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Archived threads in /tg/ - Traditional Games - 953. page

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So, after a five year gap of gaming for various, mostly career related, reasons, I am going to be the GM to a group of new players. None of them have any playing experience and I am quite rusty too. We had our world/character creation meeting already and are going to play in 4 days.

>Setting
Colony ship landed on a new world some 200 years ago. It was the second ship to do so, but the original ship was nowhere to be found and base camp had not been established. Through hardship, a basic colony has been established on an island not far from the equator and the mainland. Characters are descendant of those original 10.000 settlers that survived. the vibe is Wild West frontierland with a very advanced city capital and less advanced outlying villages. Technology is pretty basic with the exception of artifacts that were brought with the settlers and some limited production facilities. Main goal of the society is to find and exploit natural resources on the mainland to increase this.

>Characters
>A wandering priestess of a local beauty and love religion. Grew up in a monastery, now out to find her twin sister which was adopted at a very young age.

>A burglar/dealer type woman from the main port town on the continent. Specialises in "acquiring" stuff through legal and less legal means for paying customers. Heard rumours of a lost landing pod being sighted and smells profit.

>A rough ranger/prospector type character from the frontiertowns named "Barbie" as a joke.
14 posts and 2 images submitted.
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>>53650077
Sounds cool OP.
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>>53650077
>Adventure
So far I have this:

The adoptive family of the priestesses sister was last seen moving east towards the mountains with a settler trek some ten years ago. Nothing has been heard of them since. The Priestess and the dealer know each other and the ranger is recommended to them for wilderness survival. In the first adventure, they will visit a mining town where two things have happened: The wife of the mayor has disappeared and the machines in the mine are malfunctioning too often to be due to random chance, too little to be sabotage.

>The case of the missing wife
She was having an affair with the local prospector whom the groups prospector knows. Unhappy with her marriage, she decided to run away with him.

>The case of the machines in the mine
A digging robot was locked in a collapsed tunnel and presumed destroyed. Instead he survived and malfunctioned, prompting him to dig his way back and proceed to "repair" equipment whenever he stumbles across it.

>>53650141
Thanks. Credit goes to the players though, they made up most of this.

What I'm asking is: Does this sound playable? SHould I connect those two story strings somehow? Should I fill in more details or trust the players on doing so?
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>>53650077
>FATE for complete newbies
This could go so wrong in so many ways it's not even funny.

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I am going to be a part of a ocean/sailor (or pirate) campaign, but I do not know what race and class to play as. Do you guys have any cool ideas?
25 posts and 5 images submitted.
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>>53649725
It's d&d5e by the way.
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>>53649725
Race: Pirate
Background: Pirate
Class: Fucking Pirate
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>>53649801
You make a good point Anon

Do you prefer gods that are very serious or ones that are wacky, funny or otherwise unusual?
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>>53649428
Depends on the setting.
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>>53649435
>faggot non-answer

Ah, the cancer of /tg/, still spamming itself.
>>
I like my gods like the Greek liked 'em.
Vaguely omnipotent, immature, and very bored.

I feel like anything short of The One True He Above should be flawed, fallible and constantly stepping on eachother's toes for kicks.

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Archives and other resources: https://pastebin.com/vrqYhnpu
Previous Thread: >>53638880

I feel like last thread was pretty good, I'm proud of you all, good job. I didn't read any of it in case I would see something that upset me.
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I'm feeling somewhat under the weather, so I hope you guys are having a nice day. All of you, even the shitposters.

Also, cyoa makers, cheers. I appreciate your work.
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>>53649414
Thanks for the OC last thread, anon. It was pretty fun. You mind if I stay over tonight? You can tell me about the next cyoa you'll be working on.

Oh and do you got any spare underwear I can borrow tonight? I've been freeballing today.
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>>53649488
Sure, bro.

Borrowing boxers is kind of gay, though.

I'm going to go back to D&D 4E. I did run one-shot adventure in Essentials once and it was a blast, I don't remember why we stopped playing it. But I guess it stops being so smooth on higher levels where players have dozens of powers.

