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Dark Fantasy setting

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How would you make a Dark Souls inspired campaign? Tips on dark fantasy?
>>
Literally have the soul/level up system for leveling up. With stats for weapons and certain rewards for enemies. Then just make up a to hit table and a critical and wounds table and your set
>>
Also for fluff, don't tell the player anything. Stories up to them.
>>
Dark souls would actually be a good game for tabletop, the GM could play as a summon/phantom and be either an enemy or a temp ally
>>
for getting the dark fantasy feel you should use a few npc quite notable like an amlet with 5 people nicely defined to let the player feel lonely when they are adventuring
and no badass npc everyone is a looser in a way
>>
>>49927899
Some anons have taken several cracks at making a homebrew RPG for Dark Souls, here are some:

https://yuki.la/tg/35821445

Check the archives, there was stuff in the last 6 months.
>>
>>49927990
That's pretty dumb, I said inspired by dark souls, not an actual dark souls copy.
>>
>>49927899
I tend to push towards a more dark souls setting naturally by going above the recommended monster budget when building encounters, leaving major story elements to be uncovered by exploration (History checks on items, or just as flavor text on item cards), and as an added bonus you can go towards a distopian society.

Other ideas, XP = Souls, and is also used to purchase gear. Make sure once they gain a level, that they are unable to spend xp that would put them below the threshold.

Lastly, be prepared for it to fall flat on its ass. As much as you try to keep things brutal and super serious, a table top game devolves into monty python eventually.
>>
Make damage stick.

Encourage more options aside from "I hit it"
>>
>>49929063
That's already something I do in my campaigns. Thats not very dark though.
>>49928627
How would I get that apocalyptic hell vibe? What are some themes I should include, scenery?
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>>49929233

>Thats not very dark though

Yes it is.
>>
>>49928300
there was a sci-fi themed one that was supposed to feel mechanically like a souls game...Lost Source(pic is the latest edition of this)

and I also worked up a setting(system pending) that feels like bloodborne with more space to explore
>>
Use warhammer fantasy roleplay (2e).
Can't explain right now, am on phone in bus.
>>
>>49929703
simplest answer?
>>
You could maybe use hackmaster? Its very much a game that you start at the bottom from what I've heard... Never gotten to play it myself so take what I say with a assload of salt.
>>
>>49927899
>Tips on dark fantasy?
Dark fantasy is essentially what you get when your game is more middle ground in terms of the sliding scale of fantasy-horror, or if you prefer, it's fantasy with horrific elements. So when you're running the game, think also about stuff like the tension level and where that needs to be increased, think about creating recurring warnings and omens in order to instil a sense of unease.
>>
>>49929778
>the sliding scale of fantasy-horror
I wouldn't think those would be on the same scale
it's a qualitative difference between the 2
that said, lots of horror elements combine well with fantasy
>>
>>49927899
CoC without guns
>>
>>49927899
>How would you make a Dark Souls inspired campaign?
The player characters come to the land of fallen kingdoms, each on their personal quests. I would keep the "die but don't stay dead" bit, with some sanity effects associated with death and death being common.

I would tie their personal quests into the deeper lore, building the greater world as they go along. Have a main, straightforward quest at first related to each of them, sprinkling interesting, crazy NPCs from here and there. Even go the extra mile and have settlements full of half-crazed people.
>>
>>49929956
I tend to see both genres as 'what happens when some other thing (magic generally) alters how the world works' the only difference is what the end result of that change is.
>>
>>49930074
>alters how the world works'
horror doesn't even need to do that...

survival horror is a fine example.

hell, have you played Rust(if not then you might like it). wolves and bears and other people will provide lots of tense moments, hiding, and running away, especially in darkness, and god help you if you don't have shelter and food.

people can be horrific to one another sometimes, totally unprompted. hell, how many horror movies out there are totally mundane?

The Purge has no magic, and being caught out in it can definitely qualify as a horror experience.

but this is me picking nits, so blah, I'll bump the thread with this.
>>
>>49930163
yeah I maybe should have been more specific and said supernatural horror.
>>
>>49927899
I'm playing in one using Godbound
>>
>>49927899

Anon the system you choose is largely irrelevant though others might disagree. Getting it right is everything to do with narrative, pacing and setting. >>49930163 has it bang on. All of Films and games mentioned are deeply atmospheric and regardless of their content all can unsettle and terrify.

I think the question you need to ask yourself OP is just how good of a storyteller are you? Because that will define whether or not your concept lives or dies.
>>
Isn't Symbaroum in this category?
>>
Symbaroum, Kult, and Burning Wheel are all games that fit thematically and mechanically with Soulsborne style dark/gothic fantasy. More than that, the hallmarks of the genre mostly read like a "best-practices" for GMing:

>Have a small amount of fleshed out, distinct, and plot relevant NPCs scattered throughtout the world
>Combat should be fast, intense, visceral, and strategic--positioning is vital, environmental effects are strongly recommended, every hit taken or dealt has an notable effect and reaction.
>The world is intuitive to navigate and full of memorable places and vistas. Thought should be put into the visual arsthetic of enemies and locations.
>The world is teetering on the brink of ruin, or maybe is set in the aftermath of a collapsed golden age
>Boss fights are memorable, unique, thematically appropriate, and very tense.
>The overarching plot does not revolve around the players, they are merely actors in the world capable of affecting others' plans.

