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Archived threads in /tg/ - Traditional Games - 703. page

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What does /tg/ think about systems where you roll to hit a specific location on your target?

Is it unnecessary and tedious or is it essential for immersion and roleplaying?

I would like to hear your thoughts and suggestions on such mechanics.

Starting off I would say that Dark Heresy does this very well in a non-obtrusive manner.
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I'm looking for interesting applications of super powers.

For example, could someone with mastery over gravity, light, or both have any influence over the flow of time?
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Spiderman could make a web-condom
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>>54088071
I once played a guy with the power to change the way things rotated. This allowed him to stop cars, and fly against the rotation of the earth by canceling his own momentum relative to the earth's surface, along with some more situational things. Those were good times.
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>>54088071
I kinda liked the weirder uses for Hamon energy in early JoJo. The franchise in general has a lot of characters who push their powers to the limit in terms of application, and it's clear the writers put a lot of thought into how characters would do this.

For one example involving stands, Josuke Higashikata's stand [Crazy Diamond] can fix things by having their pieces fly back together, but he often uses it to reassemble objects around enemies to immobilize or harm them, has used it to disfigure people by making their injuries 'heal wrong', and even used it to create projectiles from broken glass by "reassembling" them so their pieces fly through enemies on the way back. I think it's a really fascinating example of someone using a seemingly-innocuous power in unexpected ways.

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Stat me
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No.
Stat me, The Ghost Who Walks, Guardian of the Eastern Darkness, The Man Who Cannot Die.
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>>54087366
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>>54088860
With more time in New York, I'm sure Venture Bros will parody every cape/pulp character if they haven't already

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There are book recommendation threads every once in a while, but I don't remember seeing any dedicated to /tg/-approved non-fiction.

You must have read some interesting books and articles while building settings. Time to post them.

I'll start with Ignition!, a history of rocket propellants. If some people in history have been mekboyz, it's these scientists and engineers.

From the preface (by Isaac Asimov):
"There are, after all, some chemicals that explode shatteringly, some
that flame ravenously, some that corrode hellishly, some that poison
sneakily, and some that stink stenchily. As far as I know, though, only
liquid rocket fuels have all these delightful properties combined into
one delectable whole. "
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If you have ever wondered how fucking crazy gas warfare actually was, read Chemical Soldiers by Donald Richter and The Poisonous Cloud by L. F. Haber
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And "The Sexual History of the World War" by Magnus Hirschfeld is definitely /tg/-related. Don't even try to deny that you want to read about German officers carrying huge concrete dildos in their bags on the front.

Also the related review article has always struck me as somehow very body horror-esque.

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I'm just getting into WH40k, and am wondering how important it is to magnetize your guys. I come from an art background, so I wanna try avoiding it as much as I can and keep each big model essentially a finished work.

I don't know jack shit about actual gameplay yet, but will I be totally fucked if I can't switch out weapons on certain models? Or will it really only be a slight disadvantage? Not interested in competition beyond my local store's ladder.
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>>54086645
Magnitizing saves you tons of money. Especially right now with a new edition, no one will be certain what is good / worth taking / fun to play, and you don't really want to buy whole new models / try to take them apart if you make a wrong weapon choice.
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>>54086645
Magnetizing is cheap and simple and will save you effort, frustration and money down the line

If you don't magnetize now you'll kick yourself later.
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>>54086792
>>54086825
Good to know, thanks for the info. I'll keep looking for some good tutorials then

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Need some tips and ideas on how to makes some crafting tables for the following:
1. Alchemy
2. Blacksmith
3. Leatherwork
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>>54086201
For alchemy I need help with the materials needed for certain concoctions.
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>>54086201
>Blacksmith
>Leatherwork

These are easy:
>Columns one and two are the item and base cost
>Column three is the crafting DC
>Include other columns for different materials adjusting cost, DC, and effects on the final product

Eg:
>Longsword, base cost and DC are for steel
>Bronze longsword has higher base cost, but is easier to make
>Iron longsword is cheaper, but the DC is higher
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>>54086724
Nearly forgot that you would need another column for time.

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Help me out here, /tg/.

I am writing up a GURPS modern fantasy setting. It is set on modern Earth (2010's), where magic became revealed to the public during the late sixties or early seventies. Now, we have access to Ritual Path Magic (for people who know GURPS), basically.

There are no dwarves, elves or any other sapient race other than humans in this setting - but there are magical animals. Proper enchantments (magic items) are very expensive, so people rely more on rituals (which are more temporary if not instantaneous). Magical tools to cast rituals (like foci, grimoires, places of power, human sacrifices, etc.) are in hot demand, driving some political and economic manoeuvring. Non-mages can buy charms and elixirs (disposable pre-cast rituals that have been infused into some consumable) on the magic market to effectively cast spells.

Point is, can anyone offer some ideas for adventure hooks or campaign starters? Try integrating local history, headline events, urban legends, and so on into some magical stuff.
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>>54085905
Check out superhero settings by both Marvel and DC.

