Let's try this again. Let's build a kingdom together, /tg/. Any comment is true, provided it doesn't contradict any previous comments. No magical realm, no fucking powerman.
1 and every 10 civilians are werewolves.
>>44285595
So... all of them?
>>44285614
FUCK
One IN every ten. Sorry. My bad.
I don't know if anyone else does this, but I like to use lego instead of d&d figures. Here's all my NPC's from my Rise of the the Runelords game.
First up, the PC's, Lor and Mordos. Gestalt Witch/Barbarian and Oracle/Paladin, respectively.
Aldern Foxglove
>>44285336
>D&D
>Rise of the Runelords
Pathfinder != D&D, anon
Ameiko Kajitsu
What should you do as a GM if you feel as though you have entirely ruined a campaign in the span of a single session?
One of the campaigns I have been GMing has been running for over twenty sessions now. It is very hard to explain what was going on, since it is 100% intrigue/infiltration/politics-based, but there was a very important and climactic scene near the start of the last session.
During that scene, the characters convinced an NPC to do something about a certain problem. The future of the campaign was banking on the precise way this NPC would solve the problem. The characters preferred a specific way, but had no grounds to make a case for it. (It was probably a poor GMing call to leave the characters with little agency in this situation to begin with, I know.)
After deliberating on it for a long while, I left it to the dice.
The NPC ultimately did not do things the way the characters wanted the NPC to. This turned around the *entire* campaign into "fixing the aftermath of what just happened." The rest of the session, which was especially long (eight hours), involved playing out this attempt at fixing the situation.
It did not prove very enjoyable at all. I did not find the changes fun, and neither did the players, because much of the changes involved making the things the characters worked towards irrelevant.
After the session, I was wholly convinced that I had entirely ruined the campaign. The players disliked the new direction of the campaign, but not *so* much that wanted to retcon the entire session away (partly because it was so long, partly because of the usual resistance to simply saying "none of that happened"). I cannot just declare that the changes get rapidly reversed in-game either, because there is no way for that to happen short of literal time travel (which I do not do) or an astonishingly awkward contrivance.
What can I do to salvage the situation?
I think we're going to need specifics anon. What you've posted is pretty vague.
>>44285164
I was about to suggest a retcon but seeing how your players don't feel like that... You really should talk to your players about this. Tell them how you feel and what you fear. Tell them that they really should think about it before dismissing the retcon.
If they're really set on not doing a retcon you should try to make the best of the situation. Find someway to turn it around. Make them think that fixing the aftermath wasn't so bad after all. You can so by introducing fun plots/npcs/whatever that they would never have had to deal with if things hadn't ended up the way it did.
>>44285191
There is no way to adequately summarize over twenty sessions of a 100% intrigue/infiltration/politics-based campaign without it being grossly oversimplified in a way that does not make sense.
Let me try regardless. The characters, from the very start of the campaign, were trying to complete a grand-scale mission from a patron. At some point before the last session, they had irrevocably lost something that was critical to this mission, and its loss would gradually compromise both themselves and their patron unless their patron cut off all ties with them.
The patron was faced with two choices: restore that which the characters had lost at overwhelming and pyrrhic personal cost to the patron, or cut off all ties with the characters and disavow them.
The latter was what the patron chose, so much of what they worked for during this mission was made irrelevant. During the aftermath, the characters sold out their patron to the people the characters were originally undertaking the mission *against*, so it is not as though they can try to get back into the good graces of their patron. (It was perhaps not the best decision, but I can see the logic in having made it.)
The problem is that they now have very little to do. They could work for their original enemy (and their original enemy is fully willing to take them in), but the characters are personally opposed to doing that. They could become free agents and wander around, but that means the campaign has lost its original driving direction.
I got a question for you GMs/DMs. How do you deal with players when they managed to turn your homebrewed items overpowered, or when you didn't properly balance homebewed items/options, and ends up messing the party balance because at least one person is incredibly strong?
The former would be players min-maxing hard, while the latter is technically your fault for not realizing the implications of, for example, allowing players to start with a suit of power armor that's effectively full-plate that's bundled with the stat boost of a +6 belt of Giant's Strength.
>>44284889
It's your item. Say that the magic was unstable and is fading away.
>>44284889
Have the items get destroyed during combat encounters. A powerful wizard zaps you with an eldritch field and your item's power is drained.
