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File: ba410c607e00110⋯.png (23.93 KB, 788x796, 197:199, Black Shield.png)


This is where Questions That Don't Deserve Their Own Thread go. Remember: a two minute shame of asking is preferable to the life-long shame of not knowing.

Previous thread: >>383878


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I'm going to start a game of OVA soon by petition of my tablebros. They're decided they want a henshin-style game so I'm giving everyone free Transformation points at chargen. How many points should I give them to make their henshin forms powerful without breaking the game from the get-go?


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Transformation is one of the abilities that is actually worth double the level you purchase it at. So level 3 means they get 6 levels in other shit for their transformed state, plus the option to give their transformed state a handful of weaknesses to load it with even more Abilities. If they are Kamen Rider types, stuff like Bizarre Appearance, Code of Conduct, Limited Uses, and Secret are easy sells to flesh out the Henshin style of character.

You could start as low as 1 or 2 and still have the transformation be a potent thing for them to use, while also giving them the option to slowly increase in power over the course of the game.


What, in your opinions, is the best system for an epic level high fantasy campaign?



I'm playing in a 5e campaign with som modified rulings that my DM uses. He's just the right kind of Sperg that the rules are good.

But, more practically for the rest of you, Fate Core. Fate Core or Exalted.



Fantasy Craft, but that's just my opinion, as requested. High level FC characters start getting pretty crazy around level 5, and by the time they get to around 15 and higher, they are well within the "nearly Demi-Gods" level of power with connections, holdings, and reputations to match the kid of high level play that most people think about when talking of "epic level" adventures.


Where can I get me some decent chinese proxies for MTG?


What is Latin for sling (the weapon)? What is Latin for bullet (for a sling)?


File: 99f53d34ca8f075⋯.png (669.18 KB, 640x480, 4:3, Game_Over.png)

Hey, I got an errant thought I wanted to try and figure out how to work into a Modern setting. I was thinking about Gun Farmers, arms dealers whose weapons are actually parasitic in nature through one way or another, be it that they proliferate through wanton street violence or 'incubate' through corpses, is there a way I can make this a good concept or should it just be something that's a background mention at best?

And yes I am just biting this idea off of Middens.


File: 7c865b6c2ab02e8⋯.mp4 (340.34 KB, 320x320, 1:1, 7c865b6c2ab02e87534dbdf472….mp4)

is there an issue with the Trove, I've seen people talk about it here like it's a lovecraftian entity.


What's the economic viability of being a professional GM/DM? I've found that I've got quite the knack for it and am willing to do the work.


File: b41ff825428f2de⋯.png (78.93 KB, 853x600, 853:600, vvardenfellaintfree.png)

So I'm pretty new to tabletop and recently came in from a 5e game (my first) thinking I might branch out to try other systems. I was thinking I'd play at least one more campaign using another system like Pathfinder (or 3.5e, but I heard pathfinder's a bit more cleaned up, as it were, and I'm hearing really good things about FantasyCraft) before I try my hand at DMing which is something I have an interest in. Some friends of mine like TES and I am a bit of an autist for the lore so I thought it could be pretty good.

So I look it up and there's a d100 unofficial elder scrolls RPG, so I thought to look at the pdf out of curiosity. As I'm reading through the system, I had to admit it was a lot to take in. Rolls had to account for a lot of things, like how difficult said situation is, your attributes, your skills, and I think one or two other things but I don't remember, which seems like a lot to keep track of for just a simple roll.

Now the thing is, as I said before, I'm just some guy who's only experience is with 5e which is apparently babby's first tabletop and streamlined/dumbed down to hell. So the question that I'm laboriously trying to reach around to is if any anons here have experience with the unofficial elder scrolls RPG and can tell me if it really is unnecessarily obtuse or if it's not that bad and something I'll get used to. Also, general opinion on the system would be appreciated, as I'm willing to put up with complexity to get to something good.

Oh and opinions on fantasycraft too would be nice I guess, I've heard great things about it but it seems really niche compared to pathfinder and DnD.



>Where can I get me some decent chinese proxies for MTG?As much as I hate to say it, reddit.com/r/bootlegmtg has an updated list of reviews and comparison images. If you're just playing with friends, then I can recommend Villa Zheng; the cards vary in quality, but he's polite and prices are reasonable.

The Website Guys (appear to) have a wider selection and overall better quality, but I didn't want to give my mailing address to two people with potential Triad contacts.


Interesting idea; can't say I know what Middens is. I'd have you focus on the ammunition rather than the gun itself. Perhaps the fires the equivalent of wasp eggs that inject themselves into a host's chest cavity and burst out once they've matured. Maybe they're some kind of magical/mechanical ball bearing which turns the target's insides into grey goo through self-replication.


I can't fathom you'd make any money doing it unless you got lucky and became a Content™ Creator™ with (((connections))).



>cleaned up

It's less of a clusterfuck than 3.5, but that's more of a factor of 3.5 than anything. Pathfinder has a lot of contradictory design philosophies, which leads to situations like martial classese needing to spend a full turn getting a weapon from the floor, but casters being able to cast fire magic practically underwater because "it's magic lol." I haven't actually played the system myself, but I'm familiar with 3.5 and anything based on it would be inheriting a monumentally shit foundation. >>364282 may prove useful reading if you really want to learn more.

>elder scrolls d100

Never heard of it. Post the PDF on vola or sendshare (obfuscating the link, obviously), please, since you've piqued my curiosity.



>Pathfinder (or 3.5e, but I heard pathfinder's a bit more cleaned up, as it were, and I'm hearing really good things about FantasyCraft)

Pathfinder's changes are hit and miss. While it's nice that Paladin is a functional class 1-20, you've also got retarded changes like CMB/CMD which they knew in the playtest this resulted in combat maneuvers being impossible since monsters had more HD than players.

The real pro of PF is that it's all OGL and the really good third party content. If you know the system and the players are competent at building characters you can absolutely make it work into something mostly balanced with the right restrictions. The other draw is the adventure paths, which vary wildly in quality (Off the top of my head, Council of Thieves, Serpent's Skull, Giantslayer, Mummy's Mask, Wrath of the Righteous and War for the Crown all suck overall, though not all the component modules are necessarily bad.)

>who's only experience is with 5e which is apparently babby's first tabletop and streamlined/dumbed down to hell.

It is.


Actually, speaking of that what are the good and bad PF APs?

Here's what I know


Savage Tide

<most events are essentially random encounters

<doesn't really understand what higher level PCs can do and hands them challenges they can break easily

<personality of NPCs varies between modules

Second Darkness

<about helping some elves who explicitly don't really want your help and are assholes

<wonky encounters

Council of Thieves

<has no idea what it wants the overall plot to be

Serpent's Skull

<can't actually remember much about why it's beyond it being unimpressive

Wrath of the Righteous

<horrible NPCs like a tranny that sold a sacred artifact to demons for drugs and is supposed to be the good guy

<doesn't even give any way to convey this to the PCs

<good deities are potrayed as psycho bitches

<mythic rules are clusterfuck


<focus on type of monsters that aren't really all that varied and have no interesting special abilities

<poor justification for why you're getting to kill all the giant types in sequential order

Mummy's Mask

>actually read through most of this one

>first module is really strong

<everything else just drops the ball

<doesn't actually have all that much tomb plundering past the first book

<Book two opens with the great concept of the local merchants having excess supply of relics and dropping their offering prices to compensate, then stops caring about it once using it to drag the PCs to the next area is accomplished

<none of the rival parties in the first book are mentioned again

<book three is all about appeasing a nutty, obese bureaucrat that has the hots for a random PC so she authorizes you to do visit a restricted library (I'm sure would work great in other mediums but can't see working in gameplay too well in the slightest.)

<since you don't actually do much in the library on-screen nothing really breaks up these scenes

<it's possible to fail, forcing you to sneak into the library which is fine but means you have to toss out over half the module (worse if the PCs do this right away)

War for the Crown

<poorly planed out to the point it isn't sure exactly the central conflict is over

>book 2 is actually a pretty nice sandbox where you recruit allies to take down the local baron while staying inconspicuous and managing a small town

Dragon's Demand

<setup around reaching level 10 in a fixed number of pages so it throws rapid poorly connected encounters at the PCs to give them enough XP




Age of Worms

>good puzzles and setpieces

>challenges are actually suited for the level

>actually easy to convert to Eberron while incorporating what makes Eberron good (Sharn, dragon council being manipulative fucks)


>awesome sandbox

<lack of foreshadowing big bad

<kingdom building rules are wonky




v3 is technically a work in progress but it's complete enough for you to get a good idea, do tell me what you think


I put this question here from another thread. I like Dark Angels, so I will ask a question about the Unforgiven (Successor chapters of the DA) here, instead of the QTDDTOT:

Its explained the the Unforgiven have the same composition os the DA, that meaning that ther first two companies are based on the DeathWing & the Ravenwing companies. But thing is, that would mean in theory that any Unforgiven Chapter have, if not fully, a great majority of the first company in Terminator armor (Which is rare & costly to make); And Ravenwing case would be that they would also have Nephilim figthers & Dark Talons then?

So what is it, then? Do Unforgiven have not only the organization, but the equipment too of the Dark Angels?



DnD prestige classes don't really seem all that good, what was even the point of making them that instead of standard classes?


Would you say that having standardized class/XP level requirements has kinda fucked the difficulty scaling in D&D? For example, everyone levels up at the same time, and this introduces several huge power spikes. (And yes, everyone levels up at the same time because some poor sod is going to lose 200 xp from being bodied during an encounter and the DM will invariably give them the extra XP so they don't waste time doing it next session)

Instead, in 2e, you'd have everyone leveling up at different rates, so instead of power spikes, you have constant, incremental growth among the party, and while the power is harder to notice, it lets you be much more creative with scaling


Something to work towards. It's bland to be stuck with the same thing all the time. Who wants to go through 20 levels of Fighter when you can do 8 levels of one class, and 10 as another? Likewise, it'd be like sticking with a two-handed sword all the time, instead of being able to try a sword and board



>Who wants to go through 20 levels of Fighter when you can do 8 levels of one class, and 10 as another?

But you see standard multi-classing already accomplishes that. 3.5 doesn't use AD&D rules All XP tables is the character level table, class levels is just how many times you choose to pick that class every time your character's character level goes up. Then you get this weird shit involving prestige classes.