Planning a Souls-inspired campaign for next year, it's a very fun exercise in design even if you're not going to run it. Would highly recommend.
>>
>>49927899
Use an unforgiving, lethal system. Shadow of the Demon Lord is a good one, as you can start off as a lvl 0 [race] and even as you level up some shit can just straight up kill you.

Create a deep world with a rich history and then tell your players absolutely nothing about it. Drop hints as innocently as possible, but never state anything outright.

Motifs of death, cleansing, painful rebirth, etc.

Try to depress the players.
>>
>>49928334
A dark fantasy game with the progression of old school D&D. Gold you earn can be used as experience, or as a resource to purchase things.
>>
It's short *exciting art* but this is a friend's system that we've played a lot over the last 3 years as its been updated.

The initial learning curve is pretty steep but once you grasp how the roll table works and how the derived stats trickle down, the actual operation of a character during play is very easy, and most importantly, very dynamic and stance/maneuver based.

It also has a GM's manual full of sample enemies, 'boss' rules, and the necromancy magic school but I don't have that shit lying around.
>>
One of the most interesting parts of Souls-style storytelling is the gradual revelation of information about the world. This is most often accomplished through item descriptions, but that's pretty hard to translate to RPGs directly. How would you handle it instead? I've thought about having lore be relayed mostly through NPCs, but that starts to feel too much like an exposition dump, and the ability to question them further can spoil some of the "gradual piecing together" aspect. Ideas?
>>
>>49929465
I loved the Lost Source setting. Would you mind posting the bloodborne one?
>>
I was thinking about this today. I think the biggest problem is that in Dark Souls death merely means you go back to the bonfire but in a tabletop game you typically have a party of people playing together.

If one player dies, does the entire party get sent back to the bonfire?

If not, what does the dead player do? Do dead players sit it out until the party is picked off one by one? Cautious, skillful play being a pillar of the franchise, what if a cautious, skillful player avoids death for a long time? This will become majorly unfun for the dead players; if you let them play as monsters, it will become unrewarding for the skilled player.

If the whole party does go back to the bonfire when one player dies, what's stopping the game from becoming an absolute slog as the party repeats the same thing over and over again? If someone builds a bad character, they're really screwing everyone else out of a game.
>>
File: bloodbrew .pdf (1B, 486x500px)
bloodbrew .pdf
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>>49938193
I'm working on a system to play this based on French Anons comments and notes.

soon it will be as complete as the Lost Source document, with it's own unique special rules and shit...
>>
Build a world, give the world a golden age. Find a reason to tear down that golden age, let the world fester for a couple centuries. Keep track of heroes and villains and their ultimate fates.

The campaign should start 100 years after the last named character's story ends.
>>
>>49938590
You're a mad genius, man. I love it! Lost Source is a really a great setting.
>>
>>49938638
There's an rpg (I think it's called The Fallen or something) which is built on exactly this premise, the players first set up important aspects of the game world, and then decide how all of them fell apart, where broken, warped, or lost. The game itself is the quest to them restore those things but I guess you could just switch systems after the worldbuilding stage and then play in it as a dark fantasy world
>>
>>49938786
bear in mind I didn't come up with Source like I did with Bloodbrew.

lost source was a setting made by /tg/ I decided what wild ravings got put in is all...and came up with the impact/stagger mechanics

Bloodbrew is a setting made by me after too much bloodborne and a bad description of "innistrad" wherever it's from...

I'm hardly a mad genius...I steal most of my ideas and stitch them together till they fit.
>>
>>49929726
>>49929703
Not sure what he meant to do with it, but it is a pretty solid system for more 'realistic' fantasy without going too rules heavy. Using the optional rules for infection and all the other more brutal rules would make things a lot more dark. Getting healed with optional rules in that game with non magic is brutal.. and magic is rare.. and untrustworthy in its own way..
>>
>>49930033
>>49927899
Could take some inspiration about the die but don't stay dead thing with the insanity mechanics from eclipse phase. Then again its not too hard to fully homebrew.
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>>49930618
This.

Although having a good system can help set the tone, but if you don't have the story and pacing down its going to be pointless.

A way to add tension is to add more adversity.
>>
>>49939420
core mechanic?
d100 roll under/over
d20
dice-pool
8-die river
roll and keep?
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>>49939635
d100 roll under.
Its got an interesting class system based on professions. You progress from one profession to another unless the GM gives you the ok (due to having an rp reason) to progress to one outside of the normal progression options. There are hundreds of professions. It sounds complicated, but its really not.

