite.
>Governments want these to either help drug addicts and certain groups want them as interrogation assets. There's just one problem, in order to tell the difference between one that gives good dreams and one that gives bad, you need to look at it's organs.
>If one organ is damaged, the rest will mimic the injury as soon as it dies. Thus poison is preferred.
What can be some other things that can complicate this process and how can this be made safer? What can be some good plot hooks involving these things?
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>>54209405
Cool concept.
>in order to tell the difference between one that gives good dreams and one that gives bad, you need to look at it's organs.
Either that, or you need a -- willing or unwilling -- guinea pig. Depending on how valuable these things are, you could pay test subjects. Or bribe junkies and drunks with drugs and alcohol. Or you could just kidnap homeless people. If you just went with ones who already have mental health issues, you could return them to the streets even if shit went bad (because even if they become stark-raving mad, anybody who paid them the slightest attention would assume that their condition had naturally gotten worse).
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>>54209405
It's rumored that to achieve true enlightenment (and possibly gain strange powers), you must sleep between the opposing varieties of skulls, but only the strong of mind can withstand the stress of doing so.

Perhaps using more skulls heightens the effect, and that a dozen skulls arranged in the proper pattern can act as an antenna, broadcasting over a much larger area.
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>>54209405
Can these deer be farmed? If so, you could spend an entire plotline tracking, capturing, and transporting a breeding stock through hazardous, monster filled wilderness.

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Putting these things together sucks, hopefully playing the game makes up for it.
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You didn't need to buy them to figure that out, most places let you borrow some for a test game.
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>>54208975
and another WAAC fag is born.
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>>54208975
It's a lot harder when you put them together upside down.

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desperately looking for pdf version of bree, if anyone got it, please save us.
1 posts and 1 images submitted.
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Anyone down for a hard sci-fi setting building thread, because I'm gonna run one.

Diaspora is a game using the FATE system, in which the setting is a cluster of 4-8 solar systems, created by dice and the players, linked together by Slipstream, the FTL of the system that let ships jump directly between two linked systems from points above and below the solar disk.

Systems have 3 statistics, Technology, Habitat, and Resources. Each generated by a 'fudge' roll, which is the FATE systems dice. fudge rolls are 4 dice with 2 faces each of -1, 0 and +1 basically 1d3-2. To generate these 3 rolls of 4 dice on 4chan, type "dice+12d3" into the email thread.

The basic premise of the setting is fairly hard sci-fi, the FTL I just mentioned, and that technological progress eventually leads to social collapse. Humanity has been through this cycle of rise and collapse so much that no ones is entirely sure how we ended up on these now isolated clusters of linked systems. This is humanity after it's Diaspora.
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>>54208395
I've run these before, and so any questions ask away. It's best with 4-6 players, but can work with just 3 plus me.
I ran one a few weeks ago, then my computer derped, so this is me being back.

To give an example of what those three traits mean here is an example you might be familiar with
Sol System
Tech -1: Atomic Age. Power can be generated in a number of ways, including from atomic energy, but it's not limitless. The solar system is starting to be explored, but it's resources can't be tapped yet.
Habitat: +1. One garden World and several hostile worlds. Earth is the garden world, with Mars, Venus, and some of the outer moons having atmosphere and gravity but still hostile to human habitation.

Resources: +1. Atomic fuel, heavy metals, and such are available on many planets, and the asteroid belts and moons provide mining opportunities.

I'm going to slightly alter how Tech -1 and Tech 0 work for this run.
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Also Diaspora general if anyone actually read or played that game system.

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Hi there /tg/, I'm looking for some board games, pen & paper RPGs and Miniature Wargames similar in concept to Imperial 2030, Rebuild of NERV Boston and Full Thrust.

What I mean by that is that there's got to be a lot of human factions based on earth based superpowers and superstates with their own interstellar colonial empires (as well as a shit load of xeno factions) like in pics related.

Anything with a fuck ton of different geopolitical human factions who possess space colonies is fine by me.
1 posts and 1 images submitted.
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To my eye, when it comes to wargaming, nothing looks worse than new paint and shiny armor. "Beat to hell" looks infinitely better than pristine. What sort of tricks and techniques does /tg/ use to model bullet holes, stress fractures, scorch marks, soot and grime?
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Posting some good looking examples
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So why wouldn't wizard's and druids wear plate armour? If it's too heavy you can just cast a spell to make it lighter. If you can't shapeshift in it then wear parts of it over your robes.
43 posts and 4 images submitted.
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Doesn't stop it from chafing.
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Because you got spells that does enough for protection. Why wear something that takes minutes get ready in with assistance needed, requires regular maintenance, and noisy when you can cast 6 second cast spell?
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>>54206667
True enough but couldn't a cleric help you out with that by using a small heal?