Most of these don't even make much sense like Acolyte of the Skin (you devote yourself entirely to a pointlessly slow skin graft that anyone else can buy from Sigil with some coin), or Arcane Archer (the infamous cool sounding trap), or Dragon Disciple (????) they're so useless the only time you'd see it is because someone first got into DnD through Neverwinter or the DM is using it as NPC classes.



Everyone using different XP rates makes managing the game a clusterfuck. Tracking that is a pain in the ass, as is everyone having the time to level up. The idea that 3E is what made casters OP is a myth. Look at BG and the Gold Box games, as well as plenty of old Dungeon adventures that say a caster heavy party will need the challenge upped and you'll see casters were always OP.


Prestige Classes vary wildly in power.. Dual progression classes (the most fitting prestige class type) like Arcane Trickster or Eldritch Knight simply can't be standard classes. Others are too niche and narrow to focus an entire 20 levels on but are good abilities. In general the core prestige classes are bland (Eldritch Knight, Arcane Trickster, Assassin, ), caster plus (Archmage, Thaumaturgist, Loremaster) or junk (everything else) so you can't really judge based on them.

Ideally you'd do something like Saga Edition did where each class has, instead of fixed class features, talents you select at every level and no talent tree would be super deep. Then you could just make more talents and prestige classes would be nothing more than dual advancement stuff.


File: 847ae57bccbe552⋯.png (4.61 KB, 342x297, 38:33, ClipboardImage.png)


My feeling is that you basically have a fighter, who is great at combat early (red), wizard who dies to a stiff breeze (blue), and a rogue (green) who is in between the two. At some point, the rogue gains enough combat utility to surpass the fighter for a few levels, but then gets stonewalled by things immune to crits and also can't take a hit. Wizards, once they reach a higher level, are unstoppable gods.

There's a certain sweet spot where each class role shines, and party power should gradually, continuously increment. I feel that when originally designed, there was a lot of game theory involved to make it feel good. But yes, you're right, it's tiresome to track so much


File: 0393abb5784c78e⋯.png (25.11 KB, 656x662, 328:331, hexen cleric.png)

Anons, how do i properly play a lawfull evil cleric?

Im gonna help out a m8 with an introductory campaign for some friends and he wants me to play a lawfull evil cleric in a undead focused game, but ive never played evil characters, any advice?



Evil doesnt necessarily mean bad (I mean in DnD it does but dont think about it that way). Rather, theyre selfish and amoral. They'll do anything to achieve their goals. Being lawful, you'll do cruel interpretation of the law, benefiting yourself and cause, making promises only when it benefits you (but never breaking them) and generally extorting people


what would be a good system for running a game based on the PJO/HoO 'verse?

I've considered scion, and part time gods, and have been flirting with savage worlds but I don't know it well enough


File: 6ae715fb6c5807d⋯.jpg (91.28 KB, 1797x166, 1797:166, pokemon autism.jpg)

Well, /tg/? Do you have any tips?



What the fuck is PJO/HoO?


File: 2b7e88738bd7f23⋯.jpeg (146.42 KB, 1920x1080, 16:9, Hunchback-disneyscreencap….jpeg)


Adhere to the virtues of a lawful evil god; promote slavery, charge tithes for healing, be a selfish prick, denigrate a hated class of person, seek to summon demons, etc

Or just be Judge Frollo, who is an archdeacon of the church in the original novel



He needs a patient group and a GM that rewards roleplaying instead of punishing a lack of it

Minis and maps couldn't hurt; they sure help me a fuck of a bunch



It sounds as if they never even started before they freaked out, though.


What are people's thoughts on Apocalypse World and it's many hacks? I recently picked up a Wrestling hack of it and it's pretty damn fun, I really like the emphasis on player agency and choice, sandbox nature, easy prep, and straightforward rules. From what I can tell most of the other hacks and Apocalypse World it's self share a lot of the same positives. Just wondering what negatives and positives people have experienced from PbtA systems?

Also I assume it's pretty pozzed, but what isn't these days?


File: 3e2013279a2f99b⋯.jpg (116.64 KB, 600x543, 200:181, Lament_Configuration.jpg)


The main thing you gotta remember that the forge and all its buddies main calling card was

>System matters

and the main thing to remember about that slogan is that it was true right up until they had a moderately (very moderately) popular system which they then tried to stog every goddamn gaming world into. Its cancer and shit anon, play basically anything instead (you can even add a pile a shitty barely genre appropriator suggestions if you are the kind spruce that cannot think up basics parts of the game you are playing) and have a better time of it.

<mormons not even once anon



So you lost me with a lot of that as I don't pay much attention to the tabletop scene or any of that, but what I'm taking away is that the system doesn't work for every situation as the hacking community like to claim? Sounds fair to me given what I have played of PbtA so far is fair more conversation driven and a lot less of a straightforward game, but again that's why I like it so much for what I've played of it. For a Wrestling game for example that open nature keeps things fast, interesting, and more than anything focused on character and development. Still, I could easily see how that doesn't work for every game, for example I'll probably try Dungeon World at some point, but I doubt it could really give DnD fans the crunch and tactics they're looking for given it's so loose.

Anyway, just wanted to explain what I took away from your post, my only question is if you could flesh out exactly why it's "cancer and shit"? Is it that hackers tried to shoe-horn every system in to it to make a dumbed down version or is it something else?


File: 40ede9c23e72b72⋯.jpg (62.81 KB, 147x187, 147:187, casual.jpg)


a big portion of it is exactly

>hackers try to shoe horn everysetting into it turning those settings into dumbed down versions of themselves to appeal not even to normies but apocalypse faggots

that's more or less the definition of cancer right there, the 2nd thing about it is the game runs best when you ignore it. It underneath all its pandering is a strong gm game of the exactly the kind they hate (sure the gm has to do bullshit like fronts and whatever the faggot calls them but those are literally not rolled and can be whatever). Its not revolutionary, the only thing that nifty about it is the emphasis on a player handbooks and roll up system that would be more at home in savage worlds honestly then how they do it.

<lastly the forced flavour "You do it cooly, you do it undetected, whatever" irks me because its just lazy poor dming (show dont tell) and they think they are living up to it because they are getting the players to tell themselves.

But hey that's my gripe, the mormonjew was at his best when ripping off owod and poker dice.



Fair enough, I can definitely understand all those issues. Thanks.


/tg/, is there any site out there that has a complete list of all RPGs and their sourcebooks, adventures, etc? Preferably with the product code of the releases as well?

A site other than rpggeek, something that has the lists in a text format, for instance.



Percy Jackson and the Olympians/Heroes of Olympus.

Modern fantasy, demigod childs that have to get by being hunted by monsters almost constantly, and who go to a special summer camp where they can be safe and train so they are not mincemeat the rest of the year



Lawful: You want to maintain the current system. Though there might be 'better' alternatives, having an ordered and structured society is more important than trying to make a 'happy' one. It is also better than trying to tear apart everything - in this manner, you oppose both benevolent and antagonist Chaotic sorts. You are more likely than not bound by some sort of code of honor, and as a Cleric, bound by that of your faith in any event.

Evil: You are generally more oriented toward yourselves than others. This is not quite 'do as you will', since you're still a system maintainer, but you have little qualms regarding morality. That said, your cruelty serves a purpose - Torture to extract information, not for fun (though you may enjoy it); slavery for purposes of labor; etc.

If your 'Evil' outweighs your 'Lawful' in importance, then your wish to maintain things stems principally because it advantages you in some way, and you hover on the borderline between slipping closer toward Chaos in the event of a major catastrophe. If your 'Lawful' outweighs your 'Evil', then age, experience, or influence from Good sorts might make you a candidate for redemption. As a Cleric, whose religious philosophy is built upon Lawful/Evil tenants, these are both unlikely scenarios - More likely than not, a conversion or fall from 'grace' would be required before either could take place, and in any case, would not be desirable.


What are some operational level Hex & Counter games that DON'T utilise stacking.




I thought Lawful Evil was following a code of selfishness/amorality taught to you by another?



It still has "lawful" in the name.



It's being amoral, but you generally at least believe there has to be some semblance of rules. You also generally enjoy having power over other people. It doesn't really start to get weird until you go beyond the rules of men.


File: a0b18be2a165cb6⋯.jpeg (777.45 KB, 1400x1832, 175:229, C65C321C-4C57-40DA-9D22-1….jpeg)

In a D&D 5e encounter with Tiamat, I came up with a clever trap to defeat her.

We were given a indescrimant amount of time to prepare, with 8000 gold each. I spent my gold on a barrel filled with holy water.

As per the ritual Holy Water, it can be created with 25 gold and a flask. As per the player’s handbook, a flask is a pint. So a 40 gallon barrel can hold 320 pints.

320 x 25 = 8000. Bingo.

I had very little trouble carrying and tossing this barrel since I had a trusty Ring of Telekinesis, and it weighs less than 1000 lbs.

Now, a flask of holy water deals 2d6 damage to fiends, which Tiamat is. With a barrel full of that stuff, the damage is 640d6 radiant on a successful attack. Needless to say, that would melt the beast instantly.

The DM ruled it to be 10d6 damage only, as otherwise this would completely ruin the fight he spent weeks preparing.

My question is, how would you rule this? Is 640d6 overpowered? Would holy water deal 2d6 regardless of volume?


File: f94ec98c898ff91⋯.jpg (47.65 KB, 477x319, 477:319, sheep-fucker_o_2287645.jpg)


>clever trap

>a barrel of holy water

Run out of ship to fill with poison?



In 3.5 submersion in a substance did 10 times the damage of being hit with it (See Lava rules in the SRD for an example). 5x as a cap for a big container sounds fairly reasonable, though I'd require much less than 40 gallons to get that much.

There's precedent for splash weapons not scaling linearly in D&D history. In 3.5 via Heroes of Battle has 10 pound clay spheres filled with alchemist fire as seige weapon that do 1d6 bludgeonin+2d6 fire. That is 2 times what a 1 pound thing of alchemist fire does at 10 times the weight. You've got 334+ pounds of water (more if the holy water has silver in it).



Lawyers come to mind. Exploiting the confines of a set of rules to benefit you and punish others until you're powerful enough to set them yourself. Bureaucracy and backstabbing.