Its got great random character generators, or you can just pick and choose.

I ran a high fatality 2nd edition game and my players loved it.

For more traditional adventuring borderprinces is pretty good.
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>>49927899
I am currently writing up a Norse Mythology "Dark" Fantasy Campaign.

It's basically Pirates of Darkwater meets Beowulf.
>>
>>49939635
>>49939737
https://www.rpg.net/reviews/archive/11/11528.phtml

Here is an ok review. Was hoping to find an example of play. It also has dark heresy style critting.
>>
>>49939737
>There are hundreds of professions. It sounds complicated, but its really not.
reminds me of the Dungeons the Dragoning level system, might have been where LawfullNice stole it from

I may have to find a copy and skim it for Bloodbrew

does it have as many combat maneuvers as Dark Heresy?
and can it handle simple Gunpowder weapons like blunder-buss and similar weapons?
>>
>>49939800

It plays a lot like dark heresy. I'd recommend trying to get some of the supplements, or at least reading through which adds what. Its quite playable without any though.

Warhammer fantasy has gunpowder weapons. They are a big part of the game. Muskets are basically the empires main weapon along with guns and spears. Think revolutionary war era tech.
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>>49939843
>>49939800
Its basically like dungeons the dragooning profession wise. So yeah, that is probably where they got it from.

https://1d4chan.org/wiki/Warhammer_Fantasy_Battle for some setting info if your not familiar.
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>>49939843
>>49939800
>>49939878
>>49907789
has other resources listed that you may be interested in.
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>>49939843
awesome
>revolutionary war era
which revolution?

I'm building in a pre-industrial setting but a system that runs in that kind of world will certainly have what I need

>>49939878
neato I may use this to build the world OUTSIDE the walls of >>49938590

>>49939902
I SHALL TEAR FROM THIS THREAD IT'S BOUNTY OF DATA
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>>49939993
American revolution, although its based off the Holy Roman Empire and is Germanic culturally (for the most part).

I would recommend the Border Princes Supplement for random world generation tables. Its generic enough that it works quite well (just place major cities manually if you want too. that supplement is designed to portray a very large very barren and sparsely populated area.
>>
>>49935215
Could go straight DS
>When you level up you increase a stat
That's it, number of spells you know, can prepare, can cast in a day, damage, how many times you can attack, etc. are all based on your stats.
>>
>>49939993
I'd also recommend
The WFRP Companion: A Warhammer Fantasy Roleplay Miscellany
for more optional rules for more realistic stuff. like realistic rules for primitive surgery.

Old World Armoury: Militaria & Miscellania
is basically probably a must have for your purposes for more equipment.

Career Compendium
For a fuckton of careers.
>>
>>49937827
spirits or phantoms, playing out a scene, or speaking about a place, before fading away.
>>
>>49940082
>>49940176
I have the concept for the world I even have a setting of play, but making the damnable maps for it will be the difficulty.

and building the world around the setting will doubtless help me.

I'll take these books and use them for ideas. I'm building on ideas I've stolen from French-Anon

the Stamina/evasion/maneuver system will be a BITCH to balance...but it might turn out well

is there a monster manual?
>>
>>49938590
Fucking frenchfags. Not only did the movie that sorta inspired bloodborne was made in their country, but they also have the only GM who's currently running a bloodbrew campaign (at least it was still the case in the last thread if I recall correctly).
>>
>>49927899
The biggest problem with making a Dark Souls RPG is that it's just not fun in a tabletop to respawn and go back through a dungeon everytime you die. It'll become boring quickly.
>>
>>49940261
Yes, there is a monster manual.
Old World Bestiary: A Compendium of Creatures Fair and Foul

there is a list of second edition books on this page. the monster manual is quite good in my opinion. I also love the magic system, and there is an entire book devoted to it. There are a ton of supplements, and all of them have been good. (I own most of them)
>>
>>49940261
>monster manual
Here, you can steal some ideas from this
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>>49940261
>>49940380
https://en.wikipedia.org/wiki/Warhammer_Fantasy_Roleplay_publications

forgot the link
>>
>>49940341
Which movie inspired bloodborne ?
>>
>hey /tg/ I'm working on this thing
>LET US ALL SHOVE IDEAS DOWN YOU THROAT SO YOU CAN FINISH IT
>FUCK YOU NAMEFAG; BUT TAKE MORE IDEAS
>IT WASN'T YOUR IDEA STOP SAYING IT WAS, NOW TAKE THIS SUPPLEMENT IT WILL DO WHAT YOU NEED

yes, I will stay on /tg/ so long as /tg/ is a thing.
this board is best board.
except when the board is Oak or Maple, then /diy/ is best, but not for long at a time.
>>
>>49940518
I don't remember the exact title, but think it was something like "the brotherhood of the wolf"
>>
>>49941162
Yes, that's the one, from 2001
>>
>>49927899
I would just change a few basic rules.
Long rests would just be bonfires, players could set up their own bonfires but surrounding enemies in the area will respawn
I guess souls could be xp, but I wouldn't replace actual currency with souls
If a party member dies, they still lose control of their PC. Their PC now becomes a wandering NPC in the world and can either go on to do great things, or go mad and turn hollow...or both. Could use former PCs as sorts of mini bosses or even BBEGs
I'd homebrew some new feats to not make players feel like pussies in this overly punishing world
>>
>>49927899
You're going to need to brush up on dark monologuing. You need to loudly proclaim your grimness at every opportunity and do lots of grim shouting.