Abuse them since superhero genre is more or less modern fantasy.
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>>54085932
See, I was thinking; the setting would have a more Neo-noir mood and themes?
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>>54085946
>more Neo-noir mood and themes?
So gangster villains and anti-heroes?
Plenty of movies to watch then.
Imply that gangsters and powerful families use magic and monsters to keep themselves in power and go with that.

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Just Watched Kill Bill for the first time and absolutly loved it, What are some RPGs that share the same kind of mood as a tarantino movie ?
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Fiasco
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Fiasco. Play Fiasco now.
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Fiasco, as has been said, works great for the themes and style, but it is a very light kind of narrative game.

Feng Shui also works for the source material Kill Bill draws heavily from, exploitation and martial arts movies.

So I've hit a sort of creativity slump recently, I've had a bit of trouble coming up with stuff for my players, I've been getting by on my notes i write ahead of time but those are running out and i dont have anything to keep going.

i still get ideas for other game ideas but nothing concrete, no playable content, and i have a quest hook i just can't go anywhere with cause I'm not feeling inspired.

i dont think just a short break will help but i could at least try, is there something else i could do?

i really do love GMing, I've done it for years so i dont know whats gotten into me recently.
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>>54084317
do some fun stuff anon, paint minis or read a book, or just shitpost until you start felling better
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Ask your players what they want. Then put your own spin on it.
Don't expect them to take you seriously, you're going to get a lot of BS because for some reason, asking for what you want is somehow the hardest thing on earth.
You can't just bug them for the answer, it's hard to open up after all. Never hurts to try.
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>>54084317
>>54084317
>is there something else i could do?

End your game.

Not suddenly and immediately. I mean start planning how you would like this "movie" to end and give your players a shot at a happy ending with a happy epilogue for each character.

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I stumbled upon this series of videos on YouTube called How we Role of games being run by their own designers.

https://youtu.be/-NcanVthL8A

I hadn't seen anything like this before . Most online games are of random groups which vary wildly in playstyle. So these videos in theory provides quite invaluable information on how a game is meant to be run. I'm about to run Apocalypse World for the first time myself so found it really useful to see the designer play.

Linked is one to a game of apocalypse world run by Vincent Baker himself. What I did find curious was how many times he broke his own rules in game, which for a arguably highly structured game like Apocalypse World has made me reconsider how I'll run it myself.
He -

>Names moves directly which the rules say not to do.
>Outright tells players what moves to make
>Players use abilities meant only for NPC's on eachother
>Most of this game is just PvP, there's little NPC interaction at all which goes against the NPC>pc triangles described in the rules.


There's also further videos for Burning Wheel, Dogs in the Vineyard and others so the channels worth a look.
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Consider this a general thread for discussing the merits of different systems, although it's actually just a request for help from a dm who hasn't dm'ed in years.

I'm going to be running a couple campaigns next year based on settings and ideas I enjoy and I'd like to find which systems fit best.

The one campaign is slightly inspired by valkyria chronicles, a sort of 1st world war story set in an alternate world with slightly different technology, creatures and such. I'm thinking of using the Only War rules, as I don't really know any other system that emulates trench warfare.

The other campaign is inspired by banner saga. It'll be a dark fantasy story where the players are villagers that get uprooted from their homes and have to protect their neighbors and family as the refugees make their way through hostile territory. I may set this in the warhammer fantasy setting and have the players be uprooted by a chaos invasion and try to make their way to the safety of the empire. I want a system where violence matters and the pc's feel like normal people. I contemplated Zweihander, but the system seems a little underdeveloped last I played it. WF 2nd is a good fit, but it's so fucking ancient. Are there any other good systems for low power medieval games?
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>>54084109
The answer to this is gurps for both
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>>54084109
>Are there any other good systems for low power medieval games?
GURPS.

>I don't really know any other system that emulates trench warfare.
GURPS again.
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>>54084109
>Alternate world War
GURPS
>Gritty, low power fantasy setting
GURPS

You basically listed the two things GURPS is actually really good at.

What can i add? this is going to be a short game I'm running soon where the players are gladiator types. probably 2 sessions max.

other than just "go in and kill X and return" what else can i have? and good green texts or stories to get me pumped?

currently all i can think of is just have various combatants against the party with different modifiers like traps or no weapons. maybe end it on a freedom escape or else they have to battle royale eachother.
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>chariot racing
>wild animals
>flood arena for naval combat
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>hunt down opposing team's animal while defending your own.
>movable set pieces in arena, perhaps trapped
>performances between fights like executing criminals or a circus act
>types of game like king of the hill or capture the flag
>the pc combatants spectate dramas and theatrics played out in the arena from their cell which foreshadow a plot hook
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>>54084039
These >>54084068 are good ideas. Also keep in mind that the fights are meant to entertain the public, and there's an Emperor that decides life and death of the contestants often based on the people's reactions. Since it looks like a casual campaign, it would be fun if victory (aka life) was awarded to whoever does the most badass/gory/ballsy thing earning the cheers of the crowd and not just to whoever points the blade at someone else's throat.

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The problem inherent with magic is not that it is difficult to learn *a* spell. Contrary to hearsay and rumor-monging, no deal with the devil is needed, and neither is a genius level intellect. Herein lies the problem.