I'm assuming this is per turn? I remember doing something similarly stupid in a 3.5 campaign, throwing 20 flasks of holy water all on separate ropes tied to a central chakram. The DM stopped writing sessions before the "flying jellyfish" got to debut but I'm glad to see there were actual rules in place concerning something like that.



Damage scaling like that isn't linear in DnD, I'd rule it as 10d6 at the beginning of battle, and then apply it with a successive -2 d6 at the beginning of every turn after that.


File: dfe5999cef86db9⋯.png (40.5 KB, 328x316, 82:79, b01cdce931ff297faa4ab74c75….png)

>I almost seriously considered inserting a subliminal narrative into my campaign through symbolic imagery and metaphysics

What the fuck is wrong with me?


File: 05771f55a98a000⋯.jpg (66.39 KB, 800x800, 1:1, faun4WM.jpg)

I've read some wikis, and I've gotten conflicting descriptions on Efreet.

Efreet hate servitude (even by a genie's standards), and sound like the most likely to be malevolent to their masters if given the chance (i.e. poorly phrased wishes to screw them over).

On the other hand, efreet granting wishes is supposed to play into an honor system. They still desire luxuries, but granting a wish of such a lowly creature usually involves them getting something an efreet is happy to discard is considered honorable.

I assume its from different editions or settings, but in the off chance both are supposed to be done at once, how do you pull it off?

Pic for a future QTDDTOT Thread.


Nothing wrong with symbolism or subtlety. As with any story, having more to look into can make it more interesting. Of course your players may be more focused on combat and actual mysteries within the story rather than the clues, let alone recurring themes.

There is some stuff that's more noticeable that goes down well (BBEG's motives being a direct opposite of, or very close to that of one of the PCs) but you can't control how people enjoy what you create.

It's better to do twice the work and only half is used, then having to ad-lib excessively when players do something unexpected.

How the fuck do you tell a story via metaphysics?


File: b444bb685e67856⋯.jpg (290.87 KB, 959x960, 959:960, dude what.jpg)


>How the fuck do you tell a story via metaphysics?

The reality of setting itself has its own story independent of the game that we play. The best example for this although not 100% accurate would be TES: There's the first level - the game and the things you do in it. This is the surface and 90% of the story will be conveyed through here. This is where you're playing the game.

Then there's the second level - the setting of the game. What's going on in the background? The more coherent it is, the richer everything feels, and every now and again you might make someone actually think about something for a couple minutes. This is where you're reading lore books about the world and talking to non-essential people.

The third level is the metaphysics level - the cosmic tapestry of the immaterial beyond the physical space of the world. This is where you have some concept that is key to everything in your setting that everything can be tied back to, be it literally or metaphorically, and there is still a narrative being followed, one separate from the previous two. It can be divined through examination of the subtext of the previous level and perhaps some explicit hints to point at a greater picture.

The fourth level is the metagame level. What is the narrative of your group playing the game? This one you have far less control over, but I felt compelled to mention it anyway. I'm thinking about playing around with this concept in the extreme end-game of my campaign.

Since religion is based on Hinduism in my setting, achieving "liberation" from the cycles of reincarnation is just your PC realizing that they're in a game.Then they get CHIM because TRANSCENDENCE



>but in the off chance both are supposed to be done at once, how do you pull it off?

Obviously Efreets won't screw you if the Efreet benefits, you don't act like a cunt, and it's not the usual vaguely worded grand wishes of power, immortality, become God you know stuff like that. He's still gonna be an asshole about it but the PC has to be smooth when dealing with that.



So literally the "I'm either the nicest person you know or a total fucking psychopath" edgy kid meme? Or rather, "talk shit, get hit".

In all seriousness, thanks for answering.


Ah that doesn't sound so bad.

> Volcano exploded.

> Why?

> 'Fuck knows?

< But it was actually the fire god, who was mad.


File: c8ee10a2d31538d⋯.png (4.33 KB, 221x228, 221:228, 1516815417548.png)

>be me

>wagie at Whole Foods

>they have samples of some vegan mac & cheese made with yeast or something

>it's actually pretty fucking good

Between this and playing 5e I'm afraid the soy infection may already be terminal. Can anyone recommend a system to help me reclaim traditional masculinity? I was looking at some LotR-based ones but remain skeptical. This might be it for me boyos.


File: 44d0e2ce53e5aac⋯.jpg (27.61 KB, 426x319, 426:319, BitD.jpg)



Be a scoundrel. Kill people in the alley and take their stuff. Escape the white ravens and the bluecoats. Don't get caught. Build your gang and take over turf. Keep going. Keep your friends close and your enemies dead. Don't let the stress overcome you. Steer clear of ghosts and demons and Old Gods. Dream of sunshine that never comes. Retire.

THIS will cure you of your weakness.



What you're going to want to do is lurk for at least 5 years and if you can't do that, return to cuckchannel and never darken our cozy board with your faggotry ever again.


Players want to play genetically engineered supersoldiers wearing power armor in a space opera setting that is not Warhammer 40K. Is there a system that is not a generic system like FATE that fits?










G is generic U is universal

it's like being wrong twice over.


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Star Wars The Roleplaying Game Saga Edition. Clones are genetically engineered supersoldiers and power armor is obtainable either as a suit in the core book or as an upgrade in Scum and Villany. Either you're a group of Clone Wars era clones testing new power armor or, alternatively, one of the Stormtrooper types (sometimes populated by non-Fett clones) that got issued power armor.


I ask this about once a year it seems

Could someone remind me of the name of this particular webcomic? its about some guy's x-com character that decided to be a dungeon master. the first comic ends with a newspaper headline about how his dungeon sucks. he then starts to hire monsters and such. it's a /tg/ classic so i know half of you know what i mean, but i always forget the name. the mc is a buff dude and his t-shirt says boss or something like that. and it's mostly in black and white if that helps



Is this a different system from DnD? If it isn't then I'm not envisioning an edgy kid. The Efreet are from the Plane of Fire which is the only naturally Neutral Evil elemental plane (all sources of good was placed there from an outside source). Efreet hate servitude but you can pay them for wishes, if your poor you can plead and make a very strong passionate case and because of the honor system they may grant this wish on the condition you don't come back begging for more. Just don't phrase the wish as if he's doing anything but a favor to you. There is one exception to wish granting, since they're from the plane of fire wishing for an inferno burning down some forest somewhere because you lack the tools to do it yourself is about the one wish where it will leave a good impression.





In 40K are there any Chaos War Bands that are dedicated to fighting off Tyranids? I'm honestly curious if any of the ruinous forces and their lackeys have any sense of self preservation to try and put off the extinction of sentient life by Bugmen. I'd figure at least some Khornates might be big on that shit, plenty of spikey blood skulls to go around and the bloodshed of the faithful that are fighting them, but that's or Chaos Undivided are the only ones I can think that might actually try and do something about this developing problem.



Warrands are a shitload of maybe they will, maybe they won't. Even answering Failbaddon's call is a maybe. If any one warband is dedicated to fighting Tyrannids it is certainly not going to be in the Eye of Terror since Tyrannids look like an all consuming swarm in the warp.


Other than Sternhalma, are there any board games that

1: Support more than 2 players

2: Have all information public

3: No randomization beyond game setup.


Would it be feasible to modify dadaengine to randomly generate characters and scenarios rather than post-modernist trash?


Anyone familiar with the Star Wars d20's Living Force RPGa campaign? Mining the adventures for lore and encounters and I noticed The guidelines say heroes above level 13 get retired. However only late ones scenarios give more than 1000 XP and many give less and it was possible to miss a large chunk while it's officially possible to miss a large chunk of XP that's supposed to be an RP award. Problem is it takes 78,000 XP to get to 13th level and even if a character did every adventure that gave XP (none of the LARP ones did), even the country exclusives, and got perfect RP XP getting that high simply isn't possible from scenario XP alone. Was there some other source of XP?

I suspect it's a holdover from other RPGa stuff (I've heard hilarity of abusing XP costs and multiclass penalties to create characters that never retire)



Chinese Checkers


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What if techpriests uplifted dolphins or octopi into sentience? Would it be heresy?

I mean, it'd be technically a native Terran species, uplifted by Human technology, and it's not an AI.



> What if techpriests uplifted dolphins or octopi into sentience? Would it be heresy?

Sounds heretical.

> I mean, it'd be technically a native Terran species,

But not humans.

> uplifted by Human technology,

Unlicensed and untested.

> and it's not an AI.

They are created artificially and they are intelligent.

Basically, since anything can be called heretical (at least, by some people) and there is no objective measure of heresy, the real question is if people in charge recognize it as heresy.



>But not humans.

Yeah, but Imperium considers Terra holy, and thus all creatures that naturally evolved together with humans are holy

>But not humans.

Imperium uses dogs, wolves, eagles and horses, does it not? Hell, some consider them holy.

>Unlicensed and untested

What if it's Cawl? The fucker basically messed with the Emperor's own work, and nobody said anything. And he IS a Magos Biologis.

>They are created artificially and they are intelligent.

So you're saying Krieg guardsmen are AIs?




Mutants are to be exterminated.



That's literally another name for Sternhalma


Ok, I had to delete a post because I messed up copypasting something I made where shouldn't be posted. Today is not my day.

I'm making an alchemist half orc with 18 intelligence, 16 strenght, 14 constitution, 13 wisdom and 11 dexterity and charisma. I'm going somewhat a healer, to have my extracts being infusions. What feats or what stats should I increase to be a good mad doctor with good physical stats besides "extra discovery"?


Trying to write a setting:

> Underground Pocket Dimension where Demons and witches rule.

> Anyone can find suddenly themselves in this dimension (doesn't matter which setting -sci-fi or fantasy) by getting lost in the dark in the underground

> People who stumble into this dimension are captured by monstrosities in this place.

> then forced into a fight in their Colosseum

> Those who survive their first fight are put on an auction to be bought by a patron Demon or Wtich. Their new masters feed them, provide housing, and give them new equipment. But as soon as the fighters tick them off or lose they're either sold into slavery or taken apart to create zombie servants like the losers of the initial bout.

> Mutants, demons and patchworks all around.

> Tone is darkly comedic.

Any good books, comics, and etc that I can draw material from?



Ignore me.

I forgot world building thread was a thing.



Why in the name of the emperors dessicated balls would the TECHPRIESTS want to uplift a animal species? If anything they would rather find a way to make them specified servitors, but those already exist and are much more plentiful by utilizing humans.