I have two questions. What supplements should I start with, which are immidiately easy to forge into adventures. I'm thinking about Neverwinter, Threats to Nentir's Vale, Open Grave, and maybe Shadowfell. Are there any good adventure modules? I heard bad things about most of them. I would search in Dragon magazines maybe.

Second question is, what are the best hacks to speed up combat. I've seen some 4E Lite projects and stuff like that.
14 posts and 3 images submitted.
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>>53648784
Madness at Gardmore Abbey is considered one of the best modules for 4e.

It's also notable for starring the Deck of Many Things, _without_ destroying the campaign.

>Second question is, what are the best hacks to speed up combat. I've seen some 4E Lite projects and stuff like that.

Just have everything at hand, including rules compendium. Make action cards with the Character Builder (use CBLoader if you don't have a subscription), and make sure the players know their shit. If needed, add a 1 minute timer.
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>>53648784
>Second question is, what are the best hacks to speed up combat. I've seen some 4E Lite projects and stuff like that.

Shadow of the Demon Lord
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>>53648859

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So I am planning on running a Sci-Fi campaign, using either Traveller or GURPS and was wondering what advice you might have.I have very little experience with sci-fi-fi games and more familiar with fantasy (preferred system is Warhammer fantasy role-play)
I am wanting to have the players slowly uncover vast networks of conspiracies and as they realize how truly alone they are in the void.
So my main questions would be
> How do I include recurring NPCs if the players are mostly on the move as free traders or agents of a corp or government?
> How best to handle Combat and the more powerful and longer ranged weapons involved without ending up with rocket tag or a TPK.
> Should I give the players a spaceship?
> How to emphasis the emptiness of space when the players are able to go planet hopping in space ships?
> How to create a dark tone and feeling of isolation without them feeling like nothing matters?
Any additional advice and general tips would also be greatly appreciated.
36 posts and 1 images submitted.
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Nothing? No response?
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>>53648177
A lot of those problems are answerable the same way as if you'd run a fantasy campaign, you just switch terms around.

Reccuring NPCs are met the same way, long-range weapons are fireballs-for-everyone, spaceship is "should I give them dimension-crossing mounts".

The last two questions aren't specifically sci-fi oriented but to throw a few ideas around:

> How to emphasis the emptiness of space when the players are able to go planet hopping in space ships?
Part of it you got the inkling about - the feeling of isolation. Make them move through the space dealing with something while there's nothing there, stars merely pinpoints that don't seem to be closer, sensors that detect things from many kilometres report nothing. Switching timeframe in a way that makes them deal with stuff on ship, with moments of respite underlining how they travel and travel and it's nothing but stars away all that time might help. Make them realize that if not for the ship they're in they could very well be in an empty void stretching forever.

>How to create a dark tone and feeling of isolation without them feeling like nothing matters?
Give them a goal, give them information of things being out there but don't make it easy to get there. Obviously their sense of scale will be off if they only need to press a button and they'll travel across galaxies on FTL drive between populated planets, stations etc in a few moments.

It will, again, make things happening locally (as in, on the ship) necessary, so the sessions won't be "you keep on travelling through space, see you next week".
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>>53649360
cont.

There may be many little chores and personal goals/quests introduced ("you start working on the weird, alien rifle", "you tend to the engines trying to figure out what makes them overheat so fast", "you continue your meditations, trying to develop your psychokinetic abilities to level above barely interesting party tricks") as well as bigger events ("thorough whole big ship there are nests of hullworms - while only mildly dangerous on their own, they multiply quickly, eating up the alloy the hull is made out of and have to be eradicated") that will be adventures taking up sessions all while the ship's in transit, often with little outside of it.

What a strange little creature you are, humans.

You are weak, squishy, short-lived, untalented in the arcane arts, and pardon me for saying this, not particularly clever either. You have little of the sort of things - flying, fire breath, dominion over nature, inherent divinity - that the fey, the djinn, or my kin would find so trivial. You boast about fast breeding rate and technology, but even in these, goblins have you beat.

You are young. You come to a land already shaped and formed by your elders and try to carve a place of your own in it, like a toddler with a plastic trowel.

And yet... you persist. You survive, thrive even. You have covered the land, slowly pushed the rest of us to its fringes, into the dark places where you have not yet come - but likely will one day. Our time is over.