The potential to become a magus lays dormant in all of us. The reason why has either been met with silence on the part of any divine emissary, or a snide "figure it out yourself." by Metatron. The limitations are that one must be able to read the spell's glyphs, so as to engrave the spell into their being, and have sufficient mana to cast the spell in question. Given the nature of memorized spells, bringing the needed gestures and words to mind is a trivial matter even for a scatterbrained individual, exacerbating this dilemma.

Case in point: a child, eight years old, not a prodigy but simply a boy who liked to read, happened to come across a spellbook, and was able to eventually understand, memorize, and cast a spell. By the mercy of the Gods above, the spell in question was a healing spell, and the target was a hurt puppy belonging to the boy.

Fortunate outcome as it was, one can understand what could have happened had it been a more destructive spell and someone with far less benevolent intent. Even a harmless curiosity could end in tragedy, as a Mundane is likely to not take the dangers of a spell listed in a book seriously.

Understanding this, let us look at the commonly accepted beliefs about who does and does not deserve to learn magic. The concept of "Divine Lottery" - that it is the will of the cosmos or the gods that someone should either be born into a family of magi or should just happen upon a spellbook - has been accepted for centuries as fact. Recall the boy I spoke of earlier. I interviewed multiple Magi of high and respected stations in our community, and the belief was unanimous- the boy was *meant* to be a magus, and his benevolent and responsible use of magic in a demonstration of empathy proves it.
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>>54083351
Yet in cases where a magus goes wrong and rogue, whether it be a simple case of an immoral magus using glamours to trick Mundanes out of money, or a massive abomination that necessitates Templar intervention, we as a whole are all to quick to simply excuse it as being a case of that the rogue magus was just a 'bad seed', or that 'there's one bad apple in every bunch'.

Little to no thought is given to the idea that perhaps he or she should have never been allowed access to spells in the first place.

I know, particularly in Caretaker mentalities, that the idea of denying a wide-eyed youth the wonders and miracles of magic seems bitterly cruel and miserly. Let us remember, however, that there are fell powers who do not allow the chance of a new, naive magus to slip idly by.

The Diabolists do not handle rejection from their selected recruits well- theirs is a selfish mentality- 'either with us or against us'. Diabolists will generally avoid trying to recruit a child from a known family of magi- they have doubtlessly been warned time and time again of the inevitable horror that awaits all who sign on with the devil worshipers, and if they do attempt to use threats, the diabolist in question runs the risk of incurring an entire magi family's wrath.

But a child who just so happens to find a spellbook and has no instructor has no such protection. Is it right then, to allow them to explore a new, dangerous world unguided and unwarned?

We all know the Templar's "draconian" belief on would-be magi. That they should be tested, screened for mental instability, warned and educated. It is not enough in their eyes for the first act of a newly minted adept to heal a wounded puppy- they openly admit that in their eyes, each and every magus should be ready to fight the Diabolists and their dread master to the last breath.
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>>54083477

I am not saying we should immediately hand our children over to fight the Templar's eternal war against the fallen morning-star, but let us examine further the beliefs behind divine lottery.

It is accepted, of course, that a magus is allowed to teach his or her children, spouse, father, mother, grandchildren, anyone of their bloodline. But all that is required for a magus to begin teaching a stranger is a few forms and token tests of the magus. Almost no attention is paid to the would-be student.

Not everyone has as pure intentions as healing hurt puppies, as many of you are sadly aware.

The point of all this rambling conjecture, you ask? It is this: Too often, we accept that the way of doing things is either one extreme or the other. You either believe in divine lottery or you're a strict Templar who believes a student must earn every spell.

Is it really so bizarre to think that we should investigate a middle ground?
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I scoff at your rhetoric.

What you posit then is some form of negligence?

You mention the Templars:

We all know the Templar's "draconian" belief on would-be magi. That they should be tested, screened for mental instability, warned and educated. It is not enough in their eyes for the first act of a newly minted adept to heal a wounded puppy- they openly admit that in their eyes, each and every magus should be ready to fight the Diabolists and their dread master to the last breath.

Do you suggest the Diabolists and their "dread master" are not a threat that warrants addressing? Do you suggest it wise to leave magi, untrained, unfettered, out there to be recruited to a dark cause?

I believe what you posit as two opposite ends of a spectrum are not so. The state the Templar wish to induce through regulation and education of magi is proven to reduce the number of casualties in the war against the Diabolists. Those who would choose to allow a magi to go untrained, uneducated, and vulnerable to the seductions of the Diabolists in any way, simply argue indirectly for their own murder or the murder of another magi.

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How much should I reasonably expect to pay for a sprite sheet?
I've seen estimates everywhere from $30 to a grand.
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>>54083177
this isn't really /tg/ material but it really depends on the quality of work

crappy art, no palettes (or poor palette choices), and lazy animation isn't worth very much, as where a sheet of hundreds of frames of well drawn and technically solid art is worth quite a lot indeed.

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Whats the best system to play cute witches using druidic, celtic magic?
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>>54082764
MAID RPG
The sad part is, I'm being serious.
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Risus or FAE
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>>54082809

Agreed. Also, possibly BESM if you like Tri-Stat dX.

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