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Archived threads in /tg/ - Traditional Games - 281. page


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What campaign/story of yours are you most proud of?
11 posts and 4 images submitted.
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>>47637422
The one where my players all said "fuuuuuuck youuuuuu" in the most complimentary way, when the big bad revealed his plan. It was a great reveal.
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>>47637457
Don't elaborate or anything
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>>47637477
Oh! Okay. I was going to, but if you don't want, I'll stop digging up the game logs.

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What is a simple fantasy tabletop RPG with realistic combat OTHER than GURPS or Savage Worlds? (My players are sick of both).
41 posts and 10 images submitted.
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>>47637058
>fantasy RPG
>realistic combat
:/
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>>47637058
Riddle of Steel
Barbarians of Lemoria
RuneQuest (notably more crunch)
The Burning Wheel
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>>47637070
This is the issue I ran into as well. By realistic I meant that I want most people to die in 1-2 hits of a sword without armor. Magic is optional. This kind of shit only seems to happen in GURPS.

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Things you like in games that don't translate into storytelling well

Impractical weapons.
23 posts and 10 images submitted.
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>>47636666
Vampiric attacks that aren't blood-draining
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>>47636708
Characters with wings
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>>47636725
Impractical characters

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I need pictures of power armour /tg/. Ideally, they'd look sort of like a suit of plate armour, but huge.
85 posts and 77 images submitted.
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>>47636617
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>>47636702
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>A wizard has discovered a way to make relatively affordable healing potions without the use of positive energy or any divine magic, and best of all, the amount of healing scales with level.
>It works by being calibrated upon purchase to store a scan of the user's body at perfect health.
>When it's activated, it applies low-level transmutation magic to any differences in the user's body, effectively reloading a past state, but doesn't affect the mind because souls exist.
>Using such a potion calibrated to someone else is not recommended.
What could go wrong?
26 posts and 4 images submitted.
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>>47636224
Dump a bunch in the water supply.
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>>47636224
DOPPLEGANGERS
CHANGELINGS
SJWS
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>>47636224
You slip a healing potion into someone's soup and suddenly their body is rejecting most of their organs.

You've invented one of the most insidious poisons ever. There's not even a decent cure for it unless said victim is already stocked on potions themselves (which they likely wouldn't because something this fucking complicated would be worth a fortune).

I've been thinkin, but I can't explain why I find monopoly so boring.

Is it the mind-numbing simple trading? The painstakingly long matches? Weird house Rules?

Do you guys like monopoly?
38 posts and 7 images submitted.
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House rules are always making things worse.

But the real problem of Monopoly is that the game is extremely railroaded, there's plenty of mechanical actions and very little decision making, and even then most of that decision making are nobrainers with obvious optimal choice.

I honestly think it might take me less time to write simple engine for the game and run it as a simulation than actually play the game. (Assuming no GUI)
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>>47635569
The reasons as to why monopoly is a bad game could literally take hours to explain in robust detail.

Suffice to day, it is simplest to explain that the game was not designed to be fun, but as a critique.
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>>47635678

Please, I'd love to read a more in-depth explanation.

I'ts sucha classic game, but differently from other games like war and chess, where you ahve to make decisions and combat all the time, monopoly is much more railroaded, as the second anon said.

I didn't play much monopoly due to that, but I'd like to know why eaxctly, is it shit.

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What's your opinion?
23 posts and 1 images submitted.
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The "flavorful" keywords should be given generic names.

They're game mechanics, not fluff.
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>>47635353
>Should "Draw a card" be called "Research your Library"?
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>>47635464
Why not just call them 'MECHANIC_075'?

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What's the hardest you've ever failed at fighting a relatively simple monster?

>be in spoopy haunted house dungeon, level 1
>just survived encounter from animated armor
>start tentatively exploring rooms
>team cleric goes into bathroom
>lol it's a bathroom
>as he turns around, he gets his ass whacked by an animated broom, 1/4CR, 15AC, 20hp
>half heath
>the fucker can multiattack, 1d6+2 each
>cleric fights it fails all of his rolls, fighter and druid eventually join in
>knocks out cleric
>fighter fails all rolls except one, does like 6 damage
>he's knocked out
>fucking druid has a god damn epic 5-round fight with this thing, uses all is spell solts on healing word
>at some point cleric bleeds out
>it's a fucking wood broom
>druid finally manages to snap it in half with thorn whip
>DM is nearly on the floor at this point
>he has to take like a ten minute break just to collect himself
>mfw
>fighter and druid now take disadvantage on all rolls involving brooms
>
28 posts and 2 images submitted.
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>>47635207
A party of 4 taken down coconut crabs.

