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File: 1457660145406.jpg (37.5 KB, 896x349, 896:349, 1418282739720.jpg)

 No.225104

Ok, /tg/ I'm kind of in a bind

I have a campaign that I'm starting on Saturday. My players think they are going to play a D20 version of a modern shooter (ive even created a few pages of fake documents to show them what im working on), but I am planning on dragging them through a portal, where they would end up in the Prime Material Plane of D&D. The problem is, while they will have classes in the beginning of the game, the skills of the modern world wouldnt transfer very well into the world of D&D. I'm trying to figure out how to make this translation of skills possible, if at all. Any ideas?

 No.225105

There are several basic things wrong with what you're trying to do, but worst of all you are trying to give your players something they didnt sign up for.

Unless you know your players very well and know they're going to like that, you've been giving them false advertisement and they will most likely feel cheated.


 No.225106

For the most part, I'd say don't. Having a completely foreign skill set would add to the whole modern people trapped in an mmo anime esque thing you seem to be going for, though I'd also suggest either slowly translating the skills into useful equivalents like drive to ride, and technology skills into either knowledges or professions; or having more bits of modern tech seep into the world for them to be (the only ones) able to interact with.


 No.225107

>>225105

i know them pretty well; the games we played in the past have, on occasion, taken some interesting turns. I think they would be more entertained with a potential "oh shit" situation then this modern thing ive been building.

>>225106

Thats not a bad idea, actually.


 No.225115

>>225106

This, but I'd take it a step further.

Bullets vs ogres? Do it, but remind them they aren't getting any more ammo. Have them go full Army of Darkness. As they kill give them the appropriate level of exp, which means at a very fast rate.

By the end of their ammo they should be just as effective with crossbows and renaissance shotguns as they were with their M4's, magic being infused within them (if only by blood soaking into their skin), and have enchanted claymores strapped to their backs in thanks for saving the kingdom.


 No.225129

Parable tiem:

>be me

>come up w/ idea for Victorian GURPS campaign (Sherlock Holmes-ey, mysteries and cults)

>"that sounds great anon, I'll run it" -my friend

>show up to the game w/ Dr. Linus Flaversham, a psychiatrist who uses hypnotism to treat patients and is hiding an obsession with the occult

>DM has taken the idea and is now running a Steamshit game with gay-ass magyckal machine guns and Black Ops government missions

>play one session and never again

>game has become the hallmark of shitty bait-and-switch for our circle

This is what you are doing. It is one thing for a game to take unexpected turns (oh look, you return to your castle to see it has been captured by bandits); it is another thing to lead your players false, and go so far as to create fake papers to mislead them. They think they are going to be playing a modern shooter. They are excited to play a modern shooter. You never had any intention of making this happen.

They will not be happy.

To make this work, run a few sessions in the modern setting before you pull out the portal. At least that way they don't feel cheated and may actually see your big twist as an actual twist.


 No.225147

>>225129

>To make this work, run a few sessions in the modern setting before you pull out the portal. At least that way they don't feel cheated and may actually see your big twist as an actual twist.

This.

Drop them somewhere in the Middle East, during your regular mission to take out some rogue general that has apparently acquired a nuke from a Russian war criminal. Basically the first part of Modern Warfare 4.

Except that the Russian guy is interested in using the nuke to make a sacrifice big enough to open the gateway to hell. Then it becomes Jericho.

Your players now have to travel through alternate Earths (one where the Nazis won through occult means, and in the process became demonic, one where Romans never lost and have conquered the world, and are now running bacchanalia all over the place).

You get the idea.


 No.225168

>>225129

>>225147

I agree with these guys. If you set it up, even if just one session, it will flow better. They need at least that long to know their characters, and that is when you want to throw the twist in.

As long as your group knows you and trusts you, it should hopefully go fine. Will there be any other things from Earth in the D&D world they're going to, so they have some supplies at times to really flex their unique abilities? Will they easily be able to multiclass into D&D classes?


 No.225265

>>225104

Are you playing 3.5 / pathfinder? Make them start as d20 modern classes then have them switch out their levels as they advance.


 No.225269

Easy, all their moder nequipment is valued but it puts them at odds with:

>Harpers

Muh preservation of tech

And then there's mecenary and assassin shenannigins.

And you collectively fuck everyone in the ass in the event of a underdark visit because if the illithid get you, its over.

There's also the subsequent question of HOW THE FUCK WERE THEY ABLE TO GET INTO A SETTING PRETTY MUCH CUT OFF THANKS TO THE FAR REALM Acting as Anti-Yog-Sothoth repellant.

Unless it's a portal to the future, which allures to D&D's older post incredible castrophe earth origins post rapture and Shin megami tensei tier satan vs god then Cthulhu woke up and decided to move Ryleh somewhere else where there would be less noise to announce the end of all that is.




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