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Archived threads in /tg/ - Traditional Games - 592. page


How much time do you spend talking about traditional games versus actually playing them?
45 posts and 11 images submitted.
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>>46758454
The last game I actually played in was about a year ago.

I haven't GMed in about 6-7.

And yet I come on here basically every day. I'd rather spend time bitching about stupid shit with you fags than actually building a setting or planning a game. I can't figure out why.

Please help.
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>>>46758496 Please help.
On the one hand, you've come to the wrong place for help.
On the other hand, everyone else here has the same problem.
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>>46758496
>Please help.

I wish I could recommend Roll20 or other methods of finding a group online but...

...well just consider the fact that you'd be in a group with other random people from across the globe who, for some reason, can't find a group IRL. So... yeah.

Instead of kidnapping princesses, dragons of late have been kidnapping peasants, usually a male and female. Although sometimes both same sex to raise their young. Their young often behave like /R9K/ posters.
16 posts and 1 images submitted.
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>>46757922
See, THIS is the kind of shit kings keep their Spetsnaz-knockoff force for. Dragons kidnap the laborers, and they're basically kidnapping the economy.
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Reminds me of the time a dragon kidnapped some commoners to have as playthings for a little fake village she'd set up in her lair. Basically had them as dolls to the point of dressing them up, trying to put makeup and stuff on them, and make them do things and interact with one another and have their little lives.

>tl;dr dragon played The Sims with kidnapped commoners
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>>46757922
>dragons completely disenchanted and disconnected from reality
I mean, okay, but what does that have to do with being raised by non-dragons?

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Hello /tg/, I need your help. I'm currently working on some world building and have reached a point where serious magic items are introduced. The thing about them, is they need to be both a Boon, and a Bane, as well as possibly help along in solving puzzles. There is no set game system as of yet, so it only has to be cool concepts.
11 posts and 1 images submitted.
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Here are a few I've gotten already:
>A stop watch, that lets the player reverse time, but for each second they use it, they age forward by a year. Effectively, only able to use it for two minutes.
(In a setting such as DnD 3.5, they could use it to abuse combat, reversing time by 6 seconds, granting a second round of attack.)

>A flask, that revives a character fully, but in order to be refilled, the person who wants to fill it needs to use their own life force to do so, giving up a significant portion of their life to do so. (Something like a permanent -4 to CON).

>A syringe that boosts all physical stats by +6, but only lasts an hour, and after each use permanently reduces those stats by 1. Possible Will save not to become addicted to it.
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>>46757284
These are retarded.
You don't need negatives with magic items.
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>Magic Items
Also looking for these.

Someone suggested the Cloak of Billowing last thread. It does nothing but waft in a cool fashion on command, even on a completely still day.

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Thread LXVIII:

Archive: http://suptg.thisisnotatrueending.com/archive.html?tags=Lamia%20Legacy%20Quest
Twitter: https://twitter.com/LamiaLegacy
Opening Theme: https://www.youtube.com/watch?v=RCQmQwKEEOM
Story Thus Far: http://pastebin.com/iuHYLrJ4
Season: Late Winter

Sasha: Skill list
Ranching +4
Scholar +3
Marsksmanship +5
Natural Ability (Lamia) +3
Intrigue +4
Casting (Draconic+4 Roc+2 Leviathan+3 Troll+1 Elemental+1)
Falconry +1

All told it took the better part of two weeks to get the bunkhouse set up. In this time, the beastfolk made a remarkable turnaround. Decent food, warmth, and not being bled dry by the phoenix bastards did wonders for their recovery. The same can't be said phoenix survivors. The group promptly jumped at the chance to leave when it was presented. You're honestly not sorry to see the small group go, abandoning their camp in favor of a Nitor prisoner detention area on the suggestion of Corporal Red. When you questioned him, he put it simply, "They would rather go into custody than stick around with three beings they have been told are demons incarnate." He said, gesturing between yourself and the distant form of Liama who was briefing her men, "That and Zhou's folks wholeheartedly accepting you as their new benefactor caused discontent. There were a few minor issues I had to head off. This alternative is better for everyone I think."

