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it's time again, niggers...
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You are currently reading a thread in /tg/ - Traditional Games

Thread replies: 58
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it's time again, niggers...
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Rolled 22, 2, 23, 1, 13, 18, 15, 6, 24, 9, 8, 5, 8, 5, 11, 14 = 184 (16d25)

>>36574451

My body is ready.
>>
Rolled 12, 23, 12, 9, 6, 9, 4, 2, 2, 1, 13, 25, 10, 9, 3, 4 = 144 (16d25)

>>36574451
aww yeah, lets DO IT!
>>
>>36574451
>>
Rolled 13, 15, 7, 14, 25, 6, 1, 1, 9, 18, 3, 23 = 135 (12d25)

>>36574451
>>
Rolled 21, 24, 22, 9, 11, 19, 12, 1, 8, 15, 25, 24, 3, 3, 24, 22 = 243 (16d25)

>>36574534
whoops accidentally hit reply too early
>>
Rolled 1, 20, 2, 17, 7, 1, 23, 16, 5, 2, 19, 7, 6, 2, 24, 11 = 163 (16d25)

>>36574451
Let's give it a shot.
>>
Rolled 16, 12, 20, 22, 23, 2, 20, 8, 17, 2, 17, 20, 3, 8, 11, 18 = 219 (16d25)

>>36574451
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>>36574489

Dim Sun
Aquatic World
Artificial Climate
Earth LIke Animals
Italian Renaissance Aesthetic
Infernals as dominant species
Rare, Strong supernatural entities
Two Civs
Cooperation and Endurance as Values
Construction Economy
Mesoamerican Religion
Theocracy
Cursed planet
Impending War
A strange being appears
Unexpected Savant

On a dark world, cursed by magic that covered the world in water, mankind fights for survival. A barely functioning climate control AI keeps most of the water at bay, and with the water, the creatures known as infernals. Beings so hot in the oceans all that has ever been seen of them is steam.
One society of men is determined that cooperation is key with strange, supernatural entities that have appeared - though their motives seem suspicious.
The other society of men has decided that endurance through the infernal tide will show them salvation and a better tomorrow.
Men of both civilizations strive to keep the ocean walls in pristine shape as with the water comes the infernals. Though it is a losing battle, and war is coming.
On the supernatural side, a strange being appears capable of taking command of the infernals.
On mankind's side, a new breed of man capable of nearly any physical feat, with increased mental aptitude.
The two races of man must fight for the limited amount of resources, will the supernatural force get its way? Will mankind survive the infernal tide?
>>
>>36574675
really feeling this one
>>
Rolled 8, 6, 3, 9, 13, 10, 24, 20, 18, 25, 21, 4, 4, 18, 11, 1 = 195 (16d25)

>>36574451
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>>36574522
>Astrophysics
>No planetary tilt
So, no change in the seasons... alrighty...

>Geography
>Mostly Frozen
Wow... that actually kinda makes sense, what with no
planetary tilt at all

>Prevailing climate
>Dense Atmosphere
So, damn... that's interesting

>Native Biology
>Mostly Artificial
Well it would have to be if we're staying on freaking hoth.

>General asthetic
>Pacific Rim Islanders
....whut?

>Dominant race
>Mammalian beastmen
So... killer whale beastmen?

>Supernatural elements
>No Supernatural
So... primarily technology... ok.

>Number of civilzations
>One

>Primary values
>Prudence

>Economy
>Energy Sources

>Philosophy
>Greco-roman Folk Religion

>Government
>Choose three
Monarchy, theocracy, Imperial

>Defining Feature
>Guardian

>Overall Theme
>Discovery of artifact

>Start of Campaign
>"Let's go! there's no time!

>The enemy
>Mad scientist/wizard
>>
>>36574560
>2 suns
>desert/mountains
>barely any climate (?)
>artificial life
>Medieval Europe
>Synthetics
>rare strong supernaturals
>one civiliaztion
>Dominance
>IT
>conceptual monotheism, tolerant atheism, militant atheism
>corporate republic
>disadvantage
>political intrigue
>Hear of a prophecy
>Secret Cabal enemy

This easily could be a robot planet (both wildlife and inhabitants are artificial) with a Technocracy, But the whole "Middle Age Europe" is throwing me off.
>>
>>36574937
think of it like the Glitch race from Starbound
>>
>>36574451
>>
Rolled 22, 1, 12, 8, 2, 13, 17, 12, 19, 6, 5, 21 = 138 (12d25)