Make sure after you kill the dragon you grimly shout about how dark and grim and evil you are for killing the dragon.
>>
>>49942685
Dude what the fuck are you retarded or are you just pretending to be retarded?
>>
>>49942685
>>49942880
definitely pretending to be retarded
>>
>>49929233
>apocalyptic hell vibe
Make everything shit.
That town you visited before and made some friends amongst the NPCs?
Upon the party's return they find the town was overrun by marauding beastmen.

That NPC your party loves and keeps running into?
Have them show signs of mental and physical stress and wounds. Their armor gradually becomes dirtied and damaged every time you see them.
>>
>>49927899
During the summer I heard about a guy taking applications to join a Bloodborne session. Supposedly he had created a pretty elaborate rule set and everything. I also heard he was notoriously vile and angry basement dweller, so I didn't really look that deep into it.
>>
>>49928059
>you should use a few npc quite notable

What the fuck is this guy trying to say?
>>
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>>49938856
Part of being a genius is knowing when exactly those ideas fit. Another common trait is humility-- you're smart enough to know how much you don't

tl;dr: don't sell yourself short, anon.
>>
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WORKING ON A BLOODBORNE BREWED SYSTEM

THESE ATTRIBUTES(except wounds) ARE MULTIPLIED BY 5 FOR THE D100 ROLL UNDER SYSTEM

I NEED TO INSERT AND BALANCE ATTRIBUTES FOR
SOCIAL/CHARISMA
INTELLIGENCE
AND
PERCEPTION

for each of the classes.
I may or may not need to add a class

TAKING SUGGESTIONS, PLEASE JUSTIFY.

>>49947567
if you say so. doesn't stop me from essentially stealing shit from other people...
>>
>>49934099
I hope so, I've KS'ed the recent one for the full package
>>
>>49947847
Same here, hope it's worth it
>>
>>49947567
>Part of being a genius
>humility
Bullshit. For me, at least, being smarter than most people only convinced me that the best I could find is a equal and I still haven't found one
>>
>>49952808
Griffith please go
>>
>>49947250
having played dark souls I think what he means is having very few NPCs and making them memorable
>>
>>49943860
Yes and no.
>That town you visited before and made some friends amongst the NPCs?
Upon the party's return they find the town was overrun by marauding beastmen.
Not sure about this one. The world in Souls-style games is largely static, and any calamities that could have happened already have.

>That NPC your party loves and keeps running into?
Have them show signs of mental and physical stress and wounds. Their armor gradually becomes dirtied and damaged every time you see them.
This is key. Every NPC should have their own arc.
>>
>>49956023
To add to this guys post.

In Dark Souls only the people change not the world.

IMO it would fit the dark souls storytelling style better to instead of a town being overrun while they were gone , they find an npc in the already overrun town searching for something which your players might have found previously:

At the entrance of the town the players notice that almost every house's entrance has a trail of blood coming from inside,following the trail leads to the town's square where a blaze is consuming a pile of dead peasants, upon close inspection the corpses look to have been cut around the neck area, some bearing a chiropteran fashion to them.

A stranger wearing a colorful mound of bandages is waiving his arms up flapping the fabrics "Featherless freedom..." upon reaching him he turns and lowers his arms until they almost disappear inside the garb "Oh, You don't have a look about you from around here, that bleeding fang you carry... are you also from the church?"

Almost every choice your players are presented with have to be ambiguous but have actual importance:

Guy could be a member of the church or someone from it might passed by earlier, should you give the fang to him? what would happen next?

The players should meet with this npc more often, each encounter answering previous questions but presenting even more:

"Featherless freedom... is a verse from the Cloud's chant."

There should be details in almost everything enough for conjecture but not fact:

Cloud's regalia reads (or an int/lore test might work):

"The bloodied fang is carried by both fanatics of the Cloud for worship and by hunters of the Church as a taunt."

A group of bats is called a Cloud.
>>
>>49962192
>Cloud's regalia reads (or an int/lore test might work)
This is where i'm getting caught up. I can't think of a way to give out pithy little chunks of lore that isn't too forced or purely demonstrative and therefore easily overlooked.
>>
>>49934099
anyone have a download for these pdfs?
>>
>>49962526

Keeping it short, and ambiguous.

Let's try something like this and make an object more appealing:

>Gauntlet.
>a stout glove with a long loose wrist.

That's not interesting at all, it adds nothing, it has no personality.

>Noble's gauntlet.
>A piece of equipment worn by Nobles.