This sounds much more like Xeno shit. Have the Eldar do it, or better yet the Tau so they can reenact some Hentai.


Is there a system where the players can play as Artificial Intelligences?



Like a robot or just a facility complex controlled by a computer?


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A few friends and me have been wanting to play a TTRPG in the sense of STALKER or Metro.

However we don't know which system to use, so far most of the players only know 5e.

What system would you guys recommend?

Thanks in advance



neuroshima tbh



Use the STALKER rpg system. Yep, it exists. I think I have it, but my main pc is not available, or else I would have posted it. You might find



*You might fibd it in the pdf thread, or in some archive.



Where can I find the templates for these? I'm getting into 40k after 10+ years of lurking and knowing about it and I want to play around with this before I paint an army.


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Savage worlds because the book is short enough and the game detailed enough to let you play all of the above and your friends won't have to put out 50 bucks to read it and wont fall asleep before finishing reading it.



Depends on the genre, how it should look.

Many things are better than D&D: Stopped Caring Two Editions Ago edition.


> Savage worlds

Sure, but if you put up with dice juggling stepping, may as well play Alternity.



Any Star Wars system.



Anything related to Savage Worlds is good. I just felt in love with the system. It should replace the GURPS meme.



Sorry for being a faggot and insisting, but this is my first non melee character and I'm shitty doing proper builds.

Also, did anyone try Starfinder? is it interesting enouth to have space ships crash in a fantasy world and do some silly pulp fiction adventures with barbarians and robots?



It's shit

>WBL is actually worse than 3.5 since you outright need high powered gear damage power enemies

>to add to this you can't buy better weapons till you're a high enough level, no there isn't an explanation for this

>ship combat is hilariously disconnected from everything else, so your ship arbitrarily grows in power with average party level

>the way ability scores grow means an odd ability score is a waste, even if you intend to increase it

Iron Gods on the other hand, actually is pretty good if you're willing to play from the view of the Barbarians.


Healing in combat in 3.X systems is pretty shit. What you want to do is pack a wand of Cure Light Wounds, a Wand of Lesser Restoration (made by a Paladin so it's a first level spell) and get various condition removal spells in your spellbook. Remember that as an Alchemist you have the unique advantage of being able to fill unused spell slots (like a wizard can) to prepare condition removal in less than half an hour while Cleric has to wait a day, spontaneous divine casters need a scroll or are screwed (without the magic item that lets you fuel a scroll with spell slots).


In particular the Savage Worlds based second edition Monster Hunter International game that's coming out in a few months might be a good starting point. It's based on a book series about monster hunters with autistic detail on guns.



That makes a lot more sense- thanks!



I see, that's all fair. What about stuff to do experiments or to fuck up monsters? can I learn Flesh to Stone from a scroll or a wizard's book? To throw petrifying infusions all arround. I'm even thinking about throwing Stone to Flesh vials to stone golems to make them crappy flesh golems.

Also, what other recipes, feats or discoveries should I learn to do experiments? hoping to see if my DM will allow me to do fleshcraft potions even if I'm not evil.

Also, a Monster Hunter game? That sounds coo-

>Not dinosaur hunting game

Oh, ok.



Hah, you think D&D has shitty healing? Come back when healing forfeits you AND your target's entire next turn. My players were catastrophically butthurt about that. I love it.



What exactly is "bad GMing"?



Railroading players through a story and not allowing them to guide it in any way, using a heavily adversarial approach to planning fights and challenges, employing an overpowered GMPC to outshine the players, not knowing any of the rules but using GM fiat to force your way through things, fudging dice rolls so players always lose, obsessively pursuing realism and verisimilitude at the expense of the fun and flow of the game, playing favorites with the players and allowing some to use clearly broken homebrew material, but not allowing other players to do the same, and above all else: Poorly inserting your fetish into the game.


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>Poorly inserting your fetish into the game.



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A true whizzard never gets caught.


Should alignment have a statistic benefit? In an extension I'm making, I've made it so that based on your alignment, you can perform a level 1 spell once per week, you gain -6 to the stat associated with the opposite alignment, and social rolls with those of an opposite alignment are made harder. Unaligned parties get no spell, but neither do they receive any negatives to stats or social rolls. Is this a good way to add player choice and connect it to the mechanical part, or am I over-complicating things?



>When your players resolve to reform the giantess



Is this for DnD? Alignments already give benefits to access for feats and spell immunity/weakness tradeoffs plus some supplements expands the Good vs Evil fuckery to include making sworn oaths that are polar opposites of each other, actual real msytical forces that slowly mold you into one alignment or the other. Plus Neutral is actually it's own cosmically enforced alignment because of the Rule of Three, the True Neutral planer embodiments are kind of the worst fence sitters you've ever seen trapped with light Buddhist symbolism and themes. Actively going out of their way to encourage one opposite extreme in counter to the other just because.


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Tags: snusnu, sizeplay, purification



It's not for DnD exactly, it's for an OSR-type game that I'm putting additional choices on to. The idea is, OCU and FTH are neutral statistics, but chasing Occultic magic or higher levels of Faith can be Evil or Good respectively. Mages and Clerics are exempt from this: both have been trained their magic by an impartial, unaligned school or college, one which may hinge on being Evil or Good, but which is never explicitly one of the two.



Sounds like you're just incorporating the ideas of Vile Darkness and Exalted Deeds. The -6 is pretty ridiculous.



It's ridiculous only insofar as it can be detrimental to play an Evil Cleric or Good Mage (FTH is used to test holy spells, OCU for arcane spells), or having a Good aligned party that has to face off against holy forces (as FTH is used to resist black magic, and OCU is used to resist holy magic). The benefit is that you can cast a spell as a non-spellcaster, or gain a spell from the opposing school of magic.


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She sounds like a big girl for you


I'm going to be a player in my first ever game where story and roleplaying as opposed to rollplaying is the the stated goal. To celebrate this I made a character drastically different from myself; A noble elf lady with moderate magical skills (as magical knowledge is hoarded by the nobility in the setting) but a total lack of practical day-to-day knowledge. Any advice? I've never played a female character or a high class character before. Also elves in the setting are similar to the ancient Chinese as the GM thought the long lives fit China's stagnant culture.



Level 1 spells aren't really worth a -6 penalty, -2 maybe.



Your character is always going to have knowledge that you, the player, cannot have. They can also be smarter, smoother, more capable, and more experienced than you. The trick is that all you have to do is ask your DM certain questions when you are stuck on how to make a decision.

>I don't know the proper protocol for this situation, but my character should. What would be the right way for a noble to do this?

>I'm not sure how magic works in this setting, but my character does magic all the time, so would I recognize this what I'm seeing?

As long as your GM is competent, these are all perfectly fine questions to ask and within the rules for you to be able to probe the GM for information that fits your character, or could at the very least prompt a roll which will determine whether or not you know something.



That makes sense, playing more slowly and pondering my actions and options more than in a dungeon crawl. I'll keep that in mind, thank you.



No reason your character can't also do combat stuff and still have the character be a pretty pretty elf princess. If the Elves in your setting are based off the Chinese empire, it was pretty common for them to associate strength and god-like battle prowess with nobility and royalty. Most Chinese emperors and rulers were warlords who dabbled in art and philosophy on the side because that was the trend.

Otherwise, playing a character shouldn't have to feel like something you need to painstakingly play out. Once you know their broad personality, you can just define them along the way and have them shaped by playing.


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This is a question from someone who mostly lurks here. Do you have any details on the whole children committing suicide because their characters died or whatever? Was it all just hysteria, or did that actually happen on a large scale?


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That was hysterical bullshit cooked up by the legendary Jack Chick, God rest his soul. During the era of the Satanic panic, people were making up all kinds of wild stories, because they didn't actually know enough about the game to offer any kind of rational complaint. They just assumed that children were so dumb that they'd be unable to tell reality from fantasy and become so invested in an elaborate game of pretend that they'd kill themselves because of it.

There was also the "Mazes and Monsters" incident, which was inaccurately and falsely reported, and then hugely dramatized because of the moral panic surrounding D&D. A college student went missing in the steam tunnels beneath his school and died. Some people floated the idea that it was because he and his friends were LARPing in the steam tunnels. Idiots jumped to the conclusion that he'd become so insane from playing D&D that he lost touch with reality and got himself killed in a high stakes D&D LARP. They made a movie about it starring Tom Hanks. The entire story is almost entirely fictionalized and it's pretty much just a shitty urban legend, at best.


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Which version/rule-set of Car Wars allows for 1:64 scale cars to be used in the game ? I wanna try it out since it seems it's dirt cheap to run and appeals to my Mad Max and /o/ autism


YouTube embed. Click thumbnail to play.


Funfact, there is a movie based on Dark Dungeons that both manages to be completely accurate to Jack Chick's original work while also completely taking the piss out of it.

I've not actually watched it and only know about it through video related. Still, it looks fucking hilarious. The actors were clearly having fun with it, so I kinda want to see it one day.


In Latin is it "Novum Tarraco" or "Nova Tarraco"?


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how's standalone delta green compared to CoC supplement delta green? which one is better? is the standalone version any good?



Tarraco is feminine so it would be Nova Tarraco.



All of them. Get the compendium and ignore rules you don't use. You'll have to make your own turning key and scale all the distances. I've done this before with and it's fairly simple.


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Much appreciated


How do you handle diseases/curses?



>satanic panic over a board game

>nothing about the satanic cults sacrificing animals in the wilderness

At times it seems peoples priorities are misplaced.


Are there any good systems/settings for Age of Sail play?


So... getting back into my alchemist question. How can I justify fleshcrafting stuff to my DM without being evil (or at least not actively doing evil stuff to innocent people even if I have the evil alignment)? I just want to help and heal orphans while turning captive bandits into Dr. Moreau horrors or living tumours.



Sawit around the time it came out. It's way more tongue in cheek and silly, if you couldn't tell from the JonTron video. I don't think it really did the Chick Tracts justice, though. They went too over-the-top and made some silly stuff about Cthulhu and Matrix-esque orgy raves, instead of just playing it straight as a direct example of how silly Christian zealots can be.



Just be honest with him and tell him you only plan on doing it to "acceptable targets" like bandits or really evil dudes or whatever. If he's not cool with that, then there's probably nothing you can do to convince him that being the human version of The Thing isn't that bad.



