>The monster's aura induces explosive diarrhoea
What do?
>>47690580
Exit the magical realm.
>>47690580
Use it to your advantage.
>>47690580
Punch the GM.
In the face.
>the keys on the dead jailor's belt are not actually keys
mimic
>>47690457
Gummy keys
>delicious imprisonment
A spider disguised as a key ring.
Because fuck you.
How would one go about in making combat in a very low magic setting (like ASoIaF or LOTR) fun? I'm thinking about starting a world like that, but without healers and mages to switch-up terrain or crazy gnome gadgets it seems like combat might get too boring. Perhaps I should make combat really challenging and unforgiving so that my players would avoid it (like any person would do if their universe didn't have healers or priests that would ressurrect you)?
Play Strike! with no magic and tactical grid combat.
>>47689641
Play something other than DnD.
>>47689641
Introduce primitive guns.
What's up, /tg/? I come to you asking for advice.
I DMed a campaign of a homebrew world using Pathfinder that was a lot of work. It took a lot of my time because as a proper user of Mathfinder I always was writing systems and working hard on creating a reactive word where every character they met had their own life going on and after each session I would track their life and write everything that happened on a little diary. All in all, it was really tiresome to keep track of everything and for everything to be decided by dice and numbers because of Mathfinder. So I got burned out and quit DMing and the table died.
Today, I watched a video on Tolkien's use of magic and thought "hey, a low-magic world where magic is something actually rule breaking and mysterious would be pretty cool" and started to feel like DMing again, but as I remembered the amount of work that I had last time the hype kinda died down. However, there must be an alternative. What do you guys suggest that I do? Should I just give up DMing because it's always hard work or should I try another system, another way of DMing, I dunno.
>>47689073
Just try another system. Pathfinder (if you're using all the material anyway) at this point is one of the most bloated and complicated systems out there. I promise if you switch to something lighter you will enjoy running games for your group again. I don't know how rules-light you would be comfortable with, but Savage Worlds, FATE, a few others are good options. GURPS is technically simple, but mostly just in terms of mechanics. It's got an assload of material just like Pathfinder.
WHFRP 2e sounds like just the ticket for you, though magic is straight up dangerous there, so perhaps not. If you absolutely must have d20 and OGL material, just use Fantasy Craft and heavily restrict access to overtly magical things. I'd advocate banning the mage and maybe priest, if only for the first part of the game.
Just don't let the spirit in you die out OP. It's a tough flame to kindle, and you should keep it burning at all costs.
>>47689190
How about using D&D 5e and just cutting out the magic? I heard it's quite simplified.
>>47689073
Pretty much do this, OP >>47689208. 5e is nothing like the nightmare that is Pathfinder.
Hey guys, im a former WTA and Vampire player, but recently me and my friends are wanting to try a new setting, we chose the post-apocalyptic one, but i got no ideas to make a fun campaign, any tips ?
>>47688745
Just one
>>47688745
I suggest looking at Tiberian wars, Fallout and Mad Max as inspiration, maybe even STALKER
>>47688745
Maybe this can help you OP?
https://1d4chan.org/wiki/Post_Apocalyptic_Society_Creation_Tables
A young Mage is lost.
What advice have you for this poor soul?
>>47688415
enter void
>>47688415
Start floating - see what things look like from above.
>>47688415
Look out for land sharks that might emerge suddenly from the fertile ground.
Johnny is dead, long live Johnny edition!
>Citadel Painting Guides:
https://www.mediafire.com/folder/drb4mezm6792i/not_citadel_nothing_to_see_here
>Painting guides, Uniforms & Heraldry books, Painting Videos, Visions, ebooks and White Dwarves:
https://mega.co.nz#F!Wl5DAbCb!TYxZG4CgX_x-NJu7JBwbZQ
>Painting Videos only
https://mega.nz/#F!fkcliY4L!mhdmIs2lT3mFG3VwoLO8Qw
https://mega.nz/#F!XEJSFDCL!9ZZKiLi6M_wguI1uTpyjPg
https://mega.co.nz/#F!WUsUlSLb!556OumKLhusFd9Fw5dBMdAComment too long. Click here to view the full text.
Starting off the thread with a pic of the Stormsword I'm working on. So many little bits to get into the tracks and I immediately see more after the pic is taken.
Got some of the footsloggers done, also finished the bottom half of the Dunecrawler (pic in a moment)
>>47688687
Andmy pet terror dronethe Dunecrawler legs.
Is Roll20 an actual proper way to jump into tabletop RPGs for the first time?
My gaming group seems to be keen on only playing games with a more defined structure, and I can't seem to find any existing groups locally that I would mesh well with. On the other hand, I don't know if something like Roll20 actually translates well to a real tabletop experience, and I would guess half the fun of RPGs is in playing them with friends instead of strangers.
If not, are there any alternatives I should try looking into?
Playing online with random strangers is a terrible idea.
>>47687619
Roll20 is literally where people go when they can't get a group ANYWHERE else... and there's usually a reason for it.