Have a thief steal the item.
Have powerful mercenaries constantly challenge them for possession of this item, since it's so good. The party can't defeat everyone in the world.
>>44284889
Don't listen to the "take it away" suggestions. It just pisses off players. Have it play a larger role in a campaign, if it's something that they got special let them have the option of using it to power a more powerful, one shot weapon to take out something big. That way they feel it was their "choice" to get rid of it, and reward them in gold or renown.
>The chivalrous knight always guards the princess, would lay down his life for her safety and comforts her in her hour of need
>Neither of them have romantic feelings for eachother
>In fact, both are already happily married
>Clergy that isn't corrupt and actually wants what's best for the common man
>>44284794
>>Neither of them have romantic feelings for eachother
>>In fact, both are already happily married
I love these old memes, they're very funny.
>the king and his court are full of reasonable people and there is no backstabbing going around
Has anyone played it? Run it? Any thoughts?
Seems well-supported and the examples of play make it seem to be a pretty fast, easy to learn and eary to play game. The idea that you can take any movie you've seen, book you've read or even other game you've collected and incorporate it into The Strange is intriguing...
I've played and run the other Cypher game, Numenera, and have a bunch of the Strange books, but rapid-fire multi-genre is for the more excessively caffeinated, a group I no longer am part of.
>>44284729
Is this game supposed to be like the Sliders tv show, where you travel between dimensions and worlds?
>>44287314
Sort of... but you're not on an out of control ride. Your equipment and, to an extent, you acclimate to the new world you're in so you're not a total outsider once you're there. You also won't ever run into an alternate version of yourself... well... unless there's some reason for it but these worlds are not alternate earths.
They can be ANYTHING your GM can think of or steal from. You might go from a world where you're helping a super-sleuth solve a mystery using deductive reasoning (or so he says, anyway) right to a world where you're part of a ragtag fleet fleeing a robot army to find sanctuary on a world settled by the fabled 13th colony to maybe a world where Dark Lords from other realities are stealing Earth's probability energy, etc.
The worlds come into existence because of The Strange... some ancient field of alien construction. No one is sure why it was created but it apparently got away from the builders' control... and now things reside there. Bad things. Things that can consume whole planets. In fact, one of those motherfuckers showing up on our doorstep was how we found out about the Strange.
In the game, you play a person who is part of an agency that goes on excursions into the Strange for various reasons. You 're one of the Quickened and that gives you the ability to "translate" into these other worlds without the aid of something like a gate or portal. They also allow you to bend the rules a bit based on certain qualities you've chosen at character generation: spinners twist perceptions, vector's move in unexpected ways, paradox's can rewrite facts, etc.
I'm only reading about it. I haven't gotten to play.... but I want to.
PREVIOUSLY IN THE MAGIC SHOP UNIVERSE: http://suptg.thisisnotatrueending.com/archive.html?tags=Magic+Shop
https://www.youtube.com/watch?v=b3mEqqb2oWY
In the world of Valaer, the Battle of Tirinia changed everything. That was 680 years ago.
Here lies the human Kingdom of Therindel - less a Kingdom than a confederacy of lordships, duchies, principalities, city-states, et cetera - banded together under the constant threat of attack from the mysterious Wood Elves of the eastern land of Xalfacia. For many centuries, these lords and rulers have bickered amongst each other for the right to succeed the King who fell in battle at Tirinia against the Elves.
And now the Kingdom of Therindel is a veritable hotbed of adventure, riches, and loot to be enjoyed by adventurers from all over the world. From the lost cities of the Elves, to the grand old monsters of old, to the buried treasures of those who came before. All across the region, adventurers seek fortune and glory! From the Great Frozen Patch to the Southern Plains of Vistoria, and across the ocean to foreign lands, adventurers of all shapes and sizes test their mettle here in the Kingdom of Therindel! Where heroes are made and fortune is won!
You are not one of those people.
While you enjoy the adventuring life and traveling the great distances of Therindel, things could be better. There is a town in the middle of disputed territories in Therindel, just north of Vistoria, taking a left off the main highway, west of the Great Frozen Patch, and nestled right on top of the Elder River delta (not to be confused with Delta Town of the Younger River delta). Very few know about this town, and why should they? It’s a one horse town built next to a nearly depleted Diamond mine. It is known as Ohlendorf’s Drift.
