What campaign/story of yours are you most proud of?
>>47637422
The one where my players all said "fuuuuuuck youuuuuu" in the most complimentary way, when the big bad revealed his plan. It was a great reveal.
>>47637457
Don't elaborate or anything
>>47637477
Oh! Okay. I was going to, but if you don't want, I'll stop digging up the game logs.
What is a simple fantasy tabletop RPG with realistic combat OTHER than GURPS or Savage Worlds? (My players are sick of both).
>>47637058
>fantasy RPG
>realistic combat
:/
>>47637058
Riddle of Steel
Barbarians of Lemoria
RuneQuest (notably more crunch)
The Burning Wheel
>>47637070
This is the issue I ran into as well. By realistic I meant that I want most people to die in 1-2 hits of a sword without armor. Magic is optional. This kind of shit only seems to happen in GURPS.
Things you like in games that don't translate into storytelling well
Impractical weapons.
>>47636666
Vampiric attacks that aren't blood-draining
>>47636708
Characters with wings
>>47636725
Impractical characters
I need pictures of power armour /tg/. Ideally, they'd look sort of like a suit of plate armour, but huge.
>>47636617
>>47636702
>A wizard has discovered a way to make relatively affordable healing potions without the use of positive energy or any divine magic, and best of all, the amount of healing scales with level.
>It works by being calibrated upon purchase to store a scan of the user's body at perfect health.
>When it's activated, it applies low-level transmutation magic to any differences in the user's body, effectively reloading a past state, but doesn't affect the mind because souls exist.Comment too long. Click here to view the full text.
>>47636224
Dump a bunch in the water supply.
>>47636224
DOPPLEGANGERS
CHANGELINGS
SJWS
>>47636224
You slip a healing potion into someone's soup and suddenly their body is rejecting most of their organs.
You've invented one of the most insidious poisons ever. There's not even a decent cure for it unless said victim is already stocked on potions themselves (which they likely wouldn't because something this fucking complicated would be worth a fortune).
I've been thinkin, but I can't explain why I find monopoly so boring.
Is it the mind-numbing simple trading? The painstakingly long matches? Weird house Rules?
Do you guys like monopoly?
House rules are always making things worse.
But the real problem of Monopoly is that the game is extremely railroaded, there's plenty of mechanical actions and very little decision making, and even then most of that decision making are nobrainers with obvious optimal choice.
I honestly think it might take me less time to write simple engine for the game and run it as a simulation than actually play the game. (Assuming no GUI)
>>47635569
The reasons as to why monopoly is a bad game could literally take hours to explain in robust detail.
Suffice to day, it is simplest to explain that the game was not designed to be fun, but as a critique.
>>47635678
Please, I'd love to read a more in-depth explanation.
I'ts sucha classic game, but differently from other games like war and chess, where you ahve to make decisions and combat all the time, monopoly is much more railroaded, as the second anon said.
I didn't play much monopoly due to that, but I'd like to know why eaxctly, is it shit.
What's your opinion?
The "flavorful" keywords should be given generic names.
They're game mechanics, not fluff.
>>47635353
>Should "Draw a card" be called "Research your Library"?
>>47635464
Why not just call them 'MECHANIC_075'?
What's the hardest you've ever failed at fighting a relatively simple monster?
>be in spoopy haunted house dungeon, level 1
>just survived encounter from animated armor
>start tentatively exploring rooms
>team cleric goes into bathroom
>lol it's a bathroom
>as he turns around, he gets his ass whacked by an animated broom, 1/4CR, 15AC, 20hp
>half...
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>>47635207
A party of 4 taken down coconut crabs.
Outmaneuvered, and out matched, and cut off.
>>47635207
>A grown man cannot simply grab an animated wooden stick and snap it over their knee
Shit DM or shit ruleset?
>>47635421
Shit rolls.
I'm thinking about running a game of Apocalypse World, any advice?
I'm looking for a game that's easy and simple, and not too gritty, so that I can get over a long stretch of nothing and get back into running games before I move on to something more serious. Is this a good choice for that? It seems pretty rules lite, though unlike other simple games I've seen, it's 300 pages and has character advancement rules.
I'll admit I'm still reading over the book. So far I skimmed through the playbooks. Apparently I'm not actually...
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>>47634906
Play with what you're comfortable. AW is certainly lite; very open to interpretation. Lots of gm calls. "Collaborative storytelling" more than "rpg"
>Apparently I'm not actually supposed to have a plan before the first session.
It's really more like "don't have a pre-planned story". Have images, have ideas about the apocalypse, have ideas about what you'd like to see in a game like this, but don't do any planning with them. The planning comes after the first session because the first session is always character creation and then following them around on a normal day. You need to know the status quo of the game universe you and your group have created...
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>>47635021
That's just banter.
And yes OP, you don't prepare the story before playing it. And the first session is more or less an introduction to the players characters and the setting that comes from their interaction.