You're hard pressed to disagree, and you've more important matters to attend to. Captain Keel finally got back with you welcoming your support. Apparently there are signs that the phoenix are getting in and out of the cave they are 'trapped' in somehow, but it isn't magical in nature, if the Schola Nitor are correct in their findings. That said, there have apparently been spikes of violent activity as of late, suggesting that the interlopers feel the noose tightening. All in all Keel recommends discretion in arriving, there might be eyes everywhere.
41 posts and 11 images submitted.
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>>46756817
It's when it is time to go you finally come across the flaw in your plan. The bitter cold, and the winds, have made riding on top of the carriage and untenable prospect for yourself, Liama, and Veles. Unable to sustain a heating charm of that magnitude for as long as the trip would be would leave yourself and Veles drained by the time you arrived. There was nothing for it so the only option was to ride in the cab, which meant squeezing seventy five feet of coils all told into one coach. Colume was at a premium, but you did manage it at great cost to personal space. McCain, riding on top with Dahz on shotgun bundled himself warmly as you set off. Inside, trapped in awkwardness of your own design, the three of you tried to avoid at the very least becoming knotted together as you jostled and shook down the road to South Fork. On arrival, Liama and yourself sprung out of the coach and into the waiting warmth of the local inn like a shot, as Veles slowly lumbered his way in your wake. Shaking his head at the strange ways of this society of yours.

Inside, you figured there might be a change of plans necessary.

>Keep on to Riverport, should be able to get to Captain Keel more discretely through the city.
>Head to Snake's Landing, its far warmer and you'll be able to get out of this awkwardness.
>Other?
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>>46756843
>Keep on to Riverport, should be able to get to Captain Keel more discretely through the city.
It might be uncomfortable, but I'm going to trust Capt. Keel's advice.
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>>46756843
>>Keep on to Riverport, should be able to get to Captain Keel more discretely through the city.

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Took us long enough to reach 40 edition!

>Essential stats: http://pastebin.com/jsfxVKt7
>Archives: http://suptg.thisisnotatrueending.com/archive.html?tags=Tide%20of%20Ages
>Twitter for new thread alerts: https://twitter.com/Line_of_Heroes

The second time doesn't make the concoction taste any nicer. Noh is still a great help to you though and while you suspect his magical abilities will forever remain minimal; if he learns well, he should still be able to still create potions and poultices. He might one day turn out to be a passable druid, if not a shaman like yourself. Regardless, the potion is starting to have an effect as time passes and your bones have a chance to press together again and mend through processes you have no comprehension of.

Your son's interest is sadly waning slightly, but he at least realises that learning druidic skills would be extremely helpful to him in the future and he's glad to spend time with you, carefully watching and listening as you explain how to coax out the native magic within the reagents he brings you. It's a lesson you barely understand yourself, so honestly, the both of you are learning, even as you teach.

You're lucky you're still young enough to be strong. Day by day, you can feel your bones pressing together and sealing up. It's a curious sensation and you have a strong feeling that if the potion hadn't deadened the entire side of your body from your chest down, you'd be senseless with agony, but thankfully, you are spared that much. By the time the harvest is due to start, you are almost fullyrecovered and can once again move without problems. The potion's work isn't total... You don't think anything you can currently do can heal you entirely, but what remains shouldn't trouble you over-much.
29 posts and 1 images submitted.
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>>46756485
It is now late fall and the harvest is coming in.

What do you do?
>Hunt the aurochs 1d10 (Strength -Blind)
>Fish in the river 1d10 (Skill +Trait -Blind)
>Explore the forest
>Explore up the valley
>Explore the hills
>Try and investigate something new (List options)
>Make something special (List options)
>See what the mood of the clan is like, talk to people and get to know them (free)
>Change your active jobs (free)
>Try to summon a new god
>Make offerings to a god
>Bring more land under cultivation/construction (List options)
>Other
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>>46756489
so is that saying our negatives are gone from that injury or one more heal would be great?
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>>46756566
Your wounds are largely gone, but you have a lingering scar that may lead to complications. It's on the character sheet.

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What's the most mathematically astounding display of unlikely probability you've witnessed during a session? I'll start

>be me, playing Agnor, level 5 halfling barbarian in dnd5e
>in some spooky cave looking for Dwarf king's missing daughter
>find a key which opens the door to some living quarters' of the cultists in the cave
>Agnor opens a door, the cultist who is sleeping in his bed within gets a nat 20 on his perception check and wakes up startled
>Agnor attempts to grapple the fucker and to ask where la princesa is
>doesn't work, takes a small fire bolt to the face, no big deal
>combat continues, agnor can't land a hit
>cultist gets a critical with another firebolt
>cultist's next turn he lands another critical with a firebolt
>DM is rolling to hit in front of us to show no bullshit
>cultist rolls another fucking critical with a third firebolt
>three crits back to back to back
>beefy barbarian almost dead from this masturbating cultist who wasn't happy about being disturbed
>use a Frenzy to cut the fucker up in a few slices

Most absurd shit i've seen since I started playing.
18 posts and 4 images submitted.
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>>46756195
I had a time in dark heresy where I failed literally every single roll I had for a 3 hour session, and failed more than half the following session. I missed every time I shot. Every time I opened my mouth to talked I just rambled like an idiot. Every skill test that involved any sort of labor I hurt myself because of how badly I rolled, and those that were mental I babbled like an idiot.