Outmaneuvered, and out matched, and cut off.
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>>47635207
>A grown man cannot simply grab an animated wooden stick and snap it over their knee

Shit DM or shit ruleset?
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>>47635421
Shit rolls.

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I'm thinking about running a game of Apocalypse World, any advice?

I'm looking for a game that's easy and simple, and not too gritty, so that I can get over a long stretch of nothing and get back into running games before I move on to something more serious. Is this a good choice for that? It seems pretty rules lite, though unlike other simple games I've seen, it's 300 pages and has character advancement rules.

I'll admit I'm still reading over the book. So far I skimmed through the playbooks. Apparently I'm not actually supposed to have a plan before the first session.
21 posts and 2 images submitted.
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>>47634906
Play with what you're comfortable. AW is certainly lite; very open to interpretation. Lots of gm calls. "Collaborative storytelling" more than "rpg"
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>Apparently I'm not actually supposed to have a plan before the first session.

It's really more like "don't have a pre-planned story". Have images, have ideas about the apocalypse, have ideas about what you'd like to see in a game like this, but don't do any planning with them. The planning comes after the first session because the first session is always character creation and then following them around on a normal day. You need to know the status quo of the game universe you and your group have created before you can make plans to break it.

Another piece of advice: be prepared to improvise. Fronts are blueprints and having custom moves based on them are handy, but don't use them as a crutch. Also, be merciless with the doomsday clock.
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>>47635021

That's just banter.

And yes OP, you don't prepare the story before playing it. And the first session is more or less an introduction to the players characters and the setting that comes from their interaction.

Fronts are what you actually do to advance the story. They're... well, like actual fronts: imagine a menace that opposes the PCs. They're a tool for tracking how the menace proceeds. Maybe they'll win over it before SHTF, maybe not.

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Should Alchemy mean making potions, or altering things?

If it's altering things/changing them, then what would be a good name for potion making?
13 posts and 3 images submitted.
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The making of a potion is, by definition, altering things. It is a subset of alchemy, but not the entirety of it,
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IRL alchemists had a mysticism about "purifying" matter to change it into "higher" forms.

So transmutation is actually a valid use of fantasy alchemy.

Just potions would be like "Brewing".
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I personally like for Alchemy to be a non-magical method of creating change in substances. An alchemist doesn't need to have magical talent, but if they know a few ingredients that have an innate magic to them, they can distill them into a magical potion

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I'm a big podcast listener, I got hooked on Adventure Zone for a minute but it started getting tired for me. I'm looking for recommendations on some good /tg/ podcasts.

Been wanting to hear some CoC games specifically but I'm open to anything.
18 posts and 1 images submitted.
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I like the Arcology podcast for Shadowrun. They hit all the right things for me. Tactics, min-maxing, character development, and shenanigans. Especially shenanigans since things either go well or really, really wrong.
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>>47634349
Fear the Boot was pretty good.

I've just been watching (mainly listening) to critical role and I'm on episode 25 right now. I'd also be interested in finding some more good podcasts though. Mainly on GMing and general role playing.
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Godsfall is a great podcast. It's d&d 5e, with a homebrew world and stuff. The lore and worldbuilding take a big spotlight, with the entire first episode just being devoted to the history of the world. the dm is fucking incredible. knowing /tg/, you may get put off by the first interaction with the female player, and her immediate jump to women's rights and equality. people have been known to just scream SJW and turn it off then. don't. it's worth getting past that one initial awkward moment.

Hello From the Magic Tavern isn't really /tg/ so much as it is just about a fantasy world. It's a show that's just improv comedy based on the concept that this guy fell through a magical portal behind a burger king in chicago into the magical land of Foon. He just so happened to have his podcasting equipment with him, so now he does a weekly podcast with Ucidor, the blue wizard, and Chunt the talking badger/shapeshifter. I think it's funny and at least worth listening to the first episode or two. Again, it's less /tg/ than just comedy set in a fantasy world, but it's good.

