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Archived threads in /tg/ - Traditional Games - 1511. page


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Hey /tg/, I remembered an old idea I saw posted on here years ago and wanted to chat about it. Not sure if it's been used in anything or was just one guys homebrew concept, but it seemed neat.

Magic as a form of life. Not alive in the same way plants or animals are, but a parallel path, like Virii. The very first primal spells developed alongside living creatures, and through convergent evolution have been developing alongside life as we know it throughout history.

A spell is a set of actions or ideas which creates an effect, a memetic entity which exists only when it is being 'cast'. But this is also how they reproduce- A useful and valuable spell will be used and remembered and spread to others. From this fundamental principle, magic has evolved into a variety of forms.

One of the earliest successful branches of Spells were those that entered a symbiotic relationship with living creatures. Dragons, Elves and other entities with natural magical abilities are all examples of this symbiotic relationship, where a living creature acts as host to a spell, passing it on to its young in return for the survival benefits of the natural magic. Symbiotic spells are generally simple and unrefined, with few having advanced from the most basic of magical effects.

A subcategory of these spells are parasitic strains. Instead of developing a relationship with a species and being passed on, they actively seek out a host, demanding that they be spread and overwhelming them with power. Vampirism, lycanthropy and some natural forms of curses are examples of this, and while they might come with survival advantages it comes at the cost associated with that particular parasite.
25 posts and 1 images submitted.
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Natural spells are those which never unified with a species and remained free magical patterns. From local rituals to hedge magic, natural spells are very common, but only a few among them are truly notable. For every million lesser charms of healing or fertility, there is one mountain where a great natural spell lies dormant, ready to create a mighty earthquake when it is roused. Lesser natural spells are widespread and commonplace, but the greater sort are rare and powerful, often extremely hard to reproduce outside of a specific set of conditions.

Shaped spells are the result of active cultivation by sentient species, blending any local natural magic with symbiotes of their species or nearby animals to create uniquely flexible forms of magic. Shaped spells often lack the raw power of natural magic in some regard, but are much more responsive to fine tuning and finesse.

A common practice with Shaped Spells is a form of 'sterilisation'. Given Magic's desire to spread, a newly developed spell can be like a wildfire, blazing across the world and being learned by everyone capable of it in the blink of an eye. To counteract this and to ensure that magical guilds and colleges can still maintain their power and authority, many have certain rituals, rites or locations within which their magic must exist to be successfully passed on. Outside of these, their spells can still be used, but they lack a certain essence that would allow them to be reproduced by those who witness the spell or its effects.
>>
Almost all sentient creatures, many animals and even some plants have access to magic, whether from symbiotic spells or the basic natural magics they learn in the course of life. True mages, however, generally practice one or more schools of Shaped Spells. New spells can be produced through selective combination of existing spells, and by seeking out new natural spells. The act of trying to replicate a great natural spell can be very dangerous, and Wild Mages who try to do so have a fraught and dangerous reputation.

There are also unique cases of individuals who gain a relationship with a spell akin to a racial Symbiosis, but gained in the course of a life. The Priestess of a Volcano may channel the natural spell of eruption, calling upon the power of lava to destroy the wicked, while hand picked children of a mountain village might recieve a natural spell of flight, becoming messengers and couriers of their widespread community. The ways these spells spread and choose their hosts is as varied as life is, with magic finding many niches within which to exist.

What do you think of this concept /tg/? I like the idea of it, but my one worry is that it'd just be a ~quirky~ setting detail rather than something with an actual interesting impact on the world. Any expansions on the idea or weird and wonderful permutations would be fun to hear discuss.
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Runes and other physical symbols of magic could be another path of evolution, magic finding an anchor in objects that makes the spells easy to renew and recast. I guess the limitation could be that they're even more inflexible than symbiotic spells? A spell imprinted on an object can only do a single specific thing.

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What's your biggest "I fucked up" moment in tabletop gaming /tg/? Plans you didn't realise had a terrible flaw until they were too late, terrible sequences of bothced rolls, things that you've done with horrific consequences, etc.
16 posts and 1 images submitted.
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I rolled three Critical failures in a single roll of 3d20 while listeing into an empty room. Apparently the resounding silence burst my eardrums.
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Blood Bowl.

2 out of 3 games are this.
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>>43737235
So, there we were, confronting the BBEG and his minions.

The fight took place on a dozen of flying carpets, constatnly shifting and rearranging their position, miles in the air.

As we find ourselves on the opposite side of the formation from the BBEG mage, he begins to cast some powerful spell. The skies darken, an orb of eldrich energy appears between his hands...

One player grabs the artifact he found a while ago - a short staff with a single charge... and the power to disspell all magic in a 50 meter radius - including the flying carpets, of course.