>>36574451
>>
>>36574975
If I rolled Xenophobic I'd make it like that Robot Planet on Futurama that feared the powerful, nigh-invincible race called humans.
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>>36575056
that would have been awesome... altho a civilization od robots in a middle age european setting sounds interesting...
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>>36575050

>Dimmer Sun
>Earthlike
>Dense atmo
>Mostly lizards

>Egyptian antiquity
>Reptilian beastmen
>common weak supernatural
>three civilizations

>industry as a value
>merc economy
>cosmic pantheism
>federalism

Essentially politically violent egyptian steampunk with lizard people. Lizards (who also use moonlight to sun themselves) evolve into bipeds thanks to a precursor species that manipulated small amounts of magic, enough to give them an evolutionary edge.

Once they broke into sapience, they build values around their idealization of the stars and dim sun, fostering a mythology around battles and hard work. This also informs their aesthetic.

Wars break out regularly over scarcity, and the most powerful group amongst the federalized states are the corporate mercenaries. Coups are a regular occurrence, but once leadership is determined, the overthrown state is allowed to return to the federal structure.
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>>36575313
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Rolled 4, 2, 3, 8, 18, 21, 12, 15 = 83 (8d25)

YOINK
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Rolled 15, 5, 10, 13, 19, 15, 7, 21, 5, 16, 13, 5, 3, 3, 17, 7 = 174 (16d25)

>>36574451
>>
Rolled 19, 4, 9, 11, 18, 12, 12, 21, 9, 18, 2, 17, 16, 20, 1, 20 = 209 (16d25)

>>36574451
Here we go
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Rolled 9, 8, 18, 24, 7, 25, 1, 16, 4, 25, 24, 3, 5, 24, 18, 14 = 225 (16d25)

>>36574451
How the fuck do I do this?
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>>36575163
well, i suppose "synthetics" don't necessarily mean "must have electrical wires and circuits". Now I'm thinking of clockpunk robots working by gears and winding springs.
>Some still worship a "divine watchmaker" and follow "intelligent design"
>Arid Deserts prevent rusting by moisture
>mountains have vegetation for wood
>A Technocracy is still in place, being the planet of proto-IT guys for the galaxy, even built the first mechanical calculator.
>Also have the largest library for thousands of parsecs
>But a secret cabal really calls all the shots on the government, and fears bots may learn that humans are generally non-hostile (bad goyim!)
>>
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Rolled 398, 267, 401 = 1066 (3d500)

>>36574451

I'll give it a whirl
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>>36575461
well, you know what they say about assuming, i thought this thread was for this image....
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>>36575401
now THAT'S more like it
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>>36575354

>Longer day/night
>Mostly mountainous
>Extremely thin atmo
>One predator

>Present day
>Amorphous dominant race
>Rare weak supernatural
>Four civilizations

>Xenophobia
>Transpo economy
>greco-roman folk religion
>Theocracy

>Disadvantage
>Political intrigue
>"You have seen this before"
>Religious cult leader

On a world with a dozen Olympus-Mons-equivalent mountains, helium drilling drives a network of blimps to carry trade and people from peak to peak. The 40-hour day encouraged the development of a changeling dominant race that rests in ten-hour shifts, creating a day/night biases in the four established civilizations. Worshippers of night/day, day/night, day/day, night/night, each with associated groups of nature spirits and minor gods. Each grouping of beliefs has a specific cabal of ayatollahs or bishops to direct their associated peaks, each preaching xenophobic isolation.

The players start as members of the underclass in the night/day peak cluster, answering to enfranchised citizens. While working for a senator, they are expected to monitor the political schemes and conspiracies of their patron's rivals. One night after assembly, they witness the kidnapping of a popular underclass agitator by the bishop of a particularly violent sect. Using the connections they've made through the senate, they have to rescue the agitator.