The Command Zone is a great magic podcast. Obviously, it's for the commander format, and the hosts are very likable people. They're also very active on twitter, so you can generally get a response out of them and that's neat. They lean towards spikes, but talk about every aspect of the format. My favorite magic podcast.

Masters of Modern is another magic podcast. They've been turning me off recently because of their lack of production quality and willingness to be exclusive with their patreon instead of inclusive. That said, they're good at talking about a lot of aspects of competitive magic. Moderately interesting guys.

Mark Rosewater's Drive to Work podcast is interesting if you're into the design of Magic. He's the head designer, and he gives incite on a lot of things behind the scene. Moderately interesting, but only if you're really into magic.

I've been looking for a crafting material, something apparently very unusual or very obscure. The material itself is called Dragonsteel, and is supposed to be a cut above basically everything else. I can only guess that it's purpose is to start a quest to find some. However, I really need the info on Dragonsteel, and for the life of me, after nearly an hour of searching, I cannot find anything. I think it might have been in a copy of Dragon Magazine, but god knows that doesnt narrow it down. I'm going to be using the material as a main focus for a campaign, and I need the information on it to make it work. Some help finding it would be much appreciated.
Pic unrelated
14 posts and 1 images submitted.
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Dragonsteel is in Game of Thrones and is the title of at least two fantasy books that I know if. Are you definitely remembering this from D&D?

The real question to me is why do you want to base a campaign around it if you don't know anything about it?
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>>47632984
>be dm
>be unable to make something up
Really op?
You dont need a supplement to hold your hand. Make it up.
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I absolutely could make something up. In fact, if no one finds anything, that's what I intend to do. However, I've also been looking for this resource for years, and the book it was in contains information on better crafting, with things beyond masterwork, so I am very interested in finding it.

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So I'm running a Dark Souls Campaign and the players are getting to the point where shit gets real. I will make a pretty boss-heavy campaign, with a boss battle closing every session, and already got some planned. You guys got any ideas for cool boss appearance/gimmicks/backstories?
49 posts and 13 images submitted.
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>I'm running a game
>Make my game for me
I don't begrudge it but I wish you had even a little bit of work to show.
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>>47632924
Well since you are running it for a party if people you could build more bosses to have a gimmick around multiple people. Like a boss that possesses one member of the group at a time and causes infighting or something.
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>>47632948
Well, I guess if I show some of the stuff I did until now it would help.

>Centaur Knight Volvonir. Fought in a giant viking-style wooden church, where it jumped between ceiling beams, mezzanines and pillars, trying to keep away from the PCs. Its main attack was to jump high into the air and try to crush a PC under its weight, or to jump behind the wooden benches and throw them at the PCs with kicks. Best way to kill it would be to quicky cut the pillars under it and make as much damage as they could before he could recover and jump away. Recovery required a sucessful roll, so it could take a couple turns.

How important is body language in traditional gaming?
31 posts and 7 images submitted.
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Body language is half of the battle in games such as Magic: The gathering. If you can subtly alter your body language to a low-power position when you have a card in hand that can turn the game around it often puts your opponents into a false sense of security where they make little mistakes because they fully believe they're winning. Also, if you set up your trade offer for a card with the right words and gestures you can trick someone out of a planeswalker for a big greenie.
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I wear a spiky helmet when I DM. I think it's a power move.
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High-power poses are about visibly not giving a fuck.

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Why is it that 4e never got a Baldur's Gate/Neverwinter Nights style video game, even though 4e was better suited to computerized gameplay than basically any other tabletop RPG ever made?

On a scale of highly improbable to impossible, how hard would it be to make this happen?
28 posts and 1 images submitted.
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>>47631956
How hard would it be to recreate FFT?

I am not a programmer, I do not know
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>>47631956
>even though 4e was better suited to computerized gameplay than basically any other tabletop RPG ever made
Actually it wasn't. Interrupts would be very annoying to program into a videogame but are a lot easier to play out in a tabletop format.
>>
Neverwinter Online is pretty much 4E.

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