Your experiences on Roll20 will be one of the following.
>Your group is 99% That Guys or Magical Realmers
>The game is basically a direct rip of an anime or videogame with Mary Sue original characters added
>You get a "good" group (you just haven't been playing long enough...
Comment too long. Click here to view the full text.
>>47687619
Make sure you recruit from somewhere else and roll20 is a fantastic place. Javascript's have been my lord and savior as a GM.
Just get your players from elsewhere and you'll be fine.
I see a lot of topics about social mechanics vs role play and stuff and it got me thinking. Does anyone have cases in their games where a significant encounter, not necessarily the BBEG but something of importance, was negated through roleplay?
Bump of mild interest
I played a short campaign where our party accicently signed a contract with a demon to free him from his containment.
The method for this was destroying some stone monolith located in some ancient ruins, which were now used as a bandit-hideout.
The GM later told us it was intended as a sneaking-mission and a confrontation with the demon.
We told the bandits we were treasure hunters/archaeologists and had reliable information about some artifact in the ruins.
After negotiating a split that was profitable for both parties, they allowed us in under heavy supervision.
We found said monolith shortly thereafter and freed the demon.
Turned out he was much stronger than expected - an arch-demon rivaling the powers of the gods of the setting.
As he was still bound by the contract, this played into our hands:
We wished for him to turn back time to before we even formed the contract.
We didn't roll for stealth or combat the entire session, and a lot of fun was had.
The question seems pretty vague, so I hope I'm not getting the wrong impression of what you're asking here. I don't really see how that couldn't be the case if you've been playing RPGs for long enough. It would take some seriously dedicated railroading or un-dedicated players to never have something important negated by saying the right word, bringing the right item, setting the coal mine on fire, etc
I have played with GMs that utterly hate the idea ("Oh you prepared for that? It doesn't work"), and I've also played with players...
Comment too long. Click here to view the full text.
Do orks every build or invent anything truly unique in the galaxy? Like inventions or scientific principles (if orks could understand it anyways) that no race ever pondered? If an ork was left alone with no influence from outside races would it invent plasma weapons or do they just build what's imprinted in their DNA or loot ad infinitum?
>>47686677
They had a unique type of plasma tek that hasn't been seen since.
Which is strange as i thought all ork mek boys remember what others built.
>>47688600
It could be that the mekboy thought so far out of the box that the plasma idea couldn't be comprehended by others. Orks have a mental kinship but they aren't exactly a hive mind. That's my guess anyway.
>>47688600
A plasma powered by the WAAAGH!!!? A sort of plasmork?
So I just bought this off of Amazon as an impulse buy. I've heard good things and it was cheap. What am I in for, anons?
And Song of Blades and Heroes General, I guess.
Anyone tried the supplements for it and other versions? How are they? Shadowsea and Deep Wars look interesting, and the mutants and ray guns.
>>47686312
I ordered the advanced version myself. I'm also currently stalking for a Mordheim rulebook. I'm planning on combining these with a Frostgrave rulebook to help design a skirmish campaign for me and my friends, using a combination of rules, tables, and inspirations to make something neat, as well as using them as design touchstones and inspiration to build a dedicated campaign system with a whole lot of fun but needless complexity behind it, even the game itself is fairly simple and straightforward.
>>47687163
That sounds fun. I have frostgrave too. I could easily see using this as the core game system with the easy warband creation and rules, and use all those delicious loot tables in frostgrave to make a better campaign experience.
>>47686312
Which edition did you grab?
If yu like it, the expansions or additional homebrew become something to look into quickly. The game is fun but leaves you wanting just a little bit more.
How do you do family curses in your campaigns?
>>47686307
fuck you, that's not cool
>>47686307
Fuck you, asshole. That's an awful story.
>>47686532
I don't get it.
Is it normal for a Leman Russ' maintenance regime to include "a brisk swabbing of its exhaust pipe with the operator's genitalia?"
Is it sinful to give in to the machine spirit's demands for a brisk dicking?
>>47686021
Yes. Report to the nearest servitor convertion point immediately.
>>47686021
It is generally ill-advised to put your dick in anything with powerful, complex moving parts.
>>47686173
But what if your dick is a powerful and complex moving part too?
The flesh is weak.
Im planning on having my BBEG have total control over all chemical reactions within a certain range. Thing is i want to know how i can make this more balanced so he doesnt obliterate my players.
You can't it's a terrible idea that only seems good because you clearly don't know much about chemistry.
>>47685889
>Control over all chemical reactions
>More balanced so he doesn't obliterate players
Please refer to >>47686038
But really, do you know just how many chemical reactions are going on in your body right now to keep you alive? Now give a outside entity the ability to fuck around with those reactions in any way he wants. Sorry OP, but this idea just wont do
Any time he does anything involving a reaction, he has to pay royalties to the Fine Bros.
Stat me...
>>47685687
A rock?
Sorry, don't know what that is.
>>47685765