More curiously still, you resist our blood. In spite of your search for power and love and your - again, pardon me - rather lustful ways, in spite of the many arcane secrets we could teach you, show you in the art of pleasures, and infuse to the very essence of your children, your entire race... it is rare that you would take up on that and produce a half-elf, or a half-dragon.

And then it turns out that this halfbreed, with all his power and might, actually still is left behind by the full-blooded man. Go figure.

It is a riddle to me. I have heard but whispers, rumors, of the key to your success. I hope you may enlighten me on the matter.

Tell me, /tg/... what is this "Ponusfeet" that so empowers you?
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>>53648100
It's a little trick that expands our repertoire of abilities, born from ingenuity, talent, or just plain luck.

You'd be surprised what you can learn when you have some spare time and don't have to worry about finding proper fucking clothes, ancient one.
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>>53648100
We're annoying. That's it. At the end of the day, we don't do it for god, gold, glory, or four our own race... we do it because we're petty, even amongst ourselves. We do things deliberately because we know someone, somewhere, will be less happy because we did it, and that sounds like fun. Because it makes us feel superior to them in some way. Outbreeding Elves and Dwarves, yet still dominating those who outbreed us? All just petty lust for superiority. Killing a Dragon, or a god? Well, what's more annoying than getting killed when you think you're immortal, or at least very close to it.

In short, there's no reason other than Humanity does it to spite everyone else for shits and giggles.
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>>53648100
I tell you. For about tree fiddy.

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>Google Drive
http://drive.google.com/drive/folders/0B1qb0_OLhDrDSmZpRWdZaGZRcWs?tid=0B20r6rsFLOg_Zk5RdVdya3hJNnc&authuser=0

>Jumpchain IRC Chat
http://client00.chat.mibbit.com/?server=rizon.mibbit.org&channel=%23JumpchainCYOA
http://kiwiirc.com/client/irc.rizon.net/?#JumpchainCYOA

>Rules
http://pastebin.com/Gqj3iKyn

>How to Jumpchain
http://drive.google.com/file/d/0B1qb0_OLhDrDNjZmRG02SDFaRVk/view

>Last Threads
>>53638609
686 posts and 95 images submitted.
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Any jumps with EUROBEAT?
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>>53648091
youtube
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>>53648091
Jojo, make a cool Stand with it.
The Transporter Shard in Worm will make you a beast at driving

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Paizo Games General /pgg/ (also known as /pfg/, Pathfinder and Starfinder welcome)

What are the weirdest weapons your characters have used/picked up?

Link repository, could really use an update: https://pastebin.com/PeD1SMUZ

Current Playtests: https://pastebin.com/quSzkadj

Old Thread: >>53642556
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>>53648021
>What are the weirdest weapons your characters have used/picked up?
See normally I'd say an enemy Wizard but that's typical on /tg/
Then I'd probably say that monk that did unarmed attacks with his Large cock for 1d8 damage at level 1 but that's also typical on /tg/
So probably 3rd place is when I used a nuclear fuel rod as an improvised club.
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I don't like the vancian spellcasting system, but I do like spells.
Is the Dreamscarred Press psionics stuff a good pick for this? I hear it's mosty X power, but you add Y points to make it suck less when you cast it.
>>
Which games are still recruiting?

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Has anyone here ever heard of Starfire? I've been looking for a hex and chit based space wargame and I found this, but I have not found anyone who can tell me anything about it.
19 posts and 3 images submitted.
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>>53647995
Op, I certainly can't hold anything against you for playing hex-and-chit. I'd like to get into it myself.

...but around these parts, unless it has miniatures - good miniatures - most don't give it the time of day.
>>
>>53647995
Do you know of any good games still available? I used to have one called Necromancer but that was looooong ago.
>>
>>53647995
Used to play the shit out of it back in the late 80s.
Came in 3 books at the time. First was basic combat, second added fighters, and the third was a campaign system.

Ships looked like this -
BRADLEY - FG1 - [2] - S S S A A W I H W I I I I [5]
Meaning the Frigate Bradley had a turn mode of 2 and movement of 5. The letters refer to ship components.