There is a reason I don't like using Roll20 anymore with my group.
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>>46756195
One time the entire six-person group showed up in the five minutes before the session, with their sheets and books ready, EXACTLY the right amount of snacks and beer, and enough free time to get through the entire planned session.

Never saw anything like it before that, or after for that matter.
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>>46756259

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I'm looking for some rules-lite systems that I can introduce my players to for one-shots. Something that can still be played while inebriated is a plus.

I've played Night Shift which was a big success but I'd like to try out different goofy settings. As a follow up, what was the most fun setting you've ever played? I'm looking for ideas.
48 posts and 9 images submitted.
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>>46756191
Everyone is John and Fiasco are my usual for fun, drunk one-offs.
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In return, I can post a storytime of Night Shift if anyone is interested, though I am no writefag
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>>46756264
Isn't Everyone is John kinda competitive though? Like you tally up points and stuff and there's a winner?

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How do you think this will do? Neat concept.
11 posts and 1 images submitted.
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>>46756015
Hopefully it'll do better than DUST Tactics.
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I liked the idea of DUST, I even bought a few boxes. But literally nobody played it. Shame. I wanted to do an SS holdout army.
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Will probably have shitty minis. Just play guard in 40K if you like WW2 so much.

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>1960
>ever wanting to play as JFK the Meme President

A much superior game to Twilight Struggle, which is an unbalanced piece of communist propaganda, but I do feel that the wisest players must surely appreciate the pleasures of playing as Nixon.

Kennedy has a big advantage starting in the East near New York and Pennsylvania, but I think this is more than compensated by Nixon's initial advantage in the West, which is such an unpleasant and scattered place to campaign that it's sealed up from Turn 1 Phase 1.

A cheeky Nixon endorsement in the South can force Kennedy to abandon his Eastern stronghold or abandon an entire region in a Turn 8 Phase 4-5 invasion from Nixon using a 4CP and his Candidate card, potentially swinging 100 electoral votes by taking easy wins in under-protected states eg Georgia, North Carolina, Tennessee, Florida, and perhaps even Texas.

What a masterpiece of a game. The greatest card driven strategy of all time.
30 posts and 3 images submitted.
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>game about Nixon vs Kennedy
Sounds pretty damn based to me.
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>>46755590
>Twilight Struggle, which is an unbalanced piece of communist propaganda
Tournament betting rules son.
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>>46756549
Even with +2 US influence in Iran, the USSR player just needs to play a 4 and roll 3-6 to boot the US out of the Near East, which pretty much gives Asia and the Middle East to the USSR from the start of the game. Shifts in deck skew later on do not compensate for the entrenched advantage the USSR gains off a single dice roll.

We've all seen the stats showing a USSR advantage, I'd really like to see a breakdown of results given particular outcomes of the initial Iran coup since I suspect it's near enough decisive.

Tell me about those glorious times /tg/, I was not around back then. How was it like? Are there any stories worthy to be passed down?
20 posts and 7 images submitted.
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>>46755511

You know the faggot bullshit 30k blood angels can do with assault cannons? EVERYBODY did that shit back then.
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>>46755511
Anyone else remember Space marine roundhouse kicks?
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>>46755570
NEEDLE SNIPER RIFLE

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So this guy put up a new video in his series about running D&D. https://youtu.be/8Q8bVPpc84A
A lot of it was stuff I felt most GMs with some experience under their belts will already know (i.e. PCs will almost never surrender/flee, so don't make situations where you expect them to) but he hit on an idea I hadn't thought of before, which starts at 27:50 in the video.

"Tell your players what kind of GM you are at the start of the campaign."

I think that there is a list of questions that might come out of that idea to help current and future GMs. Here are the questions that he suggests but I think there are more we can think of.

"What kind of game do you like running?"
"What kind of behaviour do you value in your players?"

Not much to go on. Here are the questions I've come up with.