Now,it's not any other gauntlet it's a Noble's gauntlet.

>Noble gauntlet
>A finger-less gauntlet.

You have: something unusual,that brings questions(who would wear something like this?) but, that's not interesting and arguably downright a waste of space since you cannot draw anything of the setting from it, it needs FLUFF.

>Noble gauntlet
>A glove devoid of fingers
>To some, jewelry is more important than armor,sometimes even better protection,The Count is one such case.

Hmm, they go as far to give up protection just to show off rings? these nobles could be interpreted in many ways(ambiguity) :

>being extremely vain they would go as far as to endanger themselves (as nobility is often seen)
>they just don't have a need (Noble also means powerful) or have something better instead(could it be the jewelry?).

Now you have references (the count,the rings,the nobles) to something, a character with a touch of personality (that is assumed but not confirmed)
other items that could be of importance (said rings)

Remember that in dark souls descriptions are narrated as if it was from someone from outside the game.
>>
>>49947694
so, going on the assumption of an average of 10 points per attribute this means adding 30 points worth to each in the 3 new stats...

I'm thinking (social, inteligence, perception)
Milquetoast gets 11, 10, 9. (boring across the board)
Lone Survivor gets 9, 9, 12. (head on a swivel keeps you alive)
Troubled childhood 13, 8, 9. (skilled lyre)
Violent Past 8, 9, 13. (show me what to smash)
Professional 8, 14, 8. (clever makers of things)
Military Veteran 12, 8, 10. (a certain amount of kissing ass involved)
Noble Scion 13, 9, 8. (social behavior tutelage trumps things)
Cruel Fate 6, 12, 12. (magic is dangerous to the unaware and the foolhardy)

these are theoretical stats for the mental stuff that soulsbourne VIDEOgames don't actually need.

THOUGHTS?
SHOULD I ADD A BUILD, OR CHANGE STUFF AROUND?
>>
>>49927899
The dark souls setting is just videogame-tier writing that is completely unremarkable except for the great visuals, which, newsflash, are the least friendly aspect of anything to translate into the pen and paper role-playing experience.

The best part about dark souls: Getting punched in the dick until you get good, and the satisfaction of beating something that's difficult after dying 10 times is in complete opposition with the enjoyable parts of pen and paper role-playing.
>>
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>>49927899
I've been thinking about this lately myself.

My idea was to keep the campaign relatively short, and do it over and over again. Every iteration the bosses become the inevitably failed and broken PCs from last time around.

Start in something akin to the late age of fire, where everything is stand up and noblebright, and every turn around, everything gets worse and worse as the world dims. There is no bbeg, except for the futility of trying to resuscitate a dying world whose time has long since passed.
>>
>>49952884
kek
>>
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Good news everyone ! I'm going back to my place in two days and I'll be able to get my work back and hopefully be able to answer most of your questions (I could also upload various character sheets & monster blocks, answer questions about the campaign, etc...)

>>49963283
noice, it's actually pretty useful. I'd just add modifiers on that based on the backstories the players provided but that's not really quantifiable
>>
>>49968999
Fuck yes...

And a thought strikes me, perhaps I have several packages of mental stats and let players pick based on backstory?
>>
>>49938797
If anybody finds what this is actually called and can share it that would be great, shit sounds cash.
>>
>>49927899
For starters, have humans (or a human like race) be the only playable race. Every other living and breathing thing is out to murder you for the most part. It will make the player's instantly suspicious of anything inhuman.
>>
>>49971575
found it: https://www.dropbox.com/s/59ujj29f76kkq0j/FALLEN%20V.1.3.1.pdf?dl=0
>>
>>49971642
>>
>>49938590
monotreeme bringing quality content as usual
>>
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>>49927899
>>49937827
Honestly Dark Souls has a lot in common with classic D&D megadungeon campaigns.

There's an emphasis on traps, highly lethal and unrewarding combat, and emphasis on careful observation of your surroundings. You have a vast complex of various themed levels, and the GP you find in the dungeon is both your source of XP and cash to resupply. Often these megadungeons are also decayed ruins that once had an alternate purpose known to the GM but only revealed to the players in bits and pieces from the architecture, denizens, and layout. Every dungeon denizen you meet rolls a reaction check to determine their level of hostility so it may be possible to parley, trade, or gather information from some of the inhabitants.

Like >>49930618 points out your system is going to be less relevant that the actual content and layout of the areas to explore. Make the areas and setting first
>>
>>49973071
I've not updated that in like...months. by now it's stale and I need to work on it some more.

>quality
nah, it's not like it's my collection if implements for HIGH IMPACT SEXUAL VIOLENCE I tend to be more proud of those projects anyway.
>>
WORKING ON A SYSTEM FOR A BLOODBORNE BREW

so I'm still working on the system to play BLOODBREW, I'm having trouble defining Bloodtinge or rather figuring out what it should do.

