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QUESTS: /qu/ | CYOAS: /cyoa/ | RULES

File: 1440230277523.png (81.54 KB, 534x233, 534:233, The Logo Of The Game In Qu….png)

 No.84

What is Tavern Tales

Tavern Tales is an incredibly rules light system that has a greater emphasis on roleplaying and creative license. The game encourages (and sometimes outright forces) you to work with the GM to make the world and story more interesting and involved.

The game does not use classes or races, but instead uses 'traits' and 'themes', which allow you to mix and match a diverse group of powers and reflavour them to suit your character.

Tavern Tales only uses four stats (Brawn, Finesse, Mind, Spirit) and uses a 3-d20 roll system for all checks, where you roll 3d20 and take the middle-most value as your result, thought sometimes modifiers make you take the higher or lower dice based on difficulty and traits.

Having played the game, its certainly a good introduction to tabletop gaming both as a GM (with advice and preparation) and for players not used to learning more comprehensive rulesets. Character creation for a new player can take about 30 minutes or longer, but once you know the system and have an idea in mind it takes only a few minutes.

An anon has been in touch with the creator and a pdf version is coming.

Here are examples of some of the traits in game to give an idea of how aspects of it play…

>Demolition Charge • Slow Action

>Describe how you create an item → Create a bomb and determine the trigger condition. When activated, it charges obviously and ominously for less than a minute (runes appear, a clock counts down, it glows red-hot, etc ) and then explodes, annihilating structures and brutally maiming creatures (or worse). Work with the GM to determine the explosion size.

>Lair • Slow Action

>Describe how you claim your lair → A piece of territory that you control becomes your lair. Gain creative license to slowly change the terrain and features of the lair (create web-strewn paths, clinging ice, pools of magma, etc). At any point, you can ask if someone is trespassing in your lair, and the GM must answer honestly.

>Light Feet

>When you fall, lower the severity from deadly to dangerous, or from dangerous to safe. Whenever you like, all solid objects and liquids are capable of supporting your weight.

>Unlife and Unlimb

>You can attach and reattach your body parts. You can control your detached body parts and sense the world through them (feel with a detached finger, see with a detached eyeball, crawl with a detached hand, etc). If you ever lose a body part, you can reattach a similar body part from another creature and it becomes part of your body (this never affects your attributes).

Have fun making broken combinations.

 No.88

faggot OP forgot the link. It's ok though, I have it here

http://www.taverntalesrpg.com/


 No.96

>>88

Thanks anon. I knew I forgot something.

So I've got an ongoing campaign, but I briefly mentioned a ideas for future campaigns and they said sci-fi. At first I thought the system wouldn't work, but now that I see Unlife and Unlimb, I'm thinking a robot could really be quite interesting in the setting.


 No.103

>>96

lot's of the abilities could be re-flavoured as super hi-tech gadgets. I've actually been wondering if I could overlay the TT traits system on top of the Barbarians of Lemuria rules, as it seems a bit more robust for combat, but still being rules light.

I figure either system could be a good way to start DMing too, so I can learn to improvise, world build and storycraft on the fly without having to worry too much about deciphering rules.


 No.106

>>103

Is there anywhere someone can find a pdf for Barbarians of Lemuria to compare? I've also considered taking the same basic system and just changing traits.


 No.107

>>106

Maybe ask >>8


 No.112

>>106

It's a super cheap game, and the guys that make it are small enough that, if you decide to run some games on it, I'd encourage you to at least buy the pdf from them. But I can't argue with "try before you buy".

here's a link if you want to buy it http://www.rpgnow.com/product/58815/Barbarians-of-Lemuria-Legendary-Edition?term=barbarians+of+lem

>>107

this.


 No.121

File: 1440232884647.jpg (120.48 KB, 555x921, 185:307, 1399497976250.jpg)

I'm actually trying to find some more for a game, if anyone is interested. >>>/tg/146304

It's going to be a text based game, and probably on Thursday early evenings.


 No.243

>>121

ooh. held here? what timezone?


 No.251

>>243

I'm not sure what you mean by "here", but contact jcheats on skype.


 No.253

>>251

here as in 8chon. but I see you've corrected me.


 No.254

>>121

position's been filled


 No.335

>>254

It has? We don't want a fifth?


 No.338

This was posted up in the original /tg/ thread on this, but here's the traits you'd need to start play as the stereotypical necromancer lich:

Combat

>Undying

>Work with the GM to create a death condition (decapitated, destroyed phylactery, staked in the heart, etc). Unless you die under those conditions, gain creative license to reanimate within about 1 day to 1 week (the GM decides when) with full life. You are temporarily weakened (the GM decides how and for how long).

>If you die and don’t have this trait, you can work with your GM to permanently sacrifice something (memories, your humanity, stats, etc) and immediately gain this trait.

Exploration

>Ritual

>Tell the GM an effect you want to achieve through ritual magic (eternally seal a creature in a tomb, open a portal to another plane, make a magical effect permanent, etc). The GM must explain everything you have to do in order to complete the ritual (sacrifice rare items, join with other mages, visit a certain location, etc). If you perform the ritual and satisfy the requirements, gain creative license to achieve the effect.

Interaction

>Marshal Forces

>You can acquire unique allies through means that would otherwise be impossible. Work with your GM to determine the creature type, recruitment method, and limitations (build loyal robots that run on fuel, animate mindless zombies that crave flesh, call feral beasts that do as they please, etc).

You can realize a pretty wide variety of character concepts with this game, even at just the basic starting level.


 No.633

>>88

>none of the themes has any kommando theme

;___;


 No.653

>>633

you can flavour it Kommando yourself, that's the idea with this game.


 No.849

>>633

Some suggestions

>Warfare

A Hundred Scars, A Hundred Lessons

Crowd Control

Master of Arms

Athlete

Sheer Determination

Tactical Reposition

Bound by Blood

Motley Crew

War Stories

>Tracking

Called Shot

Eagle Eye

Take Aim

Survivalism

Vigil

And basically everything under Command.


 No.1257

Oh hey I met the guy who made this.

He's a giant self-important asshole who shitposts on RPGuild, goes by Disciple Cain.




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