"When the PCs must act, do you give them suggestions or an open ended 'what do you do?'"
"Do you help the PCs openly, secretly, or not at all?"
"How reluctant are you to let NPCs die, especially villains?"
"How firm are your plans as GM?"
"Do you prefer crunchy combat or narrative combat?"
"What kind of plots to do you like to run?"
"How much detail, and how firm are those details, do you give to your setting?"
"How much player input do you appreciate in narrative details?"

I'm sure /tg/ can come up with more useful questions.
47 posts and 13 images submitted.
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Bump with art
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>>46754971
If it wasn't for the boardgames in the background, this guy would look like he was planning a suicide bombing in Tel Aviv.

>What kind of GM are you?
>IMMA GAMING JIHADI!!!!
>>
"What sort of tropes or themes do you dislike"
And/or
"What sort of pet peeves you have?"

May be a bit blunt, but this is an excellent way to avoid problems with the GM or a potential player, and can give excellent insight on how to deal with that person. If anyone has a 'trigger' or something like that, they will say it at this point too. They can even tell you about past experiences you can use as reference or as a warning.

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Broadsword beats sword, GO
15 posts and 3 images submitted.
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>>46754890
But anon, that's an approximately 4m long psychic conductor blade wielded by a massive bipedal exosuit, of course it beats a standard sword.
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>>46754890
Anon, a broadsword is a sword.

How about "bow beats sword" or something that isn't "X beats itself" because you do that enough, and Jesus is still crying about it.
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>>46754890
Swords beat broads

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So /tg/ I'm building a fantasy pulp action RPG. Most likely fantasy. Wanted to ask a few things:

> Would you be interested in a tactical med-crunch RPG with narrative character creation?
> How do you feel about noneuropean myth? Indian? Chinese? Mesopotamian?
> Are you more ok with narrative mechanics if there are ingame justifications for the mechanics, and they are decisions you could make in character? (Ex. There are no metagame points, but all characters can access 'ki/mana/magic'.)
> What are your thoughts on separate social/physical resources? Social combat systems in general?
> How do you feel about abstracted wealth/inventory? Partially/optionally abstracted wealth/inventory?
> Do you find addition or subtraction easier on the fly?
> What do you feel about not knowing /exactly/ how much damage your character can take?
> What is the stupidest mechanic you have ever seen in a game?
11 posts and 2 images submitted.
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>>46753938
I think that if you manage to come up with a basic rule system that isn't a poor copy of D&D's Strength-Dex-Con-Int-Wis-Cha model, you're already ahead of 99% of fantasy heartbreakers.
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>>46754025
The system core is pretty hammered out. I'm just collecting info.

You have 3 attributes - mind, body and voice. You also pick adjectives to specialize. So you could pick "agile" for body or "wise" for mind. The idea is that your stats serve as a catch-all fallback so you aren't screwed for picking situational adjectives.
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>>46753938
>> Would you be interested in a tactical med-crunch RPG with narrative character creation?
No.

>> How do you feel about noneuropean myth? Indian? Chinese? Mesopotamian?
Not interested. Well, kinda in the Indian (if you mean Hindu), but not really. I've never seen those done well.

>> Are you more ok with narrative mechanics if there are ingame justifications for the mechanics, and they are decisions you could make in character? (Ex. There are no metagame points, but all characters can access 'ki/mana/magic'.)
Yes, as long as there's a symmetry between the player's narrative stuff and the character's actual stuff. I hate abstract narrative metagarbage like fate points.

>> What are your thoughts on separate social/physical resources? Social combat systems in general?
Never seen them done in a way that doesn't hamstring the player or become completely optional (and therefore useless).

>> How do you feel about abstracted wealth/inventory? Partially/optionally abstracted wealth/inventory?
Not a fan.

>> Do you find addition or subtraction easier on the fly?
Addition. Everyone does.

>> What do you feel about not knowing /exactly/ how much damage your character can take?
Fine with me.

>> What is the stupidest mechanic you have ever seen in a game?
GM Intrusions in Numenera.

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I need a name for an arrogant High elf Male warlock, preferably beginning with A.
23 posts and 2 images submitted.
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Azoal.
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>>46753928
Anus
>>
Alb Ehr Tobar-Bosa

So other than the Black Templars are there any other Space Marines that worship the Emperor as a god?
45 posts and 6 images submitted.
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>>46753905
Does your mother know you're wasting hard drive space with awful webm's?
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>>46753951
answer my question bitch
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>>46754047
Every space marine

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