What I worry more about is the bad alignment and doesn't allow me to do good acts even if I do REALLY twisted stuff to people I feel justified to fuck over.

I just want to heal orphans with the power of unethical experiments.Also give others the chance to get wings and monster stuff just for shit and giggles.


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I wanna do a one-shot, but I'm out of ideas. The setting is gonna be the uprising of the Spaniards against the French during the Napoleonic Wars. The PCs will be there minding their own business and they'll get entangled in the chaos. Problem is, I have no good ideas about what "their own business" can mean. The players are gonna be mostly new players, so I don't expect too much initiative from them. The upside is that I can influence heavily the character creation and give their characters some decent motivations and personalities. But I still need something that would press people out on the streets while total chaos is happening. Any ideas or suggestions? Anything would be appreciated.



First off, what system?

Second off, trying to make your player's characters for them will make them less invested. You don't know if they're even going to care about this Spaniards vs French backdrop you're putting them in. Have you discussed the idea with them? If they're new, you're running the risk of dumping them into the game and getting the entire thing locked up in choice paralysis. They don't know what to do, why they should do anything, where they should go, what rules to use, or what should motivate their characters.

That said, the easiest way to make player's care about what's happening in the game is to make shit happen to their characters. Their home gets burnt down. Their shop gets ransacked. Their favorite mule gets stolen.


Is it possible to use GURPS to set a campaign in The Culture universe? I cannot think of any other system that would make it possible to do so.



The system is warhammer RPG 2ed with a good bunch of home brew rules, mainly to speed up the combat. It's a classless system (you get abilities directly), combat is cruel and dangerous and that way players are encouraged to pick their fights carefully and not muder-hobbo their way through. It's a system that also requires the players to learn almost no rules; they just tell you what they want to do in terms of narrative and as GM you translate it into rules.

In my experience, novice players tend to make really weak characters, with a poorly defined personality and no motivation at all. I want to assist them with the character creation to try help them make characters they feel comfortable with but also have some meat to them (ideally, we'll do it chatting online, one on one and a few days prior; in my experience, having made the characters beforehand lets them "mature" a bit in the player's head).



Another question about Pathfinder in general. If you make a statue golem and then use stone to flesh, can you create animated human life? or are the rules against that?



The result should just be a flesh golem, albeit a pretty one. The spell changes materials but does not add or remove life force.



I see... and can I get familiar feats if I get the familiar tumor discovery? And if I do vivisector stuff to it the familiar loses the condition of familiar I've heard.



wouldn't that just make it a huge stature-shaped piece of flesh?

Like, I assume, when you turn a human into stone, so do his internal organs, and inside he has a stone stomach, stone guts, stone heart, etc. And a statue only has solid stone inside.

So when you turn a statue into stone, it'd be like this one huge slab of muscle, or skin, or whatever else.


Am I being retarded or is there no way to download folders on the trove? I don't wanna fucking download all these files one by one.



So you can't create life by any meaning?



Fuck, just another idea.

Could you turn someone petrified into a golem?



I mean, it'd still be alive, but it would be immobile, with no real way to receive and ingest sustenance. If you manage to keep it alive through magic somehow, it'd be life alright.



I see. I also saw in ultimate magic that you can put a brain in a jar into a golem. Can you keep the brain's original personality into a golem robot or it is ust a necromantic accesory to get feats and stuff on golems?

Also, what if you hire the best sculptor of the kingdom and give him a diagram of every organ in a human body to recreate it on stone before animating and then turning into flesh?

It would be much easier to just clone or do a Frankenstein, but my autism is speaking through me.



>Can you keep the brain's original personality into a golem robot or it is ust a necromantic accesory to get feats and stuff on golems?

That's a question we don't have an answer to IRL. There was this one head transplant that was going to happen, but then it was canceled. We still do not know just how much personality is in the brain.

As for the feat transfer, I assume a lot of those have to do with knowing one's body. You can't just train yourself to use your body in specific ways, then transfer to another one, and be expected to pull the same results.

>Also, what if you hire the best sculptor of the kingdom and give him a diagram of every organ in a human body to recreate it on stone before animating and then turning into flesh?

Why sculpt? Why not make it step by step out of concrete, and animate each part with a different stone-to-life spell.



Well, what I really mean is preserving a brain alive and placing it on a golem.

The only thing I like about Pathfinder is opening the door to do very weird and rule allowed mad science.


I've been collecting a bunch of army men recently. Because the brand that was selling the best looking army men I knew didn't have them in tan anymore, but LIME GREEN, I threw my fucks away and bought a whole bucket of them to make my own tan army men. But the thing is: I haven't painted army men before. My plan was just to spray paint it and they would be painted forever, but I don't want to ruin them by being careless.

Long story short: How would I go about spray painting army men? Do I need a primer? What kind of paint do I use? Will the paint last forever?



The information stored in your organs isn't so substantial that it would warrant more then a footnote. However the question is impossible to answer, because what exactly is being fed to the brain and what would that information be processed as? You couldn't really know. A full body cyborg is easy to visualize perceiving the world filtered through a synth or something but a Golem usually made of some mundane substance and being moved around via magic? Who knows what that would look like.

A person's personality would be the same in the short period but long term it's entirely a guess what would happen, assuming they aren't completely slaved to the body stopping them from being able to do anything forever.


I have a autistic homebrew setting where magic and mythological creatures came to exist one day in the modern world. So you have magic societies that were transported from other dimensions, people with psychic potential showing up, mythological creatures appearing, zombie outbreaks, and other cheesy doomsday/fantasy stuff showing up. I GMed some games in a time period much later than the calamity, but now I wanted to DM a game that takes place in ehe early days of what happened. The later day stuff was described as being more stable slightly as most of the dangerous stuff was cleared out, but there were dangerous areas still. So the setting was more about dealing with other factions and some goofy stuff.

My main question is how weird and creepy should I make the early days of the calamity? I was planning on having standard fantasy stuff showing up in modern areas, but I also planned to have eldritch monsters and cults as well that showed up. The original inhabitants and their descendants are resistant to magic, so should that later some things? I have planned so far to have a town where no one speaks their own names because the people that do end up dying in gruesome ways as people slowly forget who the person that died was outside of mementos. The game will be focused more on survival than combat stuff.



You can. Take Craft Wondrous Item and make a Pathfinder's Greatcoat (Pathfinder Society Primer). You have now just converted a bunch of vague magic stuff into a coat that can spawn a living, real horse as an instantaneous effect.

Alternatively, Polymorph Any Object can make inanimate objections into living, intelligent creatures and may be permanent if you pick the right combination or target and result.


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Well, look at it. I'm trying doing all the mad scientist route to make life and just some easy meta fuckery does it in a second.

Fuck me, right?


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So, the party's following their breadcumbs pretty well and I expect that next session they'll actually figure a way into the spooky hellish pocket dimension the NPC they're trying to rescue is in, fueled by countless suffering dead who were never much of a problem until they were recently weaponized. At which point the party will learn some things, meet an old enemy, and fight some supernatural entities associated with evil and death and suffering and all that who are using the vast hordes of dead souls for their own evil ends.

The problem is, I'm not coming up with any good ideas for those evil death spirits that'll make up the bulk of the enemy opposition. The big boss is an established enemy NPC the party ambiguously banished a while back and I know exactly what to do with him, but I'm drawing a blank for good and interesting ideas for the spirits of evil and death he's teamed up with now. Soo... any good idea for some cool extradimensional/extraplanar entities of death and suffering and general evil? Most stuff is nuanced in this campaign, even things that normally would be assumed to be evil are often fairly cool, but this time I want to change it up and throw in some just plain evil things. Bad things that want death for the living and bad things to happen because they're just plain malevolent, possibly even made of malevolence. And ideally drawn from real world mythology to some degree like most of the rest of the campaign. But like I said, I got nothing more interesting coming to mind than just generic spooky reaper-wraith type things, and that won't make for a particularly interesting heroic battle.

I kept the description of the situation short for brevity's sake, but I can elaborate if it'd help.


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>I'm not coming up with any good ideas for those evil death spirits that'll make up the bulk of the enemy opposition

Base them off methods of killing and ways to die. Like Spirits of Drowning that appear as puddles, but reach out with numerous desperate hands, dragging their target down, slowing them, squeezing harder and harder the longer they have hold on their victim. Spirits of Dismemberment that fall to pieces, but don't die, their parts still moving and attacking, even as you hack up the rest of their body. Spirits of Crushing who attempt to smother their victims, grabbing onto them and forcing them to the ground, growing heavier and heavier.

Get spooky with it.



I'm pretty sure there's also a book for ADnD that outlines how a mad wizard did this already, and that's 20+ years ago.


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So we're talking horrible ways to die prematurely, personified into discreet entities... That's a really good idea. It fits perfectly into the established fluff for what demons/lower beings ultimately are and will nicely contrast how the primary NPC ally for the battle is the avatar for the positive "circle of life" style god of death. So the PC heroes and good death are fighting bad death to save the innocent and avoid more unnecessary suffering. It even better contrasts the countless ghost as victims of it all rather than enemies.

It'd probably make sense to limit the death spirits to how the local ghosts specifically died, but even that leaves a lot of causes of death. Drowning would be out, but dismemberment and crushing are definitely in. Plus incineration, freezing, blood loss, and toxicity.

Though on the other hand, it could also be reasoned that the above deaths got in first because they happened on such huge scales, then they kept the door open for the rest of the gang, thus having every conceivable type of bad death lurking around. Guess I gotta think more about this to iron out all the details. Either way though, I have an excellent starting point now and I thank you for that inspired idea.

One other thing though - I want to make it clear that the whole problem at hand is far beyond their current scope and not something they should try to solve, while making the specific mission of rescuing the one NPC and getting out asap doable. So I don't suppose you have any equally good ideas for how to make the number of fights the party gets into reasonable while still making it clear that there are wwaaayyyy too many enemies to actually fight? Like, what would be a good reason for only a small minority of the vast hordes of deaths to actively engage the party? The setting is the ghosts' collective memories of the divine wrath apocalypse they all died in, manifested into a single giant, jumbled, perpetual nightmare, if it helps. So basically a giant impressive densely populated city that's perpetually being destroyed in many simultaneous magical ways, yet the situation never really meaningfully advances, because all the specific details shift and change and revert when nobody is actively observing them. See a building explode to your left, turn your attention to the right for a bit, and next time you look left a different but similar building is now being disintegrated by lasers from the sky, for example. Nothing is consistent and a lot of the little things just don't really line up right because it's hundreds of thousands of imperfect memories of the traumatic end of the old city mashed together. And there's gotta be some way the party can get through that to the NPC without having to fight all of the thousands of death spirits feasting on the collective nightmare.