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So, I have a new campaign coming that consists of a veteran GM, bunch of first timers and me.

I have played few campaigns but I hate character creation, I usually tell the GM to make me a character that fits him the best.

9 decides what my next character will be.
>It has to be level 4
24 posts and 4 images submitted.
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Elf
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>>43737202
What System? Pathfinder, 3.5e, 5e? Something completely different?

dice 1d6

Also Gnome Druid.
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What system/edition?

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What does /hist/ think of backgammon as a game of strategy? How does it compare to other games like Chess, go and Reversi and certain card games? I think its the perfect gauge of strategy if you play it right (match of numerous games over just one) because there is just enough of an element of chance as there needs to be. Chance and uncertainty is a fundamental aspect of life and war.
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>>43737103
general abstract strategy game thread
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Objectively the best board game ever developed
>http://www.lutanho.net/play/hnefatafl.html
>>
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>>43737104

Help me design next year's PF campaign, /tg/

Ran a traditional ongoing story campaign this year. Party enjoyed it but in the end stated that they really need sessions to be shorter (2-4 hours) and they need allowance for players not being able to make every single session.

How do I design a campaign within those limitations? Previously they were happy with just running PFS scenarios each week, but that's no way to uplift my players (they're generally newbs).
14 posts and 2 images submitted.
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Players not showing up repeatedly ruins a group. Don't make allowances for it. Yeah, if it happens once or twice, it's salvageable, but if certain players are missing more than a third of your sessions, you're better off just not including them at all.
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>>43736233
>2-4 hours
Sadly, I've had to adapt to much shorter sessions as well. I used to consider anything under 6 hours disappointing, but in recent years 3 1/2 to 4 hours has been the average. 2 hours is bullshit though. Maybe it'd be tolerable for one session in the middle of a bunch of longer ones, but generally speaking, I hardly think of a session of less than three hours as worth playing.

Anyway, one of my ideas for addressing the problem of inconsistency of players is to run games more like movies than television shows. A movie may have a sequel, but you don't necessarily expect to have all of the same characters involved (and sometimes not any of them). And sequel can build on the same themes and profit from the world building in the movies that came before it, but you don't necessarily have to have seen them to follow what's going on.

So essentially, you can design your sessions as one-offs in which what happens does affect the world, and influence future events, but which can be understood and enjoyed in isolation. So maybe one session is about the party being hired to track down bandits, and the bandits were introduced or their identity was discovered in a previous session.

If you game like this, then you don't need a consistent roster of players, and can have signups for each individual session, with no assumption that just because somebody was there for last session, that they'll necessarily be there for the next. This means that you don't have to delay your game when people fail to show up, and it's easier to drop dead weight (it's easier to not invite somebody or to tell them a session is full than to boot them out of a more typical group).
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>>43736338
It's definitely a problem if the campaign requries them to show up always/regularly. I'm just asking if there's a campaign structure that would cope with players irregularly showing up.

They ain't missing sessions because they're busy scoffing Doritos and playing Haloz, they're missing sessions because they're uni students and have commitments and things that come up and shit.

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Games Workshop wants You to write the fluff for the upcoming Warhammer 50.000.

So tell me about this new fluff!
107 posts and 31 images submitted.
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>>43736219

Hard mode:
>"Anon, we're quite busy right now, so it's up to you what'll happen with the Golden Throne and the Emperor himself. What? No, we have no idea! Do what you want!"
>>
>>43736219
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>>43736231
bring on the star child

Let's make a random character /tg/ using Central Casting Heroes of Legend.

I need someone to roll 1d20 to start us off for what race our new adventurer is.
69 posts and 2 images submitted.
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Let's do this.
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>>43736114
So is it a boy or a girl ?
>>
Rolled 8 (1d20)

>>43736135
I forgot to roll

Stat me
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Size/Type: Large Magical Beast
Hit Dice: 5d10+25 (52 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +5/+14
Attack: Claw +9 melee (1d6+5)
Full Attack: 2 claws +9 melee (1d6+5) and bite +4 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Scent
Saves: Fort +9, Ref +5, Will +2
Abilities: Str 21, Dex 12, Con 21, Int 2, Wis 12, Cha 10
Skills: Listen +8, Spot +8
Feats: Alertness, Track
Environment: Temperate forests
Organization: Solitary, pair, or pack (3-8)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-8 HD (Large); 9-15 HD (Huge)
Level Adjustment: —
>>
>>43736020
Fast - Much
Strong - Some
Smart - Few
Fireblast - Very
Sex - None
>>
Scout
The youngest of eight boys from the south side of Boston, the Scout learned early how to solve problems with his fists. With seven older brothers on his side, fights tended to end before the runt of the litter could maneuver into punching distance, so the Scout trained himself to run. He ran everywhere, all the time, until he could beat his pack of mad dog siblings to the fray.
>Aspects
High Concept: Rapid Recovery Merc
Trouble: Gotta Keep The Ego High
"Eat my dust!"
"Major League!"
"I'm not even winded."
>Stunts
"Hehey, I'm flyin'!": You do not need ground to perform a jump. You may use this ability only once without touching the ground.
"Woo hoo hoo!": You do not need ground to perform a jump. You may only use this ability after taking a Physical Stress.
>Skills
Superb
• Athletics
Great
• Shoot
Good
• Contacts
• Fight
Fair
• Burglary
• Resources
• Lore: Pop Trivia
Average
• Physique
• Rapport
• Deceive
• Notice

