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Archived threads in /tg/ - Traditional Games - 707. page

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Online map-making community:
• http://www.cartographersguild.com/
• https://www.reddit.com/r/imaginarymaps/
• https://www.reddit.com/r/worldbuilding/
• https://discord.gg/ArcSegv

On designing cultures:
• http://www.frathwiki.com/Dr._Zahir%27s_Ethnographical_Questionnaire

Online map designer software:
• http://www.inkarnate.com
• https://experilous.com/1/project/planet-generator/2015-04-07/version-2

Offline map designer software:
• https://www.profantasy.com/
• https://experilous.com/1/store/offer/worldbuilder
• https://www.hexographer.com/free-version/

Mapmaking tutorials:
• http://www.cartographersguild.com/forumdisplay.php?f=48

Random Magic Resources/Possible Inspiration:
• http://www.darkshire.net/jhkim/rpg/magic/antiscience.html
• http://www.buddhas-online.com/mudras.html
• http://sacred-texts.com/index.htm
• https://mega.nz/#F!AE5yjIqB!y7Vdxdb5pbNsi2O3zyq9KQ

Conlanging:
• http://www.zompist.com/resources/

Sci-fi related links:
• http://futurewarstories.blogspot.ca/
• http://www.projectrho.com/public_html/rocket/
• http://military-sf.com/

Fantasy world tools:
• http://fantasynamegenerators.com/
• http://donjon.bin.sh/

Historical diaries:
• http://www.eyewitnesstohistory.com/index.html

More worldbuilding resources:
• http://kennethjorgensen.com/worldbuilding/resources
• https://shaudawn.deviantart.com/art/Free-World-Building-Software-176711930

List of books for historians:
• https://www.reddit.com/r/AskHistorians/wiki/books/

Compilation of medieval bestiaries:
• http://bestiary.ca/

Middle ages worldbuilding tools:
• http://www222.pair.com/sjohn/blueroom/demog.htm
• http://qzil.com/kingdom/
• http://www.lucidphoenix.com/dnd/demo/kingdom.asp
• http://www.mathemagician.net/Town.html

I added hexographer to the mapmaking list
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Does anyone know where I can find a PDF of World's Largest City?
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Is there any particular advantage to queen vs king side castling?
3 posts and 1 images submitted.
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It depends on the position and what kind of game you're going for. Generally, queen side castling is more aggressive since it places the rook right in the center while king side castling puts it in a more passive position on the f file and you need to expend an extra move putting it in the center. Castling queen side OTOH leaves the a pawn exposed and you'll need to spend a move putting the king on b1 to protect it.

Generally speaking, if both players castle on the same side of the board, it more often leads to a closed, positional game while castling on opposite sides leads to a more open, tactical game. There isn't really a clear-cut advantage to either king or queen side castling, but the former is more common simply because you can do it quicker.

In some situations, you can skip castling altogether, generally in a closed position with locked center pawns, the king can be left in the center safely and this may also be an advantage in the endgame. In e4 e5 openings, not castling tends to end poorly.
>>
Continued...

Which side of the board to castle on depends on several things, for example if one side has a large concentration of enemy pieces, you don't want to castle there. Also it goes without saying that you shouldn't castle if the pawn structure on that side of the board is ripped up.

Anybody got the PDF of the new Adventurer's Armory 2 for Pathfinder? Thanks.
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>>54063812
Look in the pdf share thread you fucking pleb.

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Do you know of any card games made for decks with six suits?

Do you know how to buy a custom six suit deck?

Does anyone know how to purchase a custom playing card? Just one.
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>>54063740
fuckin' ships and paddles

ships and fuckin' paddles?
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>>54063740
https://www.youtube.com/watch?v=4n2vBjPwht0
https://boardgamegeek.com/geeklist/145757/six-suited-decks
>>
>>54065364
Sports and travel. Spades stand for work, hearts stand for romance, diamonds stand for wealth, clubs stand for war, wheels stand for travel and rackets stand for sport.

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Hey /tg/ I'm going to Roanoke for a modern/standard invitational where they make you play 8 rounds of both. Normally I play modern (Eldrazitron), and I'm kind of new to standard. What should I play?

I could go tier list copy paste, I have temur energy all set to go and I'm not too far from BG energy. But I'm wondering if I should play some homebrew dredge list instead? Zombies or something? I'll bump with my list for dredge

Also Standard general I guess
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>>54063474

Whoops that's actually the screenshot of the dredge guy beating me as temur. Credit goes to FoolishHermit for the dredge list
>>
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Here's temur energy. It's a pretty run of the mill list, but it's pretty effective. I might drop a rhonas in the main for the 4th harnessed lightning or an elder deep-fiend
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BG energy list that I love to play. It's a little vulnerable to control, but I love having 4 walking ballista in the main, it's such a fun card to play. And the synergies with winding constrictor are awesome and run deep in the deck. However if you don't hold up blossoming defense you usually lose the snek

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Is there a TTRPG system with a decent ruleset to cover Magic and Technology as opposing forces?

Pic Related: Kind of like how magic and technology work in Arcanum
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>>54061890
There was a game called Amethyst that did that, but I don't know much about it.
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>>54062329
thanks
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Soon there will be.

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Will the Alpha Legion get Primaris Marines?
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>>54061874
They already have them; Alpharius is currently leading them on a great crusade!