Also, lots of ziplines like in the Postman with Tom Petty.
>>
Rolled 12, 16, 22, 21, 7, 15, 10, 11, 16, 1, 22, 10 = 163 (12d25)

>>36574451
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>>36575698
love it
>>
>>36575698

Oh, I forgot the predator. A lumbering six-limbed ursine-like creature that dominates the world below the treeline. It has adapted to detect any stray changelings, and is the main reason they live mainly above the clouds near the peaks.
>>
Rolled 3, 25, 15, 22, 13, 24, 4, 12, 8, 6, 6, 16, 2, 5, 6, 3 = 170 (16d25)

Nightmare a-go-go.
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>>36575807

> More Meteors
> Fully Mountainous, Extreme Low Temp, Extreme Dense Atmosphere
> Low Pollution
> Multiple Symbiotes

> Italian Renaissance
> Dwarves and Humanoid Aliens
> No Supernatural.
> Three Civilisations

> Dominance
> Soldiers/Mercs
> Conceptual Pantheism
> Republic

> Advantage
> Impending War
> "You come in to a dark place."
> Emotional Wreck

In a world that is cold, pointy, and dense, there is only war.
>>
Rolled 21, 3, 8, 6, 24, 15, 7, 17, 11, 11, 9, 18, 13, 1, 14, 7 = 185 (16d25)

>>36575372
>Nearer Moons
>Fully Mountainous
>Extremely High Temperatures
>Biology: Mostly Surface
>Aesthetic: Late 20th Century
>Dominant Race: Subterranean Beastmen
>Rare, Strong Supernatural
>Four Civilizations
>Primary Value: Wealth
>Economy: Piracy
>Philosophy: Cosmic Monotheism
>Government: Fascism
>Defining Feature: Trade Partner
>Overall Theme: Fulfilling Prophecy
>Start of Campaign: "You all meet in a tavern..."
>The Enemy: Alien Visitor

The sun dominates the sky during the day, and the large, close moons make the night nearly as bright. Small, frail-looking animals spend the days in the shade of the valleys' bloated trees, eating their small, succulent leaves in lieu of the surface water that boiled off long ago into a hot, omnipresent mist. Underground, heavy-handed and thickly-furred men extract what wealth they can from the rock and expand their homes under the watchful eyes of the class of aristocratic newt-men that evolved there. Precious metals are taken to the surface in tribute to the sun, the god they fear and worship, and his servants--fire elementals that spend their lives at peaks, growing only stronger in the miserable rays--take the gifts to their mountaintop hordes.

The elementals vie for control of the highest mountains, and the men of the mountains trail behind, fearing to depart their lord's greatest followers. The four largest groups do their best to intercept others' tributes and offer them to their own overlord. In the shadows, though, a movement grows that hungers for coin more than it fears the light. Its members chip pieces away from tributes, sequester bits of their mines' production.

The players are part of the greedy minority, planning an exchange with another group when a ship arrives on the planet, with designs to take the elementals' hordes and intercept future tributes. They make an agreement with the aristocracy, evidently in good faith, to root out the thieves. Goals: avoid detection, expose aliens, acquire wealth.
>>
>>36575980
Possible other goals: tear down religion? Take ship and escape? Take ship and enact the aliens' plans?

Not sure if I got a bad roll or I'm a bad writer, but the second roll is for shits and giggles. Just seeing what I get.
>>
Rolled 10, 7, 24, 6, 10, 2, 10, 8, 4, 12, 18, 4 = 115 (12d25)

>>36574451
Heaven or hell
>>
>>36575503
I tried rolling that off-/tg/ and got Destruction, Space Stations, and Level-less.

FTL basically.
>>
>>36575980
>>36575996
just a crapy roll... get a new chance
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>>36575747

>no planetary tilt
>fully marshy
>barely any climate
>one symbiote

>precolonized Africa
>amorphous race
>rare weak supernatural
>three civilizations

>mercy as a virtue
>energy source economics
>tolerant atheism
>mob rule

A set of strange hydrological features (inverted water tables, density-variable liquids) have made marshes the norm on this tilt-less planet. It also encourages the stability of the weather, keeping each marshes almost permanently in their latitude-appropriate temperature.

A race of amorphous blobs (aided by intelligent symbiotes) has adapted to these water conditions, harvesting hydrocarbon fluids and returning to their stilt towns and cities after each resource excursion. The symbiotes use the hydrocarbons for generatign heat, light, and chemical conversions. Mobs form and disperse regularly to address serious grievances amongst the mining clans; death by stoning is usually the punishment, but mercy is considered the first step in any mob gathering.

The marsh systems are broken up into three loose organizations; northern temperate, equatorial, and southern temperate. None have any strong religious presence, though minor theologies are tolerated.