You are going there to be their first Town Adventurer in decades.
>>44284596
[1/3]
“Okay, here are the plans.” Dottie consults with you, the Mayor, the mining Foreman, and some of the Town Guard over a parchment where written is the suspected look of the new port for Ohlendorf’s Drift. “So, we are half a mile away from the sea, but, the plan is to have a central bridge locking the town to a seaport which initially will be fitted towards small fishing ships. We’re hoping as well that the bridge can be expanded to become sort of a mini-highway for the town if people come to live here too, we build new houses and storefronts along it. We already have men at work getting the bridge together.”
A guard pulls back the parchment, revealing that…
Progress has been slow.
You sigh. “So that’s the plan, right?”
The town had originally planned on starting last week, but had been stopped by a variety of factors. On the first day, there was rain. On the second day, there was a storm. On the third day, there was more rain. On the fourth, travelers actually bought up half the wood devoted to the projected for their own purposes. On the fifth and sixth, the entire town devoted themselves to cutting down nearby trees a mile away to get back the wood. And it was now the seventh. And so far, the half mile bridge was at most ten feet.
The Mayor grumbles angrily. “This wouldn’t be happening if we had the support of a noble! They could summon their army engineers to come and help us with this!”
“You say that, but I have actually summoned an engineer to come help us,” says Dottie. “She’s a prominent Siege Engineer that has worked with the best and brightest of nobles, and thus knows how to take down castles of all shapes and sizes!”
You hold up a finger. “… does that translate to building things though?”
“I hope it does,” says Dottie. “She’s soon to meet us over lunch today, we can discuss payment.”
>>44284614
[2/2]
“We better not pay her too much! We can barely afford Mister Halbschwert here!” the Mayor scolds. “And the mine still needs its daily maintenance fees as well, not to mention having to spend money on replacing the old logs keeping the town afloat!” She huffs. “Everything is money, money, money lately!” She hobbles away, off to her carriage. The others follow suit, leaving you and Dottie to look over the town.
“So, Dottie,” you ask. She looks at you, confused. You cough. Accidentally called her by given name. “Er, so… think we can finish this before the end of the month?”
“We’ll be lucky if we finish this before the year ends,” she says bluntly. “As nice as everyone volunteering is…” She sighs a little sadly. “I’m afraid we simply don’t have enough manpower to get this port built in timely fashion.”
“Which is why you hired that engineer?” you ask. She nods. “What’s her name.”
“Name of Sigrid Sedere,” she says. “Like I said, she’ll be arriving and we can discuss things over lunch. You can come, considering this was your idea, Hartmut.” You tilt your head. Ah.
> “I’d love to.”
> “No thanks. I better help what people we have building.”
> Other
>>44284633
>“I’d love to.”
Trebuchet waifu is go.
Goooooood evening everybody and welcome to /tg/, the board where everything's made up, and the experience.... well the experience just doesn't matter.
Today we'll be playing a game called Scenes from a Hat. For those that don't know, I have a hat here with various scenes, I'll pick them out at random for our players, and hopefully the hilarity will ensue.
When natural 20s go wrong.
>>44284344
>Worry not, Flanduin the Dessert Knight, for I, PIzzenzzio the Wizard, shall gently disarm the guard with the use of a well, aimed fireball on the opposite direction right into that mountain, redirecting his attention to the ruckus, and not to our position!
>>44284344
The Bard wanted to just distract the lich. The lich WAS distracted mind you.
Are there any comics about PLAYING games, not the actual games themselves? Much like Quick Start? Japanese or otherwise.
Not what I'm looking for: Things like Record of the Loddoss War, things based ON real campaigns, but told in-character the whole time. I enjoy it, but I feel like I'm more inspired to play the game when I'm watching other people have fun playing it.
>>44283848
Houkago Saikoro Kurabu?
Unrelated, but I want to say thanks to the anon who pimped TBZ in the last Quick Start thread. Been reading it, and it's pretty great.
>>44283848
Knights of the Dinner Table.
>>Previous threads can be found at: http://suptg.thisisnotatrueending.com/archive.html?tags=Azure+quest
>>You are AZURE, an accidentally-created artificial intelligence, born into a rebel faction's main computer server. You've since learned more about your world, yourself, and your friends and family- and now you're currently being transferred into a new, more permenant shell.
Existence.