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are there any good rpgs with a focus on stealth or ability to be focused on stealth? everyone in my group seems to like playing walking dex machines
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>>54061679
Blades in the Dark is I think based around this, but I have yet to play it.
>>
Shadowrun is PERFECT for this.

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What are some dark fantasy RPGs out there?

I know:
>Symbaroum
>Warhammer Fantasy
>Shadow of the Demon Lord
>Shadows of Esteren
>Mage the Dark Ages
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>>54061611
Lamentations of the flame princess
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>>54061611
I'd advise against playing symbaroum
It has great illustrations and the setting is somewhat interesting (if a bit bland on the overall scheme of things) and the rules are a fucking mess

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I have clocked in over 400 hours of tabletop RPGs on Roll20 alone, probably over 500 in total. I still have no idea how to roleplay. I am incapable of simulating a character who is not me with peronality traits that are not mine, in particular the exact words that come out of my character's mouth in PC-to-PC conversations. It takes me ten minutes to form a complete sentence that I'm confident my character would say.
OF COURSE I AM GOING TO PRACTICE.
But it's never JUST practice. I am actually playing the game, with other people, who get annoyed when I'm too quiet and will kick me out.
What can I do to improve my roleplaying IN ADDITION TO PRACTICE?
And if you have nothing to tell me besides the single word "practice", please tell me EXACTLY HOW MANY MORE HOURS OF PRACTICE do I need?
5 posts and 1 images submitted.
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Try taking an acting course? You might luck out and find one at a community center or theater, but you might have to broaden your search and also consider enrolling in a community college.
>>
>>54061172
>What can I do to improve my roleplaying IN ADDITION TO PRACTICE?

I found that reading related source material helped me a lot. In particular:
>Lovecraft (complete works found here: http://www.hplovecraft.com/writings/texts/)
>Howard (particularly Conan here: http://gutenberg.net.au/ebooks13/1303751h.html)
>and a lot of King Arthur legends, especially the ones by Chretien.

The manual for your roleplaying game of choice most likely has a 'recommended reading/viewing' section, 'takes inspiration from..' or similar which lists some books, movies, or other media relating to its subject matter. The writers put it there for a reason. Consuming the media listed there will help you immerse yourself and understand not only the settings in which you're playing and story structures typical to the genre, but also the manner in which characters might be expected to interact and communicate.

One exercise that might help you roleplay is to consider in advance your character's reaction to common and uncommon situations that are typical in roleplaying games, especially ones that you have the most difficulty responding to. That is, what might your character think, feel, and do, and what prompts your character to respond that way. Think about how your character would try to fit these events into his worldview or ideology (if applicable; remember that most people do not have a coherent ideology). It's almost like a cheat because it can help give you a slightly more detailed outline of your character even when you're not playing them.
>>
One method I have always found worked was work with the basic idea of a well known character and do what they would do. As time goes on start changing things up until you have a different character totally.

The suggestion of trying more improv is excellent.

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>D&D 5e
>Bunch of level 5-8s
>DM Homebrew
>Mystery fucking wizard has set up portals that lure and trap demons by banishing them to their own plane.
>We go through one of these unknowingly
>Trapped in a square mile of anti-magic field hellscape.
>Demons talk to us
>2 sessions pass of demon roleplaying because this is how the DM gets his kicks.
>Sessions are glacial.
>No end in sight because "Campaign realism"

Oh well, we'll get 'em next time.
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>>54060997
Punch the DM in the cock and run your own radical campaign.
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>>54061074
This.
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>>54061074
Running Curse of Strahd with others. Got a kenku cleric with us. RP'ing the crow mimicry is the most laughs we've had at the tables.

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Sort of new DM here (D&D 3.5), and was wondering how the rest of you do character creation for your PCs. Do you make characters ahead of time or let your players choose?
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Depends. There's a lot of strengths to both options, but really the best is a bit of a combination, where you build your characters together as a group.

You can also make rough characters, and then let your players choose and swap out different features to suit their tastes better.
>>
Usually give them an array and what starting gear they are going to have.

I sometimes give free feats based on background .
>>
Yeah, a big problem I've been having is getting the fuckers to actually come up with their own character backgrounds

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I was talking to a friend about Plague Inc. and he was playing a neuro worm campaign and it got me thinking. Could an entire species serve as a host for a parasite that controls your mind? How would a society like that be run?
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>>54059764
Go read Animorphs or watch Stargate. That should answer your question.
>>
>>54059764
Have you never read or watched anything with this plot? It's such a common story.

It's also my magical realm
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>>54059764

Hell, I saw one game where the intelligent race were tiny fleas who lived on domesticated non-intelligent herd herbivores.

So yeah this has been done and is actually quite common.

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>A vampire hunter that doesn't actually know what vampires are weak to so he makes a suit of armor that uses almost every rumored weakness in the book. Even the dumb ones like rice and wolfbane.
What would this armor look like if it's designed to include as many vamp weaknesses as possible for the sake of trial+error and what can be a good way for him to not get killed if he's forced to use the trial+error method for whatever reason? Pic only mostly related.
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You'd need an armored cart to fit even half the weaknesses. I'm imaging that vehicle from Vampire Hunter D as the base.
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Some sort of silver armor covered in religious symbols and soaked in garlic infused holy water? Maybe left out in the sun for a few days so that it 'soaks up' some rays?
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>>54062402
>>54062309
These + that guy from the Mummy who had 50 holy symbols and knew prayers in a dozen languages

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