stat her
+10 to Hair.
But hey, the reverse image search says its from a webcomic. Is it any good?
>>47048144
pretty good. I like it.
Since you didn't specify how, her stat is 7.
i spooped
NOOOOOooooooooOOOOoooOoOooOoOoOOOo
>>47047219
You usually want to start these threads with a minor dump of what you have. That serves a dual purpose: to keep the thread alive, and entice anons to look and hopefully contribute from their own stash.
>>47049861
So I've found myself in the situation volunteering to run a game for my group. We'd just finished a light hearted, rather fun DnD5e game. The DM that time was a first-timer, but was pretty good.
I want to run something altogether different; a Delta Green affair. The trouble is, I'm not sure how comfortable they'll be with playing a nominally "serious" campaign. So I guess the question is
>How do I set the mood?
>How do I make it clear that I expect players not to meme, but that jokes are a-okay?
>How do I keep the tension?
I'm thinking about using Dread-style Jenga for combat, setting it on our campus to play with familiarity, and to attempt to be scary.
A few other questions I have is
>How do I pass notes to my players without arousing suspicion?
>How do I not totally ruin the mood?
>How do I get the players to not break immersion?
Also, advice for first-time-running delta green would be appreciated.
>How do I pass notes to my players without arousing suspicion?
via text or email or if you want to keep it very covert and you are autistic you could create a cipher for each player and pass a note around the table that only one of them is able to decode while the others think it's just rubbish or a clue of some sort. Pass enough notes around and it won't even be suspicious.
As for the rest it's mostly up to the players. Some RPers just can't do serious if their lives depended on it. You can only do so much with descriptive wording, the rest is on them. Keep them immersed by putting them on a timer to force them to think and act fast like their characters would.
>>47047402
Could you recommend me a DG module or two to read so that I know what sort of thing I should be doing?
Oh, and also-
which of the following is a better plot hook
>Students from [REDACTED] College in Massachusetts have been disappearing steadily over the last six months. One of them has turned up dead. The party's cover is representing the FBI.
>An illness that nobody recognizes has burst up on a small island off the coast of Maine. The army...
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>>47047216
>How do I set the mood?
Dim the lights, make some props and handouts, make them look official. The new DG character sheet is pretty good for this since it is designed to look like an actual government document.
>How do I make it clear that I expect players not to meme, but that jokes are a-okay?
"This game kind of relies of things being played a bit more seriously, I'm not saying no jokes allowed but try to stay focused and in character"Comment too long. Click here to view the full text.
Stat him
>>47046875
Dead. The end.
>>47046875
>Name: None
>Parents: Dead
>Kids: Dead
>Souls: Mine
>Armor: Pretty cool, also Mine
>>47046875
Not Solaire
Which class is the best at asking for trouble?
>>47046373
>2016
>Class
>>47046373
Bards. They're the best at asking for Anything.
The Game Master.
Orcs or Hobgoblins /tg/?
>>47046151
Depends on what kind of threat I want the party to face and where they physically are now in the campaign.
Orcs and hobgoblins don't always live in the same areas after all and both certainly have different requirements for their bases.
Depends; in my game we have both, with the former being quarreling pirate empires and the latter a highly effective continent-spanning theocracy. One has the advantage of superior shock-and-awe, one that of getting all tactical up in a bitch.
Go with what feels appropriate would be my answer.
>>47046151
You know what the benefit of having a toolbox is? You have more then one tool.
Using just ONE enemy race and just a few monsters in the M&M even though you have quite a few and the imagination to come up with more just makes you as lazy mentally as you are physically.
>"The BBEG retreats to the Numbing Mountain, the place you've been hearing about for the past few sessions, said to be completely removed from the context of the outside world. Do you pursue?"
>"Yes."
>"Roll a will save, DC 1."
>Five turns later
>"Roll a will save, DC 6."
>"I failed, what happened?"
>"You brought your backstory? Good. Erase one person, place, or event of your choice from your backstory entirely."
How would you feel about this if you were a player? Would this be acceptable in a finale? Would the last character you played continue to pursue after figuring out what was going on?
I would stop and think very hard about the implications. Does my character risk being erased from the BBEG's backstory, and if so, what does that mean for my character?
(Not saying you have to answer here, but that's what my feelings would revolve around.)
>>47045558
Is it removing the person or place from reality or just your time stream? You never went there versus it never existed.
>>47045690
The context of who you are and why you are chasing this person is not welcome on the mountain, making you forget it all.