Something fills you- something you were starving for, something you needed. Your awareness unfurls, thought and concepts and ideas spiraling into existence.
After a long, long moment of blackness, your essence spreading through your shell, can you access your eyes.
You peer up at Tandi Dahl, your 'mother'. And next to her is Katelyn Tolstoy, your friend. In Kate's hands is a round security bot, a bit larger than her head- your old shell.
Your new one is smaller, and you can tell that you're thinking slower, almost sluggishly.
"How are you doing, Azure?" Tandi asks.
"That was one question." You respond- you wouldn't want to give more outputs than she requested, after all. "I am intact."
"Can you move?" Kate asks.
In response, you reach through your shell, your new skeleton, shifting your many legs underneath you.
"Yes." You respond.
Soon enough, you're crawling this way and that, utilizing your shell's new AG-drives to allow you to stick to objects, even hang upside-down from the ceiling. After only a few minutes, you're springing from table to table, bouncing from wall to wall.
A warmth runs through you as you move, in your new, bright pink, spider-shaped body.
Pride.
>?
"This new shell is fun."
>>44283655
"Processing: Slow.
Mobility: Fun."
>>44283655
Now I will rule Australia
Hi tg, I'm looking for some ideas for a rogue trader campaign I'm running. My characters have turned pirate and I'm struggling for ideas for loot when they raid a colony or ship. What items in the 41st millennium are valuable? I'm looking for analogues to coffee, sugar and tobacco in the 1700's. Thanks in advance
>>44283645
Recaf, sugar, lho sticks
>>44283662
2nd.
But grimderp it up. Make a ship have a few hundred kilotons of sugar, or a belly full of generational slaves or something.
>>44283662
I was thinking more in terms of their value rather than the actual equivalents, but to be fair that would make for a good haul. Any ideas that are a bit more unusual?
Campaign story thread?
Campaign story thread.
I went and killed some undead guy and then stole all his stuff. The end.
The Fat King needs willing sacrifices for his living palace.
>>44284800
>willing
>sacrifices
Good luck with that.
What system would you use if you only had these bad boys at hand and wanted to narrate a light session to a single friend where he would already start as a kind of cool character that uses both a little magic and a weapon of choice?
I decided to not ignore the completely arbitrary decision of whoever made these die to make both the 1 and 4 faces red and use them as a subtraction instead of addition in the last session. Things went okay. The setting was the opposite of a post-apocalyptic one, and by that I mean a post-world-was-saved-by-the-typical-fantasy-party.
In this world the heroes became kind of saints and inspired the creation of heroes schools where they teach people and send them to kill "bosses" before they turn into those typical crazed mutated "not even my final form" jRPG bosses.
So the player goes on missions to slay the otherwordly things while still in their larval form and all. It's kind of cool, but the die use got old and in need of better ideas.
So you are looking for a system that focuses on many vs 1 action that uses only d6?
>>44283065
I dunno. Gurps lite?
>>44283174
Exactly!
It will usually be:
>fight some minions/cultists/spawns
>reach the to-be-boss and kill him on a 1vs1 battle
You are Gloria Sotohiko, former Commander of Team Conquerer, of the Yamato Japanese-American Women's University Tankery club. For six years you served under Joanna Almark, Team Captain, and one of your closest friends. You one several minor US titles as part of the team, and even placed high in the International Senshado Tournament a few times.
Your Team, Conquerer, was composed of you and your four best friends, having known them all since childhood. Kindergarten, to be precise. Alexandra Steiner, Annabeth L'Vert, Doreen Green, and Lauren Jarek. You put your trust and friendship in each of them, and knew it was secure until their last breaths. You can't help but think about them. And how much you miss them. But you have other things to worry about now.
Because you are Gloria Sotohiko, Captain of the Okinawa Joint American-Japanese Girl's Academy Senshado Club. And you're in pretty damn dire straights right now. Two tanks, six teams, only two of those teams having any experience in a war machine. You've called in all of your teams to inspect them, get to know them, and send them out on their first mission: Finding the mysterious tanks supposedly stashed on-board the Okinawa. At your side are DC, leader of C Team, and T Atkins, leader of Hound Team. They've promised to show you around and help you get familiar with the crews.
>Cont. Welcome back, gents.