Unlike some other space combat hex & chit games (star fleet battles), there is no power allocation, you can fire any and all of your weapons each turn, which simplifies the game (for good or bad).

Warcosm is a modern hex & chit game that is current and very similar in play.

What are you looking for in a space wargame?

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>the game will include sexual horror
40 posts and 9 images submitted.
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>>53647885
So it includes having sex with you?
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>>53647885
>the game will include sexual horror

Only reason I'd include sex in a game.
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>the game won't include sexual themes
It was my life

I've been playing through Sunless Sea again and I love the atmosphere and writing. I was wondering how you would translate it to a table top game?

Obviously Call of Cthulhu comes to mind, but otherwise what would you guys include to help build the tension and uncomfortable nature of Sunless Sea.

"LOSE YOUR MIND. EAT YOUR CREW. DIE. Take the helm of your steamship and set sail for the unknown! Sunless Sea is a game of discovery, loneliness and frequent death, set in the award-winning Victorian Gothic universe of Fallen London."
28 posts and 1 images submitted.
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>>53647732
sunless sea is great and well written, but its essentially a cthulu-esque, Victorian/steampunk era game.
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>>53647732
Remind me how Sunless Sea handles sanity? All I remember from the game is that darkness is bad.
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>>53647861
You acrue 'Terror' over time, the rate of which is linked to light. So if you have your Headlamp on or are near a buoy or lighthouse then you'll get Terror at a slower rate, but there are times when you might want to turn your Headlamp off because of monsters you want to sneak around or your running out of fuel

Terror is also gained through the story, which is interesting since you can get Terror from... having a chance encounter with some sea beast which is understandable, but also from going into a abnormally dark room with a deep sense of foreboding. If your terror hits 100 you go crazy.

>>53647792
I haven't ever played CoC, how often do you like run into the monsters, since in Sunless Sea you never run into something like a... Shoggoth for example, its always hinted at or eluded too through tricky word play and excellent writing. Most of the uncomfortable things that you read come from some shady character saying something off.

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Choose which partner you would want to adventure with and why so?

Would you try to romance them? If so how?
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>>53646904
I pick the kobold because magic is cool and would compliment my fighter skills. Would probably romance her at some point.
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Jessica can't be a human, this is not how human legs work.
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>>53646904

I'll wait until there are choices that aren't shit thank you very much.

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>be Strikefag
>wake up
>see somebody made a Strike! thread
>see it's on page 10
>try to bump
>get bumped off to archive before successful bump
>mfw

This is a Strike! thread, in which I try to lure people into discussing Strike!

>>53640602
Strike! does have a more granular scale for proficiencies than the basic one. I never felt the need to use it, but you could. But more detailed proficiencies still just change the table you roll on, not the value you add to the roll. That's how Strike! usually does it. I find it leads to a lot faster gameplay when you just roll a d6 and don't have to worry about what modifiers you have.

There's also the 2d6 variant that can easily handle PbtA style stats (usually ranging from -1 to +3), if you want.

I think D&D is actually pretty bad at this, at least in 5e. The difference between a strong guy and a not strong guy is just about +3 which is very minor on a d20 (until skills get involved). I prefer it to be more meaningful.
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PDF related is a slightly overenthusiastic pitch by some guy from SA forums.

PDF download for core rulebook:
http://www.mediafire.com/file/m555wbs905jb00z/Strike%21+Core+Rulebook.pdf
>>
Sell me on Strike! versus just playing 4e.
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>>53647998
Instead of using a clear-cut rulebook to run tedious, but functional combat you can read a tedious, but functional, rulebook to run clear-cut combat.

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ITT: games that you stopped playing due to their convoluted rules

Pic fucking related
14 posts and 2 images submitted.
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>>53646704
it releases the exact same convoluted rules in every set. That's like complaining about chess because each set looks different.
>>
>>53646733
I'm talking about shit like climaxes, levels and how your need certain cards to activate everything

It's like not even the waifus in this game aren't worth the struggle.
>>
>>53646704
Maybe it depends on the type of deck you're trying to use if you're a newcomer.

If you jump headfirst into Love Live or KLK, your first impressions won't be as good since those are decks for those who are already accustomed to the game.

Try the Miku decks.

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