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How does yall at /tg/ feel about settings that are very surreal in nature and present an alien world for your PCs?
30 posts and 19 images submitted.
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>>43735991
I'm all about that shit. My ideal setting is a mix of Lovecraft's Dreamworld and Lieber's Lankhmar, with the weirdness cranked all the way up.

I also made a random generator for surreal location descriptions. Check 'em:
>liminal vault below slumbering jungle
>phosphorescent cenotaph amid sacred crags
>resplendent tomb beneath petrified crags
>prismatic shrine hidden within sulphurous mountains
>burned hall hidden within verdant sea
>burned cenotaph beside verdant crags
>illusory hall beyond flowering coast
>stone prison within benighted coast
>prismatic spire beside ancient wasteland
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>>43735991
>How does yall at /tg/ feel about settings that are very surreal in nature and present an alien world for your PCs?
Enjoyment is the combination of familiarity and novelty.
I would love a surreal and bizarre setting, but the more surreal it was, the more normal I would want my character to be.
I want to be John Crichton lost among the alien setting.

On the flipside, if the setting is near modern day, I want my character to be as special as is reasonably possible: alien, paranormal, magical, Bruce Lee, etc.

I do not want to play a Slice of Life as Average Joe.

I also do not want to play a crystalline hivemind plasma navigating the fleshwrought shoggoth carapaces of the 6th dimensional hierarchy of undulating harmonics.
Why not?
Because I don't want to have to earn a Chemistry degree to understand the social skills.
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>>43735991
You gain Brouzouf

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How does your character maintain their mundane life in the face of the pull of the supernatural? Who--or what--are their Touchstones? Do they even have ties to normalcy, or are they straight up saying "fuck it" and going full time wizard?

And I'd love to hear from people not playing one of the big three. What are your Beasts and Changelings doing on their day off? What are their dayjobs?

For all WoD books
http://rpg.drivethrustuff.com/index.php
Onyx Path Schedule
http://theonyxpath.com/schedule/
Custom Character sheets
http://mrgone.rocksolidshells.com/
Character-portraits from Pandora
http://gangrel.minus.com/uploads
Visit the wiki
http://whitewolf.wikia.com/wiki/Main_Page
For creepypasta
http://creepypasta.wikia.com
For diceroller (and guessing about other people's games)
http://rpgroller.com/nwod/index.php

Last thread >>43694945
347 posts and 30 images submitted.
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My Mage works as a bartender on weekends. It pays the bills.
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How would you handle Lifepaths in WoD?

I mean, I know how I'd mechanically do it. Divide everything up into about 350xp (nWoD2e) and separate things into little packages of about 20xp each, each "level" of life being worth the same experience. Start out with giving a basic array of Attributes (not quite 5/4/3), then through three or four life events give out Skills, Merits, and Specialties.

It's just that I don't really know how to structure a lifepath, and I don't know what events to use, since WoD characters are generally regular people before the start of the game.
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>>43736111
I can understand bartending as a hobby or cause he likes that particular bar or something, but your mage either lacks power or imagination if he needs to work to pay the bills.

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Pathfinder General /pfg/

If you are asking for build advice, please mention which third-party books are allowed. If you do not say anything, we will assume DSP/SoP is allowed.

Unified /pfg/ link repository:
http://pastebin.com/HwxEjiKW

Previous thread >>43726902


What murderhobo acts have you or your party committed recently?
347 posts and 49 images submitted.
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/pfg/, what's the best way to deal with constructs without being a 9th level caster? Also preferably without magic.
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>>43735042
This image would be better if we replaced all the location names with the word 'loot'
>>
Also, new pastebin.
http://pastebin.com/BuSCnkyy

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I'm looking for ideas for items with a catch: not necessarily a "cursed item", more like an object with an intended drawback so that I can give something fun to low level players without having to skimp on usual treasures. As it stands, I already had an idea for a thorn-based dagger: when first unsheathed, it periodically deals 1 damage to the wielder. Once it's fed with blood however (either through a crit or killing blow) it stops doing this, and as you feed it more in a short period it starts to grow more and give little bonuses such as being very difficult to disarm, gaining an extra viney appendage and eventually causing bleed when it hits vital areas. Feed it too much too quickly and it starts lashing out and it starts lashing out on its own and hitting anyone near you, friend or foe.