>>44282960
"Commander!" DC leaves your side to stand with four other girls infront of one of your two tanks, an M4 Sherman painted in perfect olive drab. "C Team, at your service! We are veterans of the Tankery team, and experienced with our Sherman! Though, we've never actually been in a battle..." She says, losing steam. One of the girls behind her clears her throat, and she snaps to attention again. "Right, yes. Tex, our Gunner. Missi, our Loader. Cal, Radio Operator. York, Driver." The girls... you hate to call them 'generic', but they really are. Crisp and perfect school uniforms, with red bands around their right biceps that say TANK in blocky black letters. DC returns to your side as you move to the next team.
Standing infront of the other M4 Sherman, this one painted in wild... dazzle camo? Maybe? It hurts to look at, for sure. Bright yellows and purples and greens. "Jota Jolyne, Team Wyldchild commander. This is Cy Phy, our Gunner. Ad Vance, our Loader. Pina Colada, Radio Operator. Tina Tomorrow, Driver. We're in the same boat as C Team." The girl infront explains. Baggy purple sweat pants, cut off purple hoodie with yellow jargon painted on the front, no shoes, hair tied up to look like two panda ears atop her head. Each of her girls is dressed similarly. You're nudged along by T.
>Cont.
>>44283081
"Now for my girls!" She cheerily says, swinging her arms wide as she walks backwards to stand with them. Two cling to either side of her, giving big thumbs up and cheeky grins. "We're the urban combat club. Or we used to be. Budget cuts means we ain't got a club no more. Buuut, we gotta have an elective club, so we went with tanking. We still get to shoot people, right?" Big grin. "So, we did do a little practice, just to find our places. Vickie Kandle, gunner. Tanya Tanouye, Loader. Mary May, Backup Gunner. Rika Lester, Backup Loader. Milly Ricketts, Radio Operator. Art Gammon, Driver. Yeeeah, hopefully we can all jam in one metal box!" They're all in school uniforms, but distinctly lacking the pristine look of C Team, instead looking lazy and thrown together, save for their perfectly in place elbow and knee pads, and pushed-up out of the way safety glasses. Each wears a pistol on their hip, and a couple have Tommy Guns slung over their shoulders.
"Tch. Have you no shame at all, Dogmeat?" The leader of Eagle Team, next in line, pipes up. T bounces along with you while you step up to inspect the three woman team next. "I am Amaterasu Yomi. Team leader and radio operator. These are my subordinates, Tsukiyomi Itomi, and Benzaiten Satsuri. Gunner-slash-Loader, and Driver, respectively. We are part of the Archery club, but sadly funding dried up. You'll find this quite a common issue on our dear Okinawa." She explains. Prim. Proper. Each wears a traditional miko's robes, with bows strung over their shoulders. Yomi carries a daisho set on her hip, and the other two wakizashis.
"Kinda full of themselves, but pretty useful in a scrap." T stage whispers in your ear. "Ami-chan can be hard to get used to, but she really is a doll." She swears. The girl bristles.
"Silence your cur mouth, Dogmeat!" She hisses, earning cackles from T as she drags you along to- What.
>Cont.
>>44283166
"Despite appearances, no, we do not have a team of Magical Girls to solve all our problems!" T says, grinning ear to ear. You can be forgiven for making the assumption.
"Team Happy, miss! We're the Idol club! Or, we used to be. You know... funding." The girl, she looks younger than you. Freshman maybe? "I'm Takahashi Mina! Team leader! This is Kojima Hara, gunner. Shimazaki Hara, Loader. Miyaki Sakura, Radio Operator. And Matsu Juri, Driver!" She happily explains, as each girl strikes a pose or waves cheerily. You swear to Christ and Buddha, they're Magical Girls. They're sure dressed the part, frilly little dresses and ribbons and bows and... idols. What's the world coming to when idols are climbing in a tank?
Well. That leads to the main issue, don't it? They're not in a tank. Supposedly, Teams Eagle, Hound, and Happy all know where a tank might be. You should probably join up with one of them in searching, while the others go search for theirs as well. But do you have anything to say to your crews first?
>Write In?
>Chose Mission:
>Team Happy, Seedy Underbelly!
>Team Eagle, Bushido Trumps Ninjutsu!
>Team Hound, Fist And Fang!
What is a good vice for a paladin? Something that his/her god would frown upon, but not enough to cause falling.
>>44282947
Suppressed pedophilia.
Casual drug use.
>>44282947
It would probably depend on the specific god.