Simple. Make the party struggle to defeat one or two, then have them alert an entire stadium's worth of bad boy ghosts. Have a chase scene for a bit until the party gets away and now they'll know not to fuck with things or try to play hero. All further encounters would be them trying to stay low and failing or something


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>Either way though, I have an excellent starting point now and I thank you for that inspired idea.

I'm glad you like it. I tend to find that just discussing ideas and laying them out for someone else can sometimes be enough to get things flowing. It's like rubber duck debugging.


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What system would capture the stylish fast-paced ultraviolence feel of the Madness Combat series? It'll probably be a one-shot or short campaign, very beer & pretzels.


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I've been working on my own edition of Adeptus Evangelion for a while now, and it's nearing completion.

When I set out to make it the plan was to get a standalone PDF made that I could pass out to my players (they don't all have copies of DH at hand, and switching between PDFs can suck if you're using your phone as your PHB), so I compiled all the relevant DH rules basically via copy and paste, and modified them as I saw fit for my own edition.

Did the past editions of Adeptus Evangelion specifically avoid including DH rules on legal grounds? I'm thinking I might upload my new version's PDF as well as a story time of how my campaign goes.

Tl;dr if I release a new edition of Adeptus Evangelion complete with some pastes from the DH rulebook, how screwed would I be if some corporate lawyer managed to dig up my dox?


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But wouldn't it seem really, artificially convenient to the players that the party finds themselves surrounded by countless powerful enemies and it just so happens that the enemies in this uniquely overwhelming situation just happen to not be paying particularly close attention? Sure, on a metagame level they'd be glad it's not a total party wipe as soon as they step through the portal, (especially since two PCs have recently died,) but I feel like I need some sort of good in-story reason for why they can avoid combat the first time they find themselves in a truly undoubtedly not-even-meant-to-be-winnable situation, when they should be sticking out like candles in a dark room as the few delicious living souls in the entire nether realm of death spirits they'll be entering.

I mean, your scenario would work well as long as hiding is possible, I guess I just need to figure out how to justify the death spirits' sensory range being low enough that stealth is viable. One player can quite effectively estimate the enemy level from relative combat strength once he's had a few opposed rolls and from there he can readily estimate general spiritual-magic type sensory ranges for that level. Ranges that the enemies will have to come well under that for stealth to work despite the non-stealthy party members. And if I don't have a good reason for those spirits being unusually imperceptive compared to how otherwise capable they are, I'll get some guff.

Some previously established friendly necromancers will be aiding the party anyway, do you think some preemptive help from them regarding ways to hide from evil entities would feel natural? Then it's not so much that the death spirits are conveniently blind, as that the heroes got some very timely aid from knowledgeable allies, as heroes often do.




Fate is shitlike Madness is.

Dick clown is best clown.


What sort of non-combat-related activities would a Medieval knight be expected to be good at?



Eating pussy, as all good men of chivalry learn.



Okay, have the previously established necromancers incredibly skeeved out for the entire encounter. Either A. one applies the secret sauce on the party "dampening their vital energonities" such that they need to (keep their pulse down/act like they're dead/etc with threat against combat) in order to blend in; hungry dead attacks them, salve sauce is gone, horde alert, party re-salves and escapes.

You could have the shoud/salve/magic require that they avoid doing anything aside from sessile movement otherwise their vitality shines through the deception and drags in progressively more creatures.

B. is a cooler idea and involves bringing beloved/friendly/least creepy necromancer along, he sacrifices himself to distract the horde so they can get away when someone makes a fuckup.

Try combining the two, if you want. Especially devious is making the party choose to sacrifice someone as a distraction so the rest can get away.


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Looking for a system that would be good for RPing SCP MTF operators and their endeavors.

The idea would be that the players form a mobile task force squad (4 players and 4 NPCs) and find, investigate, and secure possible anomalous entities and materials.

I think the perfect system will need both ample tacticool and paranormal options. Examples of things needed: morale or sanity simulation, some sort of lore or knowledge roll for identifying SCPs or tropes, basic squad specialization skills like computer use, demolition, leadership rolls, etc.

Through my exploring, I've discovered a system called, "Delta Green," that seems to fit the bill, but I can't find any PDFs for it, and its website seems unnecessarily locked down and unapproachable which gives me a bad feeling.

Any vouches for Delta Green or good alternatives?

Many thanks.




Depending on exactly how you define "knight", he may very well have property to manage. Being good at that is helpful. Riding is useful outside of combat as in. Also depending on what exactly a "knight" is, he might be responsible for raising levies from the land he owns and manages. In that case he would benefit from being able to train them well. Having some ability to fix his own gear wouldn't hurt either.



Delta Green


>Conspiracies on Conspiracies

>Eldritch Mindbending

<Not the greatest combat

Find it on da archive. Bretty solid choice.

Dark Heresy

>I literally know nothing about this

>Kinda fits the theme

<Would need a lot of work to fit in the setting

You can find this fucking anywhere


>Weird esoteric cult shit

>Organization dedicated to containing it

>Cover ups and investigations

<Not a ton of shooty stuff

<I dont know shit about the game nor anyone who plays it.

Decent choice if you have a group thats open to it

Find it on the trove


>Established Lore

>Long form conspiracies

>Lots of options for players

<Not fucking eldritch

<Janky as shit

Approach with caution

Da Archive


>Daemons and shit

>Potential godhood through badvibes

>Good potential for storytelling

<Incredibly Edgy

<Obscure to the extreme

<Not strictly eldritch

I say this has good "potential" for characters who are trying to maintain their mental balance to prevent them from drawing creatures to the world or triggering other oddities, but good luck finding anyone whos even heard of the game let alone played it.


I'm not very experienced with any of these games but these are the things that crossed my mind when you posted your inquiry.

Despite my ignorance, I hope this helps.


I'm looking for audiobooks, preferably already on YouTube that aren't complete and utter dime store trash. There are some Discworld books on there and the occasional Horus Heresy novels (many of which ARE dime store trash) but apart from those I can't really find good stuff. Some DnD books but those are insulting to my intelligence and a lot of throwaway crap you find for 2 bucks on Amazon.




I am gonna ask this question again. My players were confused at some parts which was kind of the goal, but they seemed to afraid to do anything at other parts which halted the game. Should I make certain signs that indicate something is safe, or how should I got about getting my players to act?


Has anyone played Living Steel before? What is it like?



Chess, prayer, riding, hunting, courtship.


Does anyone play Mantic's Vanguard? I'm about to do a second campaign battle about assaulting enemy carriages and I'm playing orcs.

I'm conflicted between having two gore riders and have three greatax and the krudger with heavy weapons or have one gore rider, a godspeaker and no equipment?



Just write down clues to whoever has the skill or background to know better. Discreetly hand it to the player.


Does anyone have that collaborative hex crawl from about half a year ago? I am genuinely considering running it as a change of pace for my group, but unfortunately never saved it or archived the thread. I remember it had some sort of void in the north, a crashed mindflayer UFO in the south, and a central ocean.



It's in the shitty on-site archive that doesn't save pics or files, so... You're out of luck unless someone has the pdf.



Guys, are there any good science fiction RPGs or mecha RPGs? I'm burned out on fantasy: high, low, grimdark, West, East, etc.



In terms of science fiction, you could run something warhammer 40k. There is the d6 star wars system that is pretty good, and the rules can be found for free online. Mutants and masterminds can be used to run pretty much any setting you want. Basic Roleplaying mecha is good for mecha settings.



I bet there's a gurps content book for mechas and there are certainly several ultra-high-tech, sci-fi and space opera ones.

Try Traveller rpg for just sci-fi if you don't want to get consumed by gurps.



Star Wars D6 and Saga Edition.


File: 15cc73d562815b8⋯.png (1.16 MB, 2532x2000, 633:500, rpg_classes.png)

Is there an autistic chart or list like pic related, except for elements/themes (things you could use as a power or element or modifier or classification)? Where can I find one? I've tried to put together a list myself but it's tricky, here's what I have so far:

water  air/wind  fire  earth/ground/rock/stone
ice electric/lightning metal crystal bone
light dark/shadow life death order chaos corruption
time space void energy magic sense(sensor) heat cold
poison nature/grass/wood/plant spirit/ghost soul psychic chemical/science corrosion
bug machine electronic undead/zombie vampiric disease/plague angel/heaven hell/demon
mind flesh knowledge tool weapon human travel motion exchange change healing flight beauty
repair/build greed wealth love/lust dream/sleep/sloth wrath destruction defense/protect/armor damage/attack damaged/broken trap


File: edddbc60520d96f⋯.jpg (83.54 KB, 720x530, 72:53, scotty.jpg)


You may want to reformat that into an image.



I'm literally just dumping all the ideas I can think up starting yesterday, if you want to waste time making some elaborate image out of it at this point then feel free.



He's saying your request doesn't make much sense because it's just a jumble of words.


File: 1f6f682bd55eeab⋯.jpg (74.36 KB, 816x803, 816:803, 7geh850r.jpg)


So should I remake my question as an inforgraphic, or start teaching English?


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What is the closest to the site/forum kind of RPG described in this pic? Is anything like this even left?



Try play-by-post forum branch of rpg.net

Maybe not the best place to start with, but probably the most populated



Maybe both.


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Ah. The Saga of Captain Drake and Lady Seraph.

Warm and fuzzy, all over that one. Thanks anon.



Where's the one where the guy made basically a shitty Spirit based monk with no useful abilities, got bullied by longtime vets, and then accidentally ended up with infinite power, and basically OHKO the oldest, most arrogant player and caused the forum to die overnight?



Ballad of Edgardo.

It's here


4th pic.


File: af29d57d37b74f5⋯.jpg (61.13 KB, 419x720, 419:720, Useless piece of shit.jpg)


Why not make it, for those who see this thread? I mean, it doesn't need a lot of people, and there's shittons of ready-made public hosting free forum template websites.