I already have a Strength Stat(heavy weapons) and a Skill Stat(light weapons)

should it be ranged weapon to hits? should it be a Fate-point pool? what should it do?
right now I'm using the ARCANE stat as a resistance stat more than anything
>>
>>49974175
BEHOLD, A SOULS CHARACTERS WORST NIGHTMARE
>>
>>49963017
always check the pdf share thread before asking
here's core, there's more in the pdf share thread

http://userscloud.com/t29loe5oofj5
>>49883548
>>
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>>49973195
speaking of Dungeon Maps, I really like this one(originally from the OSR supplement Beasties), been fiddling with ways to use it for a while now

>>49974175
I'd say have it be primarily for ranged weapons, but also applicable to certain melee weapons

Arcane should be for both various tools and weapons of a more mystical nature, as well as tied into a sort of luck/fate point system(since a high ARC stat increases your item discovery rate)
>>
>>49935283
Seems a little convoluted/overworked imo. How are you and your group taking it? How "good"/proficient are you all in pnp?

I run my own little shitty homebrew for about 2-3 years, but it's basically slightly extended Simpled6, and it works because I only game with close family and friends that don't bother reading 10-page rules.
>>
>>49975176
>Arcane should be for both various tools and weapons of a more mystical nature, as well as tied into a sort of luck/fate point system(since a high ARC stat increases your item discovery rate)
as it is in the document I'm righting.
>Arcane: intensity of raw magical strength or resistance to the effects of same, as arcane rises magical weapons do more damage, magical attacks do less. Enough ranks in arcane and a measure of training allows the casting simple spells, though the most powerful spells take years of practice

as defined it's a resistance to magical effects as well as an aptitude. I may change it, the system I have right now is so bare-bones that it does basically nothing already.
>>
>>49976231
>magical attacks do less.
should read
>magical attacks do less damage to the character
>>
I called mine "the Age of Falling Stars."

It's a mix of Arthurian legend, Judeo-Christian theology, and a world without light where death literally doesn't happen so people simply keep getting injured until their bodies can't heal anymore, at which point they suffer. Forever. The only light in the world is in the hands of the scant surviving gods who lived through the rebellion of the Mordred/Lucifer-alike, or in the hands of mortals who acquired starlight and are now like unto gods themselves.

I think the important thing is that there's hope present, so you can crush it brutally. Hope of something better, even if the buy-in is understanding that that hope isn't really a thing you can claim - at best you can mitigate the problems.
>>
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>>49975176
>I'd say have it be primarily for ranged weapons, but also applicable to certain melee weapons

I'm having difficulty thinking of other reasons to build that stat...I want it to do something other than just be "only the ranged combat attribute" it seems too flimsy on it's own...

strength and skill both have other uses, I could separate the combat attributes and just have those three, but that seems needlessly over-complicated...
>>
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>>49978699
>>49975176
so one way to deal with the Tinge-Strength-Skill is something I saw in a OnePiece RPG, it treated all the combat attributes as separate "primary" skills with other skills like "sail, craft, navigate, etc." categorized separately as "secondary" skills. It'll break the streamlined BloodBorne feeling...

I might also try tying ranged combat to Perception, but that seems like a cop-out for short-distance ranged combat(ex, Legolas at helms deep, and thrown weapon fighters)...it fits better with the "eagle eyes" idea of ranged combatants and I could then lump Blood-Tinge and Arcane together(for the bloodbrew setting I can make it work).

either of these sound like good fixes for the problem?
>>
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>>49947847
>>49950262

I have as well.

Been reading through it. Seems awesome enough. The expansions really get into the treasure-hunting aspects that the Core book leaves out.
>>
>>49938289
My work around for this was a "key item" bulllshit thing bound to the players like "bonfire ashes" or something. As long as one party member survives, the dead players revive with the surviving party member. If all party members die, they do go to the last bonfire.

The key to not making that either a terrible slog or pointless boring backtracking, is to have failures cause things to change. Different enemy formations, different enemies entirely, failing in something time sensitive, etcetera.

Also, I think the best way to do literal Dark Souls is to have a sanity system where you get insanity points mostly from dying. It fits the lore perfectly and is a way to still have permanent for real character death, in that they become a Hollow.
>>
>>49978224
Sounds pretty sweet. What's it like visually?
>>
>>49978699
maybe tie Bloodtinge into increased effects of Blood items as well(like say every couple of points into BLT after say 15 increases how much health you get from Blood Vials, or from Rallying or Viscerals)

>>49979873
Bloodborne makes it even easier, after combat the surviving players could just use a Beckoning Bell to resummon those who died(this is assuming of course that all PC's are bound to the Dream in some manner, and thus can't normally die permanently)
>>
>>49980356
I wasn't going to do a blood theme, but recovery I might be able to work with.