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If a character betrays the party in a story decision, would you allow him to get back to the party later?

PC reason to joining the quest was because he wanted a huge reward if we were successful. However the enemy offered him a lot of money, which he accepted and lured the group into an ambush. The group survived and the enemy eventually betrayed him.

He now wants to get back to the group and the other PCs don't seem to mind. But frankly I don't find this good roleplaying. This guy almost got all of us killed and we are just going to let him join back? Thoughts?
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>>54206533

No, I'd kill him in his sleep. Why the hell would you trust someone who's betrayed you before?
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>>54206533
You might need to treat it like that pc died. Have him leave and never return again and have the player roll up a newer more loyal character.
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>>54206533
Sure. Guilt, a search for redemption, penance, revenge, all of these things are great motivations for a character. But you certainly need the right sort of group and the right GM to be able to address these without it seeming like a children's cartoon antihero.

You also need a story with a credible enough threat that helps to convince the rest of the party that may not be so willing, that it is in the common interest to have him join, since his relationship is effectively void. Common ways to accent this are entrust the character with something important to the plot, so that he can offer it as a gesture of good intention to the others, or to put himself at least as much of an inconvenience as he put on others, as a nod to fairness/justice (in your case, since he almost got you killed, he may have to put himself into some real harm's way).

Loyalty is something built over time through trust and familiarity. Trust will come in time if the rest of the group roleplay together, which leads to the loyalty. Naturally, they can claim trust through subconscious actions, supporting each other in combat or just adventuring together. The difficult part to portray with a group though is the familiarity, because it relies on getting character development, which takes time in game, and thus can get drawn out over several sessions, unless you are doing a montage summary.

(cont)

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Rolled 63 (1d100)

>I look out the window
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>>54206344

BL authors are shit, Gaunt is a boring character, Primaris are shit, End Times for 40k in 2020, enjoy your cancer. Go fuck yourself.

What did he say /tg/?
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>>54206340
>hi my name's OP
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>>54206374
Go fuck yourself
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>>54206389

Oh

Alright, maybe I'm getting a bit too meta but I've always been more experimental about RPGs.

One day I realized that so much could be done with the simple concept of creating a story with several people, each having a defined role in the creation process.

So many art forms were explored beyond what everyone thought it could. Cinema was first thought to be just good for dumb entertainment, video games were considered simple distractions that didn't deserve any second thought. I think RPGs are in the same vein, except that they aren't mainstream.

Which means less people are using it and experimenting, which means it takes longer to evolve and change. There's been changes over time : games that focus more on the rules, on the roleplay, on the story, games that can change with the actions of the players...

There is so much to try if we all look for new ways to enjoy it, new things to do with it. We can be experimental. We can explore the limits of it.

So why do we keep arguing over dumb issues ? I don't get it.
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>>54206103
>Why do we keep arguing over dumb issues?
Because it's fun.

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>Warehouse 23 Basement has been back for a whole fucking year
http://basement.warehouse23.com/
WHY DIDN'T YOU FA/tg/UYS TELL ME?
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I've never adapted RPG rules into wargame rules before. Is it difficult? How hard would it be to adapt Mekton into a functioning tabletop miniature wargame?
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>>54205675
Nothing, it works well as is, including hex maps.
What do you think is wrong with it?
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>>54206388
Beat me to it - I used to play it on a huge hex map with 1/144 scale models - the old 'Not Robotech' plastic kits from Japan.
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>>54205675
>>54206388
Not OP but I have been adapting the Core and Plus to represent an Armored Core RPG.

What I used was to lower the tiers of mech from 11 (SL to MH) to just 5 (Super Light, Light, Medium, Heavy, and Super Heavy). I have some companies only make certain tiers, weapon types, and better than others in certain aspects. That and synergy bonuses for having X amount of parts from a company or parent company, such as reduced cost, more Hull Points, less total weight, etc.

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Post handhistories and ask for feedback edition.

(Couldn't post yesterday because reasons.)
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>>54174794
>double nuts in Omaha
kek, never seen that before

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