Is there any settings like borderlands or upcoming "outer worlds" that I could use as a reference for something similar? Anything goes - books, films, games etc.

I'm sure there's plenty, but I don't know how to find any. What I'm after is a setting where players could go full cowboy in future, maybe on another planet.



Space Dandy, Cowboy Bebop, You could take borderlands and make it not shit by getting rid of shitty "haha so selfaware insecure writing"


File: 285afc716a5b0bd⋯.jpg (415.95 KB, 1600x938, 800:469, foreign language bullshit.jpg)

Going to host a chaos draft, any suggestions for packs? I've only got a few right now.



Only play with 15 card packs. Or 8 card packs, but keep the number the same. Having different people open different sized packs means that some people will end up with more or less cards than others.


How the fuck do you deal with retards that can't handle meetup times without burning down a campaign? We will schedule a session a week in advance on the same day we always have it, same time as always.

Yet some people still don't show and won't accept blame or any inkling that they might be in the wrong. I'm ready to quit tabletop over this shit.



Are you the GM? Compromise or put your foot down. The most successful groups I've been a part of have succeeded off of 3 factors

>Quality GM

>Group cohesion

>Everyone showing up on time and being ready to play for the same duration



Not the GM, the GM is a friend from a previous campaign who thought he would like to try.

Seeing as we have zero of those things it looks like I'm going to need a new group.



Yeah I ended up trading away the dark pack because I didn't want to have foreign language shit mixed in anyways.


For warhammer underworlds, does each player do four activations for a turn before the other player does their's, or does each player do one and then switch off back and forth?


Silly question and I'm probably getting bully, but how can I cheat dices without loading them? in particulary 8 side dices to get as many 8s as possible.



> get as many 8s as possible.

Throw more, get more 8s, silly.



Buy a bunch of cheap ones and check the balance with salt water. Cheap die have such loose tolerances they come loaded. The only hard part is finding out what they favor.



To magnify this you can also file down sharp corners but yeah basically you want non obvious cast errors (generally a bubble caught in the die) and then just make it as easy as possible for the weight to do its magic (which is where filing comes into play).




I need the dice not to be loaded, at least to prevent being caught. Isn't there any tecnique or wrist twist to ge 8s?

**Against someone with so much luck the only way I can fight is with cheats.*



If you are so salty about the game that you have to cheat you'd better stop playing.


File: ec37d6652874c5e⋯.jpg (30.91 KB, 568x479, 568:479, ec37d6652874c5eabd10d0cfcd….jpg)


Dice loading doesn't work the way you think it is and techniciques to slide dice and so on are mostly aimed at d6's (for obvious reasons). Go read a book you salty nigger.


File: a214f7083e90a09⋯.png (118.6 KB, 207x573, 69:191, im not even bothering you.png)



I don't deserve to be bullied just for asking to get tips to have advantageous rolls.



You are being bullied not for asking but for wanting to do what you want to do and for being a faggot


File: 16de7c61732fd73⋯.png (494.4 KB, 833x696, 833:696, Bully ranger.png)


>I don't deserve to be bullied

<that's where you're wrong bucko


So, as an aspiring GM how do you people find out how to fucking string along the ideas into a coherent idea?

I have a modern low fantasy setting in mind but while I can come up with little things throughout the urban environment Im pegged trying to think of something big to unify players against, natural or otherwise.


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Tell us a little about yours, maybe we could come up with something reasonable.



Right, so it's more or less out of the box Unknown Armies. Magic does exist but it's either through obtuse time consuming rituals, mostly subtle by following the collecting unconciousness and what they expect of certain archetypes, and hardline magic at the cost of being a slave to an obsession and general damage to your mental and physical health as you tie reality into pretzel knots.

The setting was going to be a fictitious Florida city crawling with things such as MIB equivalent trying to keep dumb fuckers from breaking the masquerade while butting heads with a billion dollar NGO run by a man who failed ascension to pseudo godhood looking to control the Magic Underground, numerous magic factions including modern day equivalent of an Ishtar cult focused on recreating their idol who appeared in shitty 70s skin flicks, McDonalds workers spiking your big macs with Mojo to see what happen and even more I haven't even tried to mention.

After revising and trying to explain this atleast three times, I'ms tarting to realize maybe the issue is that I'm trying to fit too much of the setting into one area that I really dont expect the players to leave. The factions are so intertwined in the core books I probably just really need to take a hatchet to it and try and parse down to a more reasonable level before I try and string everything together into a cohesive plot thread.



Your setting seems to be full of bad guys. Why not just take one and make him/her stronger, smarter and more evil so that players could have some great time trying to overcome him?



Alternatively a few good guy organizations would help give examples / guidence to your players about the play/style you expect from them. It also gives both of you an easy organizing/common factor to you players.

Helpful Magical Bikers? You can work that .

Police Cold Case M-Squad getting called for everything under the sun due to McMojo's and uncovering an actual malicious force while trying to nail teenagers shooting their mana into burgers? You got a story there.

Hell it could even be something like, childhood friend gets caught up the politics, little fish in a big fight kinda deal, where the missing childhood friend is the common element (and conversly the organizing factor of the good guys and the penultimate bad guy as well).

In short read a book nigger. You need a beginning middle and end. If you don't plan on taking it past the streets (aka not into the stratosphere) just think of a modernish ensemble movie (gangs, heist , police/buddy cop/ coming of age story) and work with that til you get the hang of it.



This sounds like an interesting, dynamic setting, and I'll echo >>414054 here by saying you've definitely got a lot of villains to chose from - maybe too many, which could be your problem. How do you chose what to focus your players on when there are so many things vying for their attention? That's where I turn to an idea from the Apocalypse Engine/Dungeon World with their Armageddon Clock/Impending Doom, to easily make multiple baddies to go after, each of which can easily be upgraded to BBEG of the campaign. Villains, much like your PCs, have goals to accomplish and obstacles that temporarily prevent those goals, and those systems give a great way to plan out how to plan that out for your PCs to interact with the villains; the party may spend 2 sessions preventing a McMojo breakout from ruining the masquerade,

but in that time our NGO has discovered a magical artifact making the populace much more accepting of anything they hear, thrusting them into a new faction and adventure.

The important part of being a DM is creating a living, breathing world for your PCs to interact with. While major events may turn around the PCs involvement, other threats/actors aren't just sitting around waiting to get noticed, they're progressing with their world/region/city domination or whatever. Fronts are a proactive way of giving your players a world to interact with while not needing to immediately plot-dumping everything about a mission in order to catch their interest. Here's a DMing article about them, followed by a wiki.




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Alright, after cold and flu season claimed one game night after another, it looks like I'm finally going to be able to implement these ideas. And it sounds like you agree that some NPC help to make this first foray survivable is an acceptable solution for making overwhelming hordes of death incarnate more survivable than they otherwise would be, so that sounds like a plan then.

As for A and B, A totally works, it's even consistent with past precedent in a much earlier shambling corpse filled adventure - "stay chill and they ignore you" was the trick there too. I like B as well, but it's hard to come up with a really good sacrifice victim. Named necros the party has personally interacted with are limited, the most sympathetic one is the barely trained necromancer kid the party saved in the necromancer intro and I don't want to go child sacrifice grim. Also he'd make no sense as their guide to the death zone at his skill level anyway.

That being said, I can always conjure up a new necro NPC to join them this time, or have one of the other definitely beloved non-necro NPCs be the sacrifice instead. The party enlisted some local nobility help from previous adventures for this quest, and what they don't know yet is the problem here is the return of their evil would-be-usurper father. (Good ol' evil uncle to the chosen ruler who wants the throne himself situation.) The two nobles were initially enemies by virtue of loyalty to dad's orders who became friends eventually, one of the siblings finally standing up to dad and his new evil army of the dead to save the party at all costs would be a pretty good gut punch. But should it be the idealist or the slacker...


Anybody have advice on running monthly games? I want to run games but i can't commit to a weekly time frame but can easily do it monthly. Anybody run monthly games and provide tips?


File: a0d15dc36677c72⋯.jpg (99.33 KB, 579x819, 193:273, otxVZG4.jpg)


Biggest tip is "don't pre-plan a massive, deep campaign for your players to be in." The longer you have in between sessions the less your players are going to come back remembering (and more importantly: caring) about the story you've crafted and the deep, multifaceted NPCs in it. Most DMs can tell you a story about having a dramatic encounter where they have an ally/villain give a damn monologue only to have their players only remember them as "the deep voiced guy with a beard" next week.

Instead, your games should be very character driven. While players won't remember that Thrak'ja is after revenge on Bjouldin Greymane for killing her father, they will remember that Steven is playing an elf obsessed with researching fey. So in this month's session, we stumble upon an ancient hamlet where people claim they always speak with a fey on the 1st full moon of the year - but last week, it didn't appear! By giving (at least) one player a strong, in character reason to come in caring about the plot you (and he) encourage the rest of them to get lost in the adventure even though they've come in cold from the time between sessions - nothing encourages player effort like player effort. Of course you can always push them into that, especially now that you have a basis for the adventure; elf wants to find the fey but doesn't know how, maybe we have a wizard that could perform a ritual, or a ranger who could lead a hunt into the sacred forest? Even though the big idea comes from one player's character, you should try to make most, if not all, players feel important over the course of resolving the session's adventure.

You may have found yourself thinking that this sounds very episodic, and that's not a bad thing. Most players wouldn't complain if their game was Firefly. Wash often got to be a fun pilot but also had an adventure where he stood up against torture and drove the narrative talking about his own past and how he fell in love with his wife. Still want some good overarching plot for your long interval episodic adventures? Watch Wakfu. I've always been impressed with the show for having (almost) every episode be a self-contained adventure that managed to A) highlight a belief/attitude/attribute of one character, B) gave interesting background to the world they were all in, C) devote enough time to the rest of the party to let them each shine, and D) advance the larger story, even if only a little. Amalia learns about and works with an ancient nature guardian (episode plot) to save her friends and repair their boat so they can find Yugo's family (campaign plot), while we learn about how the Sadida people can become corrupted through being cut off from nature. Percival and Ruel, meanwhile, get scenes roleplaying their lackadaisical natures, before the GM puts them into the action with the rest and they can fight to protect Amalia while she prepares the finale.


Run a character driven campaign with small adventures that can be started and ended in a single night. Watch Wakfu.