I might work in a sliding scale, one way leads to madness and magic(arcane) and the other way leads to beasthood and madness(bloods tinge)
a human starts in the middle?
>>
>>49974207
literally the new DS3 DLC
>>
>>49980685
packs of wolves a dozen strong attacking you from the cold darkness surrounding you?
>>
>>49980743
Yep, also half-woman half-tree creatures that grab you if you get too close.
>>
I'm working on one where the game starts just as shit is starting to get fucked. The proverbial curse of undesth is just creeping up and the players are investigsting it, then eventually they will become cursed, die, and awaken in unknown amount of time later when shit is totally fucked.
>>
>>49981059
Sounds like a pretty cool conceit. What system are you using?
>>
What if instead of ressurecting at bonfires, you can ressurect after battles, and are forced to take sanity checks
Wipeouts mean everyone goes back to the last bonfire, not sure what you'd have to have them do, hollowing could be incoperated as the way to kill off characters, maybe force them to take harsh rolls on each player in a wipeout to see if any hollow
You could have bonfires restore the characters sanity by resting at bonfires, might wanna make them few and far between, or have some other system for them
Souls would just work the same way
This is of course for a Dark Souls game not a dark souls inspired game
>>
>>49980247

There are two really big visual styles - Underdark, and Babylonian City.

Anywhere there is not a Star King or surviving god to provide light, horrible mutant fungi have strangled the life out of sunlit plants. Animals have evolved towards not having eyes any longer, and are strange and subterranean-esque nightmares that sense their way around through other means more reliable than sight. Among these nightmares are the old things of the Deep, the water that first covered the land in Biblical style, which are heavily Lovecraftian with elements of old-school mythological nightmares added on top.

Where there ARE Star Kings or surviving gods, the area is slightly more peaceful, but very city-state-y. People build using clay more than anything else, since clay is readily available and easy to get without mining or venturing into areas light doesn't touch. High walls keep out the eyeless monsters, and the gods/Star Kings keep out the legendary god-monsters of the Deep. There are no sources of open flame, because if you burn "to death" you don't actually die, your soul becomes a hellish conflagration of fire and pain that wanders the world, since the guy governing death fucked off for reasons unknown.

Also, the Lancelot/Herakles-alike fell in love with the Creator's wife, but before he could bone her, Mordred/Lucifer killed her, so the Lancelot/Herakles lost his shit and started killing everything with his ridiculous super-strength until the gods welded him into his armor and chained him into a pit so deep it might as well be the underworld. He's still down there, straining at the world and causing the occasional earthquake as he screams and howls to be let loose.
>>
monotreeme, m8.
stop it, we can all see you bumping then deleting your posts. kinda embarrasing hey.
>>
>>49988850
dude, I've been making sex-furniture all day.

I want the thread to still be here when I start working on bloodbrew later.

I delete the bumps because they aren't useful contributions to the thread.
>>
>>49938590
I really like this.


Also have this archive

https://www.mediafire.com/folder/isdgccyicba24/Souls_and_Bloodborne_RPG_Hacks
>>
>>49988966
>making sex furniture all day
pics?
>>
>>49989398
right now the finished product is packed in my car ready to be carried in and assembled at a halloween party tomorrow. more accurately it's fetish furniture...

here is the operational face of the device as of last night.
>>>/diy/1075757
I installed the support leg, did a LOT of sanding, and switched out carriage/I bolts at the top

I make a lot of my own stuff, or I trade for it with other local makers.
>>>/hc/1037461
>>
>>49989505
What function does the fetish furniture serve exactly?
>>
gonna call Perception as tied to ranged combat, and remove blood-tinge...it'll take some re-balancing------ for the starter packages but I think it may work out with the "eagle eyes" ranged combatant, the Pharis archetype...I may include a culture or myth that a Black Bow shoots further than any other kind...

>>49989618
restraint in a generally upright position.

same purpose as a St Andrews Cross, except the A-frame is more versatile and produces less stressful positions(wrists by waist, wrists directly above head, arms strapped directly to upper sections, subject bent double over the center bar in modified strappado front-pull or hands-to-ankles, etc. etc.)...basically it's for holding someone in place while I beat them, cut them, or burn/brand them...

souls-bourne is described as a game series for "a bunch of hateful masochists"
what better person to work on settings than a Loathsome Sadist

>>49983695
I like this, I'd modify it a little though.

resting at the same bonfire consecutively does not restore sanity.
bonfires don't restore more sanity than the deaths can cost

once the hollowing threshold is passed you pick up the character sheet and incorporate it into your location notes as an invader.

if the threshold is passed far enough by the final sanity test failure you might modify the sheet with aberrations, drop-down ambush, or a chest-bursting colony of worms, or a case of sudden violent explosion disease. bonus points for theming the aberration to fit the play-style of the character.

that, and I might add in the key items of >>49979873 or something like it...

but thats how I'd do it, you do you...