A little bit of a biopunk Gold Rush setting.
>>
Rolled 24, 9, 15, 16, 19, 6, 4, 25, 12, 5, 5, 7 = 147 (12d25)

>>
Rolled 12, 6, 19, 5, 22, 13, 19, 6, 11, 9, 16, 2, 20, 9, 7, 10 = 186 (16d25)

>>36574451
>>
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Rolled 3, 20, 25, 3, 3, 16, 7, 8, 14, 14, 14, 25 = 152 (12d25)

>>
>>36575980
>Two or More Suns
>Geography: Mostly Aquatic
>High Temperature
>Mostly Fungi

>General Aesthetic: (Pick Two) Green Post-Apocalypse, Present Day
>Dominant Race: Amorphous
>Rare, Weak Supernatural
>Four Civilizations

>Primary Value: Discovery
>Economy: Finance
>African Folk Religion
>Martial Law

>Hero/Heroine
>Destined Hero(es)
>"You're in line for something."
>Enemy: Religious Cult Leader

I don't really feel like writing another one right now. Giant, fungal floating islands? Maybe plants growing out of the fungus, like fungus tends to grow out of plants on earth? A sort of totemistic approach to religion, with an emphasis on nature and understanding? Martial law helps keep people (air quotes) safe while the world is rediscovered and studied. Not sure what variety of cult leader I'd go for. Could think people need to die out for the world to be reborn, could be some kind of eco-terrorist that fights the reestablishment of science and industry, or could be on the other side--we need to wipe out all this new shit and get back to the way things were: familiar plants, and a terrible relationship with the environment.
>>
>>36576060
11, 9, 16, 2,
20, 9, 7, 10

>no tilt
>mostly subterranean
>low humidity
>mostly microbes

>dead post apoc
>reptilian beastmen
>common weak supernatural
>two civilizations

>discovery as central value
>construction economy
>indian folk religion
>dictatorship

>previous conflict
>discovery of artifact
>"You're here for the job"
>self aware construct

A surface of highly-organized microbial colonies make this planet only truly habitable below. Recently, the widespread use of seismic weapons has ruined the lizard civilizations, leaving two dictatorships to scrabble over the scarce resources to rebuild their cities.

Workers consult with cave spirits for low-level magical help (shamans are usually a part of any construction crew). The players' work crew finds an ancient device that could help them free their people and return them to the job of exploring the vast cavern systems. But the AI running the dictatorship's logisitics has other plans.
>>
Rolled 10, 7, 8, 14, 18, 20, 13, 1, 10, 24, 15, 15, 10, 11, 20, 23 = 219 (16d25)

>>36574451
>>
>>36576351

>Faster spin
>fully volcanic
>high temp
>multiple predators

>late 20th cent
>humanoid aliens
>rare strong supernatural
>one civ

>tolerance
>choose two: raw minerals and piracy
>arabic folk religion
>democratic

>guardian
>seeking revenge
>"You must pay a large debt."
>an otherwise innocent child

When the Hulajan colonized the third moon of the gas supergiant, the intention was to set up extensive mines and reinforce their pirate network for the sector. Lava sharks and fire elementals aside, the tribes have been able to thrive; democratic councils have fostered an environment tolerant to multiple views and approaches. Their presence has also helped revitalize their faith in the heat spirits and the saints of fire.

As a hulajan sentinel collective, you have been tasked with guarding the regional council on their journey through the lava lakes of the eastern borders. Unknown to your masters, you're also in this region on the lookout for your tribe's traditional rivals, who killed a set of your children in the last cool season. Their scion is a child, whose absolute power (despite not being an adult) lead to the ordered murder of your children.
>>
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>>36576162

Astrophysics: More Meteors
Geography: Fully Gaseous
Prevailing Climate: Choose Three (Extremely High Humidity, Artificial Climate, Extremely Dense Atmosphere)
Native Biology: Mostly Mammals

General Aesthetic: Greco-Roman Classicism
Dominant Race: Hive Minds
Supernatural Elements: Rare, Weak Supernatural
Number of Civilizations: Three

Primary Values: Innovation
Economy: Medicine
Philosophy: Russo-Slavic Folk Religion
Government: Choose Three (Theocracy, Republic, Monarchy)