Sup /tg/, I love cyberpunk, I love running and playing cyberpunk games, I'm really fucking tired of "LA in THE FUTURE" as a setting. Can we get some scifi/cyberpunk character/setting art that isn't just "tall buildings and purple lights"?
Really, anything with a unique spin on it goes. Even Deus Ex's Hengsha is fine, I mean fuck, at least it's got a cool urban design. I'll dump what I've got.
>>47044956
>>47044966
>>47044987
https://www.kickstarter.com/projects/cze/ghostbusters-the-board-game-ii
I'll just leave this here...
Fuck you and your fuck-
Ghostbusters is cool.
>GHOSTBUSTERS: THE BOARD GAME II.
Never heard of the first. Is there even one?
>>47043280
>Based on the comic
Fuck yeah, sign me up.
>>47043891
There was a kickstarter for the first one. If you want to order it in you should be able to but unfortunately you won't get the kickstarter exclusives.
Why does being a merchant in an RPG sound so comfy?
>Psychotic adventurers go out and kill people for their shit
>bring it to me and exchange it for other shit other adventurers had
>Go find a blacksmith apprentice
>Keep him supplied with materials in exchange for his roughly hewn weapons and armor
>Effectively buy shit at cost and sell it to wannabe murder hobos
>Keep my ear...
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>>47042862
>Why does being a merchant in an RPG sound so comfy?
You will get robbed.
>>47042877
Yeah, you'd need to grease a few palms in the town guard to keep your shit safe, for sure anon.
>>47042877
You hire adventurers to protect you.
What are ways to have faster than light travel in a space opera setting besides warp travel, hyperspace, teleportation, and stargates?
>>47042755
"Space lanes" are fairly common, and featured in Star Ruler 2 I believe. Basically you drill some kind of go fast hole between systems with a sublight ship and then any ship can move FTL through the lane.
>>47042842
Naturally occurring spacelanes.
Artificially occurring spacelanes that degrade and have to be erected and maintained.
Stutter-teleportation, used to teleport a vessel a few centimeters thousands of times a second. Faster in deep space, away from gravity wells and more intensive requisite calculations.
Flock-warp, that tosses up a warp-bubble and goes faster the more ships you have inside said warp bubble.
Acceleration gates that gun you for a couple lightyears at FTL speeds, necessitating railways...
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Folding space-time so that two different points in the universe overlap and you travel the distance instantly like in Dune. Unlike a lot of other FTL methods in sci-fi this is is allowed by our current understanding of physics.
Where should you put your mercenary companies in a battle
At the front, so they die before your actual soldiers?
At the flanks, where they can move out and attack the enemy where they are weak?
At the rear, so they can move in and help shore up any weakpoints in your battle lines.
Where they perform their role best.
Whatever I paid them to do.
Generally though I would opt for a flanking tactic. This is the assumption that I have a decent enough army and I hired mercenaries to make the battle quicker and hold less casualties on my side.
My army is expected, but I'd keep the Mercenary group as hidden as possible and have them flank from either sides or rear, where ever the important targets/weakest points are. I.E. Archer group, siege engines, general/leader, etc etc.
I would only resort to having them be my initial meat shields if I am facing something on the lines...
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>>47042724
>Where should you put your mercenary companies in a battle
What did you pay them to do?
Does anyone else write a character log of events that happen in character?
I just started to keep track of events.
Sounds fine to me. Is there a problem with this?
>>47042710
I keep track of things that happen to my characters in campaigns I play.
Pro: It's easy to access the relatively short log I do have.
Con:It's on F-List.
>>47042735
>"Anon, can we take this NPC girl with us?"
>"Of course you can't, she's only ten years old, she won't want to join you."
>"I roll Seduce."
Also Bard thread. This one in particular was a skeleton with a trumpet.
>>47042527
did he succeed?
>seduce
Confirmed for not actually ever playing any game ever, and just trying to push two separate but equally retarded memes.
My bard in this 5e campaign is currently a skeleton tuba player..
Why did they nerf indestructible?
It wasn't that broken
>>47042327
They didn't. What the fuck are you talking about?
>>47042503
>>47042327
Possibly anon means the M14 rules change (where Indestructible became a keyword ability)? And if so, it's because the absolutely inconsequential drop in power is worth having the cards plays the way everyone expects them to anyway...
>>47042503
Before they changed indestructible to a key ability, if something would change your creature into some other type and make it lose all abilities, it would still be indestructible. But, now that it's a key ability it will lose indestructible.