>>49984064
>>49978224
I like this, you can use starlight as a different themes from the ones inspired by The Flame.
>>
>>49989974
What if while resting at bonfires the group had the chance to try and raise each others spirits
Hell you could have the actual conditions of where they're resting at be taken into account
Sat around with some merchants resting would be have a different effect on their minds than say, in a cold dark forest alone where they've frequently been harassed by monsters
Gives the players a bit of room for characterization too, and allows you to create a meaningful bond between the party
>>
>>49990379
you just described a core mechanic of the game Nechronica...
>>
>>49990379
>>49990408
And also Darkest Dungeon
>>
>>49990408
>>49990682
Well glad too see the ideas been put to use
>>
>>49989974
doesn't removing blood-tinge changes things entirely ? I thought it was the default stat for ranged attacks
>>
>>49991324
Not entirely.

blood tinge was a measure of properties of the characters boold. this in turn had an effect on bullet power.

I'm not doing a copy of the whole game, but a game that feels like soulsbourne to play.
>>
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>>49927899
Here's my take on it for GMing it.

When you start playing, embellish the shit out of things! Paint a rich and vibrant tapesty of the world surrounding them and don't even let them stop you if they try! Go into detail! Lots of detail! Explain the shit out of things!

And then, when they start to die, pull back on the details. Little bits at a time. Its not longer a splendid palace of artistically chiseled granite, its a stone palace. Its not a shimmering broadsword forged of the finest orichalum ever forged, its a magic broadsword. And so on.

And then, much much later after many deaths, go fucking minimalistic as all fuck. Door. Palace. Enemy. Ally. Boss. Weapon. Single word descriptions. Being abrupt and terse. And push them, keep them going forward.

And then they stop, wether from the campaign reaching its end point...or the players demanding you stop and go back to doing things normally, letting the PCs go full Hollow.

This isn't a method to mimic the gameplay of Dark Souls, so to speak. Its a means to play what it would be like to be someone who is slowly going fully Hollow.
>>
Death has to be a learning experience, and unlike the video game you can't have the same enemies/bosses over and over again otherwise the game becomes much more stale, unlike the video game.
>>
>>49991490
How's it coming so far? Wanna keep the thread alive. Willing to discuss some specific mechanics you're trying to use?
>>
>>49993385
so far I'm gonna use the d100 roll under core mechanic(Like Dark Heresy and WHFRP2e use), and I'm running it on an 8 attribute system. I'm going to tie certain weapons to certain attributes, I have an idea from french anon on how to handle stamina/endurance(it's an action point system). I have a very short list of skills.

Vitality: determines overall health, constitution, and long term stamina for tasks like treading water, jogging, climbing etc.

Endurance: this stat determines the number of actions per round, the distance a character can move per round or sprint. Some weapons reduce or increase the cost per action in stamina points. Stamina is tied to evasion.

Strength: this stat is used for Strength Weapons, Shields, and for feats of raw strength, lifting things, climbing things, jumping distances, breaking down doors etc.

Skill: this stat is used for Dexterity Weapons, Parrying, and for feats of agility such as balancing, jumping with precision, using tools and precision equipment dodging.

Perception: this stat is used for ranged combat and to detect and counter ambushes, detect traps, looting and resource gathering, appraising objects, and seeing signs.

Arcane: intensity of raw magical strength or resistance to the effects of same, as arcane rises magical weapons do more damage, magical attacks do less. Enough ranks in arcane and a measure of training allows the casting simple spells, though the most powerful spells take years of practice.

Social: determine a persons level of personableness even when communicating non-verbally or with non-human entities.

Inteligence: this stat represents the raw intelligence of a character, and the limits of their understanding in sciences or the complexity of their crafts
>>
>>49993622
>con't
>paraphrased from the notes of French Anon who seems to be quite successful at running the game

each weapon has a stamina cost; this represents the cost in stamina to make a full powered attack.

A half powered attack deals half damage (rounded down, unless otherwise stated by a weapon or other ability), and instead regains half the stamina cost of the weapon (rounded down).

Parrying with your weapon costs you half of the Stamina cost for that weapon.

Simple sample weapons (the real cost depends on the actual weapon, ex for 1 handed swords: Rapier < 1 handed Sword < Bastard Sword < Large Sword) :
-Daggers: 8-12 Sta
-Staves: 10-14 Sta
-1-handed Swords: 14-18 Sta
-Maces: 14-18 Sta
-2-handed Swords: 16-20 Sta
-Hammers: 16-24 Sta
-Unusual sized weapons: 18-40 Sta

For trick weapons, stuff gets a little bit tricky. Basically, each weapon has at least TWO different stamina costs. Usually, the second form costs more, but that's not always true.

Some weapons had a "burst" mode, wich could be assimilated to using all of your stamina at once for doing an auto-crit amount of damages. However, doing so makes them vulnerable, as players can't protect themselves without Stamina, at the mercy of their opponent.
>>
>>49993664
>>49993622
>>49993385
one of my issues is creating balanced starting packages like the ones in http://i.4cdn.org/tg/1477384443057.jpg

but those are only the base 6 stats and don't cover Social or Intelligence and don't take into account that I'm using a Perception stat in place of Bloodtinge
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