As it stands I'm going to have items like this given out by a wandering resident-evil-esque merchant named Annette (there's always a catch). She's going to appear periodically as the party finds old coins scattered around and will give these "gifts" in exchange. Any ideas /tg/? Any experience with this sort of double-edged sword idea?
20 posts and 1 images submitted.
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A lot of the bog-standard drawbacks listed in the DM's guide are definitely worth looking through.

http://www.d20srd.org/srd/magicItems/cursedItems.htm
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I like the idea of cursed items that kind of fuck everyone over equally.

For example, a cursed dagger which if touched makes it impossible to be ressurected. This includes the user, but also the guy he stabs. So your rogue may not be able to come back but neither will the BBEG.

I also like the Sword of Olympus from God of War. It has all the powers of a God but you get your power taken when you use it. Obviously a weaker mortal version will work better for most parties.
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>>43734917
I'm not sure I'm a fan of the whole "permanent curse" thing, and frankly I don't think resurrection prevention would hurt anyone at this level except party members, but it's a good idea. Maybe something along the lines of it stealing a stat at random when you take it out, and it steals it from enemies too.

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What would a daemon of Gork or Mork look like?
55 posts and 4 images submitted.
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Like an Orc.
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>>43734599
Like a Warbuggy that keeps working, even when it shouldn't.
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>>43734660
Sooooooo.... basically any Warbuggy?

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>mfw like three people in my group bought this book
>adventure league rules only recognizes a few of the additions

this is pretty bad as far as gameplay goes
31 posts and 4 images submitted.
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>>43734236
Everything in the book is Adventure League legal except for flying tieflings and rare elf subraces.
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>Doing the Adventure League
you chose your future.
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>>43734236

Meh, the book should have been like $10 to be honest.

Nothing really neat added except for monks pulling off hadokens and shit now. That is pretty bad ass.

The land of Aeons, a beautiful land full of mystery, magic and adventure. A place were great heroes are at a constant battle with the forces of evil, great monsters and demons alike. Wizards and Clerics are common place, along with creatures such as ogres and dragons. A land where adventurers travel in search of wealth, fame and power.
Kings and queens, under the protection of these well payed and respected men and woman rule with absolute authority, bringing glory to their allies and death to their enemies. It is truly a wonderful and dangerous place, and to be a adventurer in these times would truly be a life of freedom and prosperity...
That is what you imagined, at least. So far it's been rather shit.

You are Joe the farmer, who in a terrible turn of evens was visited by a knight of the king, who had said that his land was to be taken from him unless he had decided to join the king's army. Joe, being the simple farmer that he is, refused, losing his home and his onion's for 74 gold pieces. In hopes of finding a better life, or at least finding a place to sleep at night without fear of animal attack, Joe decided to travel north towards the city of Aldres.
As night fell Joe took refuge in a small cave that had been dug into the side of a large grassy hill along the main road, rather then continue to the forest ahead. Inside, he had a bout with a rabid dog. In the end Joe finished the dog off with his old hoe, buried it, and decided to rest for the night.

Now, the day has begun anew, and farmer Joe's adventures continue.

Part 1 : http://suptg.thisisnotatrueending.com/archive/43718046/
Current Inventory :
3 Candles,
1 box of matches,
1 lantern,
1 rusted knife,
1 farming hoe,
Father's lucky fox's paw,
A few pieces of bread and cheese,
1 large flask of water,
1 deck of cards,
1 mule "Eustice",
1 bag of onions,
80 gold pieces,
57 posts and 1 images submitted.
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>>43734131
Here we go. Farmer time.
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>>43734131
It is a combination of the heat of the morning sun and Eustice's licks on your face that wake you up from an awful sleep. You brush off the dirt and bugs that had covered you in the night and stand up, nearly hitting your head against the low dirt ceiling above you. As you slowly bring yourself outside, you are greeted with the distinct smell of a rotting dog's corpse (although along with your own smell, it almost seems mild). It seems that something had tried to dig it out, but only managed the leg. Looking to the sky, you can tell it's at either late in the morning or very early noon.
You look down the road, seeing the forest up ahead. It seems whatever light you saw last night was coming from some sort of small, wooden shack, hardly bigger then the hill you slept in. Well, you've slept for a rather long time now. Perhaps its best to continue onwards.
>Eat some rations [bread, cheese, onions]
>Continue down the road, towards the forest.
>Look around the current area some more
>Try to go around the forest.
>Wait here a bit longer.
>Other.
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>>43734330
>>Continue down the road, towards the forest.
Maybe hit up the shack for info about a good path to take.

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