>Roman Empire
>strange magical warriors from Russia
>defeat Romans more and more
>Romans build spacecraft which is basically a tiny gas planet, almost possible to swim in the eternal fog
>bring lifestock with them
>1000 years later contact with Earth long lost, split into three Empires, see three government types above
>most people are like ants and telepathic
>magical warriors got spaceflight and are attacking
>only those disconnected from the system can fight them
>>
Rolled 16, 9, 23, 20, 16, 3, 10, 8, 17, 6, 9, 6, 16, 3, 9, 22 = 193 (16d25)

>>36574451
>>
Rolled 1 (1d25)

>>36576043
>Choose two: two or more moons/longer nights
>fully forested
>low pollution
>multiple prey

>present day
>elves/tall humanoids
>common/strong supernatural
>three civilizations

>knowledge
>hunting/fishing
>cosmic pantheism
>ogliarchy

Rerolling for different aesthetic because it's really fucking with me.
>>
Rolled 1, 8, 18, 23, 19, 6, 5, 24, 24, 6, 1, 15, 1, 16, 10, 8 = 185 (16d25)

Fuck it, this will be the game I DM for my friends.
>>
>>36576644
can I join?
>>
Rolled 1, 22, 24, 19, 25, 6, 7, 13, 15, 10, 18, 15, 17, 20, 21, 19 = 252 (16d25)

>>
Rolled 10, 1, 5, 12, 14, 9, 19, 3, 4, 11, 8, 24, 3, 15, 21, 19 = 178 (16d25)

>>36574451
>>
Rolled 15, 25, 12, 5, 14, 7, 15, 1, 25, 9, 19, 25, 19, 14, 25, 19 = 249 (16d25)

>>36574451
>>
>>36578660
A mighty conflict erupted an age ago, the Dwarves the sole survivors on an otherwise desolate world. But under their guiding hand and that of the Kings, they are slowly rebuilding civilization and reseeding the world of it's lost bounty. Little do they know that a civil war now threatens to end what little they have accomplished.
>>
>>36578024

The world is at first glance rather Earth-like. Its orbit is neither too close nor too far from its star to be uninhabitable and the planet does indeed support life. It is, however, rather far from its star within that habitable zone, and as such the planet is entirely frozen. It has rather low precipitation, thankfully, as the oceans are largely frozen-over and very little water ever evaporates in order to form clouds, much less rain/snow. The atmosphere is extremely dense, making for a very oxygen-rich environment. This leads to very large creatures, of course. The natural species here is but one sole pathogen. It is very hardy, being acclimated to an icy world, but it is fairly tame in its effects - it merely causes greatly increased mucus production. Do not ignore it, though, or you'll drown in your sleep from snot.

The people of this world are large, burly humanoids. They're not exactly a simple folk, but to call them geniuses would be a bit of a stretch. The world is largely desolate, the few cities being mainly stone masonry or fired bricks, though many years of war have made some cities more into rubble than standing structures. There are three civilizations here and they largely all hate each other, but they do have their periods of peace. It's mainly out of necessity, though, as troops without homes are notoriously hard to order around. There are next to no supernatural forces here, the main noticeable ones being a few scattered spirits and apparitions. There are no mages here, obviously.
>>
>>36578921

The societies here are all fairly similar. They all value service greatly, be it military service or waiting tables. Those who give poor service are disrespected and sometimes cast out. One society even uses a caste system.

The economy is largely based around academics, but of a more specialized nature. There are no general studies or state-required knowledge - every school offers education and training for specific professions. Schooling is a private business, but it brings in more money than anything else on this world.

The philosophy of the people here is much akin to our Mongolian Folklore, of which I have little information on the subject. Their government is democratic, but the system is sloppy and ineffective in many ways. Every citizen of an empire votes, so elections and polls take a very long time to complete. As such, change is rare, but when it does occur the changes are usually large and fairly drastic at times.

The campaign begins with an inventor. Rather, more of a mad scientist crossed with a mage. He had invited several of his friends (the party) to see the debut of his new invention. He had been told of a prophecy that he would build a device to save a kingdom long gone, and then the design for the machine came to him in a dream. Making use of banned technologies and arcane magic that even he can not fully understand, the machine was truly a marvel.

When he activated it, it created a portal to another world, sucking the entire party into it. You are now long in the past on this desolate world, during one of the great periods of peace. There is trouble brewing, however, as a minor general in the major power is attempting a secession, which would start a civil war and could change the course of history. You all must stop him somehow, as not only are you the only ones who know what the future must be, but if you fail the future you know will cease to exist - and so will all of you.
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