Fronts are what you actually do to advance the story. They're... well, like actual fronts: imagine a menace that opposes the PCs. They're a tool for tracking how the menace proceeds. Maybe they'll win over it before SHTF, maybe not.
Should Alchemy mean making potions, or altering things?
If it's altering things/changing them, then what would be a good name for potion making?
The making of a potion is, by definition, altering things. It is a subset of alchemy, but not the entirety of it,
IRL alchemists had a mysticism about "purifying" matter to change it into "higher" forms.
So transmutation is actually a valid use of fantasy alchemy.
Just potions would be like "Brewing".
I personally like for Alchemy to be a non-magical method of creating change in substances. An alchemist doesn't need to have magical talent, but if they know a few ingredients that have an innate magic to them, they can distill them into a magical potion
I'm a big podcast listener, I got hooked on Adventure Zone for a minute but it started getting tired for me. I'm looking for recommendations on some good /tg/ podcasts.
Been wanting to hear some CoC games specifically but I'm open to anything.
I like the Arcology podcast for Shadowrun. They hit all the right things for me. Tactics, min-maxing, character development, and shenanigans. Especially shenanigans since things either go well or really, really wrong.
>>47634349
Fear the Boot was pretty good.
I've just been watching (mainly listening) to critical role and I'm on episode 25 right now. I'd also be interested in finding some more good podcasts though. Mainly on GMing and general role playing.
Godsfall is a great podcast. It's d&d 5e, with a homebrew world and stuff. The lore and worldbuilding take a big spotlight, with the entire first episode just being devoted to the history of the world. the dm is fucking incredible. knowing /tg/, you may get put off by the first interaction with the female player, and her immediate jump to women's rights and equality. people have been known to just scream SJW and turn it off then. don't. it's worth getting past that one initial awkward moment.
Hello From the Magic Tavern isn't really /tg/...
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I've been looking for a crafting material, something apparently very unusual or very obscure. The material itself is called Dragonsteel, and is supposed to be a cut above basically everything else. I can only guess that it's purpose is to start a quest to find some. However, I really need the info on Dragonsteel, and for the life of me, after nearly an hour of searching, I cannot find anything. I think it might have been in a copy of Dragon Magazine, but god knows that doesnt narrow it down. I'm going to be using the material as a main focus for a campaign, and...
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Dragonsteel is in Game of Thrones and is the title of at least two fantasy books that I know if. Are you definitely remembering this from D&D?
The real question to me is why do you want to base a campaign around it if you don't know anything about it?
>>47632984
>be dm
>be unable to make something up
Really op?
You dont need a supplement to hold your hand. Make it up.
I absolutely could make something up. In fact, if no one finds anything, that's what I intend to do. However, I've also been looking for this resource for years, and the book it was in contains information on better crafting, with things beyond masterwork, so I am very interested in finding it.
So I'm running a Dark Souls Campaign and the players are getting to the point where shit gets real. I will make a pretty boss-heavy campaign, with a boss battle closing every session, and already got some planned. You guys got any ideas for cool boss appearance/gimmicks/backstories?
>I'm running a game
>Make my game for me
I don't begrudge it but I wish you had even a little bit of work to show.
>>47632924
Well since you are running it for a party if people you could build more bosses to have a gimmick around multiple people. Like a boss that possesses one member of the group at a time and causes infighting or something.
>>47632948
Well, I guess if I show some of the stuff I did until now it would help.
>Centaur Knight Volvonir. Fought in a giant viking-style wooden church, where it jumped between ceiling beams, mezzanines and pillars, trying to keep away from the PCs. Its main attack was to jump high into the air and try to crush a PC under its weight, or to jump behind the wooden benches and throw them at the PCs with kicks. Best way to kill it would be to quicky cut the pillars under it and make as much damage...
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How important is body language in traditional gaming?
Body language is half of the battle in games such as Magic: The gathering. If you can subtly alter your body language to a low-power position when you have a card in hand that can turn the game around it often puts your opponents into a false sense of security where they make little mistakes because they fully believe they're winning. Also, if you set up your trade offer for a card with the right words and gestures you can trick someone out of a planeswalker for a big greenie.
I wear a spiky helmet when I DM. I think it's a power move.
High-power poses are about visibly not giving a fuck.
Why is it that 4e never got a Baldur's Gate/Neverwinter Nights style video game, even though 4e was better suited to computerized gameplay than basically any other tabletop RPG ever made?
On a scale of highly improbable to impossible, how hard would it be to make this happen?
>>47631956
How hard would it be to recreate FFT?
I am not a programmer, I do not know
>>47631956
>even though 4e was better suited to computerized gameplay than basically any other tabletop RPG ever made
Actually it wasn't. Interrupts would be very annoying to program into a videogame but are a lot easier to play out in a tabletop format.
Neverwinter Online is pretty much 4E.