Be able to take notes, so you can remember what happened between sessions and also so you can have a recap to jog everyone's memory at the start of each session. Additionally, try not to get bogged down in too much minutia and unimportant stuff. Depending on the system, be prepared to look at a PC's stats and skills and just say that they pass certain tasks and achieve what they're trying to do. At one game a month, you don't have the luxury of wasting time breaking down every minor downtime action into an extended challenge and series of rolls.




This is acutally really helpful, thanks guys.

My original idea was i wanted to have a game that was basicly the PC's given the tax of removing Oni and other terrible monsters in Wartorn Not feudal Japan. When i get some people together, should i tell them that these games will be mostly self contained each month but with the general story that your cleaning up Oni before to many break through to take over the country?

Another question-I wanted to also generate hexes they travel during game, this wouldn't be wise as it would take up a lot of time? Should i instead do that before the game? or just scrap it.


I play a psionic class in Pathfinder that gets the most off-the-wall niche and occasional support, which is a huge pain because its power list is extremely narrow to begin with, and I have to keep tabs on half a dozen books just for this power or that.

Is there a recommended software for building custom spell lists that I could use to consolidate and basically use as a power rolodex?



Addendum: Something like power cards would work best, I guess, but I'd need to be able to hand-edit them rather than just select from some SRD prepackage. I'd like to add their alternative Mythic versions to their text, for completeness' sake.



Sorry for triple-posting, but I just found this and it's really close.


The main problem is that the descriptive text body doesn't maintain formatting, not even line breaks, so larger descriptions and psionic augmentation options just meld into a pile of indiscernability.



If you're setting up a hex crawl it's always a good idea to have a buffer. If the players can travel three hexes in a session, make sure you have at least four or five planned beyond their current location, just to cover any surprises, and enough events on the side to keep them occupied. Toll roads, samurai standing at crossroads looking to test their swords, rogue kappa under bridges prepped for stealth kanchou criticals, the kind of thing that isn't unique. Trust me, it's an unpleasant feeling to have to whip up locations and NPCs because the players ignored your tailored plot hooks and decided to travel as far north as they could.


Is there a reason given for why the Skraven are all Chaos? Orcs are (if we transpose 40K lore) fungus and Beastmen were mutated by chaos and would be normal humans if they weren't chaos, but I can't find anything on Skraven.


For homebrewers and game creators - when do you playtest, how do you playtest, and how do you find people to perform a playtest?


Are there any good games you can play with green army men?



Thanks. I'll probably use a mixture of that.


Why does everyone play dnd5e? Isn't it literally a tabletop WoW with all that rainbow wielding firework shooting stuff, meatpoints and kill-loot-repeat with nonsense dungeons and stuff?


Could anyone give a quick rundown the major differences between the Norscan, Khurgens, Hung, and Tong for warhammer fantasy? The norscan are pretty obvious, but what about the later ones?


For D&D what's a good way to play Barbarian? I know they're supposed to be the screaming retard but for a longer campaign I don't know how to role play that in a way that isn't just grating.


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>former cultural impact/weight

>general rise in popularity due to marketing and high production podcasts (like critical roll)

>ease of access for newcomers

>very streamlined gameplay

To name a few. Your local John smith and Johnette Smith will probably seek those qualities and choose 5e due to that.


What edition? In any case you could go for a serious macho man (like conan), clan member dedicated to his clan, half esoteric barbarian bordering on shaman/guru, proven warrior setting out on a quest to test his mettle against things that civization has to offer (mostly dueling strong people), focused on seeking a certain artifact to return to the clan, a certain someone to take revenge upon, or people to invite to the clan as fighters or in other roles.

While most of these are more like backstory, they can shape the way your charactet interacts with others (like the shaman/guru offering natural wisdom or "raging" due to consuming hallucination inducing drugs (or just mantras).

A barbarian can be more than a screaming retard. While they do fly into rage, I think it's more like fury or another elevated state of mind. Or you could also go with a silent rage as the storm rages inside rather than on the outside.


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On a second though, "Ferocity/ ferocious mindest" is a better word for it than fury. Essentially you focus on eliminating the enemy instead of "playing by the book/careful".

Just because a barbarian may be a clansmen or withdrawn from the larger society, it doesn't mean that they are completely uncivilized. A woodelf from the deeper parts of the elven woods who knows bumfuck all about society outside the clan might also be a great character (for an example), but generally speaking clans could be contacted by the local government and hired as mercs, or barbarians may come from roaming/nomadic clans or horde. Ghenghis Khan for (a not that great) example emerged to the top of his horde, but still could be "considered" a barbarian, even though he must've been smart and charismatic to be a great leader.


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Does anyone know what this site is?



https://toc [DOT] qidianunderground [DOT] org/


All of the 5E books seem to be heavily discounted - I don't need them myself since I just use the .pdfs but I have a friend who wants to play and this seems like a good time to get him the phb. Is the sale supposed to last a long time or is it just a flash sale or something? I know, I know, 5E. I'm trying to get him into RPGs at all so I can move on to better systems.



You used the right thread, but I don't know if anyone here is going to know how long a sale is supposed to last, especially when you didn't specify a store or site.



Yeah, I figured this place wouldn't be of the sort to track that kind of thing but it's the only Tabletop related site I use. The sale was on Amazon.



Amazon's sales aren't really all that consistent. Sometimes products are just marked down, especially for Prime users, sometimes it's a "flash sale" (but those will have a timer on them) and other times, it's just because the seller has marked it down for their own reasons.


I've been cooking up a homebrew for a while now, and I have been wondering if there are any systems that do movement with space ships in combat well. I'm specifically talking about stuff like handling turning at high speed in a fighter.



Play a non-shit system. There's better ones that are legit free.



Many thanks to the gracious Elder Brother.

Recommend some good systems for a xianxia/xuanhuan campaign?



Wandering Heroes of Ogre Gate is meant for wuxia but it has rules for xianxia-style characters. There are a number of systems that can be re-flavored like Exalted or Godbound and be effectively similar, but it'd take some elbow grease.



You won't believe me at first but gurps covers that pretty well. From simple space movement mechanics to complex inertional formulas, pick what you like most.



I know. Like I said, I'm trying to ease new players into the hobby and work them into good systems.


Right, I'm not sure what the deal is, but it's probably something from WotC themselves since there's no timer on the product page (that I can see). I decided not to buy anyway as I need to pay rent and other bills soon, but thanks anyway.


File: 3669b857d1f67a5⋯.jpg (85.61 KB, 1280x720, 16:9, HerSmileandOptimismRestore….jpg)

how come only like 25% of the questions that belong in this thread end up in this thread?



Because 75% of anons are faggots.


I want to create a cleric in d&d5e who worships a god of independence / outlawry. The general idea is he is on a quest to fight against the forces of civilisation and return people to nature and enforce survival of the fittest etc

His personality is basically an anti normie "we live in a society" meme character who hates people of social/political status for being more popular than him

should his alignment be CG CN or CE?



Neutral if he hasn't done anything yet. There are no alignment based thoughts, only alignment based actions. So look at your guy's back story and compare to the tables in this link https ://www.slideshare.net/MewChan/dd-35-book-of-vile-darkness


File: fa9633f4d178898⋯.jpg (22.39 KB, 840x405, 56:27, looking at noose.jpg)


>PC's want to be free from the chains of reincarnation and fate

>PC's have to destroy those who have control over them on every layer of reality to achieve free will of their own

<the only way to do this is for the players to kill themselves irl

if your campaign is good enough you can get them invested enough to see it through to the bitter end

good luck anon


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I want to start playing tabletop RPG's with my friends. I've decided the only way it's gonna happen is for me to become the GM. I'd like to ask what games you recommend I try learning. D&D seems like the obvious choice, but I've heard certain rumors about it being casualized or pozzed. On the other hand, if it were a game with a large community that already has a lot of pre-written scenarios for beginner GM's, that would probably help me get started. I'm not exclusively interested in western fantasy settings (Cyberpunk looked neat, for example), but if the system were flexible enough to allow me to write my own setting when I'm comfortable enough with it, that'd be a bonus. The most important thing is that we can have fun from the start, and have even more fun as we learn it. A caveat is that we would be playing online. I have tabletop simulator, and I've also heard Roll20 is a viable online tabletop system. Opinions on these? This is probably a retarded post filled with asked-to-death questions, but I'd appreciate your candid support and bullying.



>I've heard certain rumors about it being casualized or pozzed.

It is very mildly pozzed, compared to something like NWOD. Mostly just women, blacks and black women as class portraits.

It is indeed simplified, restrictive and not very flexible, but for first time players it's a right fit.

>I'm not exclusively interested in western fantasy settings (Cyberpunk looked neat, for example), but if the system were flexible enough to allow me to write my own setting when I'm comfortable enough with it, that'd be a bonus.

Then you want Savage Worlds. It's universal, meaning that you can play at basically any setting. It has shitton of free fan conversions for any setting out there, and it only requires you to own one core book. It's simple to learn and fun to play.


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D&D 5th edition is the newest and easiest to learn, mostly because they've gotten rid of stray +1s and minor bonuses, feats are almost entirely worthless (with the exception of one or two combos) and they've been excruciatingly slow when it comes to releasing new content, like new classes, spells, feats, and so on. It's a mediocre game, mechanically speaking, but not the worst thing on the market. You'll be able to easily find players for it nearly anywhere you go.

Poz-wise, there's a few glaring examples inside the books, like describing Waterdeep as a highly progressive city full of gays and trannies who are living magical lives free from the oppression... even though Waterdeep is one of the most (literally) cut-throat, vile, and corrupt cities in the Forgotten Realms. Outside the game, WotC has gotten bad enough and shown an obnoxiously eager attitude when it comes to virtue signalling.


Since you mentioned D&D, I'd have to put up Fantasy Craft as a nice alternative. Might be a bit too crunchy for your first dive in, but it's very much a toolbox system where you are expected to build your own game using all the different possibilities. It's built off D&D 3.5, same as Pathfinder, but it handles different gameplay styles and campaigns nicely.

>Playing online

TTS is nice for some board games, but maybe not ideal for some RPGs. I haven't heard of a lot of people using it, though it does have functionality for dungeon tiles, miniatures, and other useful stuff. I still think it would be too clunky and laggy to efficiently run a game.

Roll20 is popular, but because it's popular, you get way more shitters. You're going to have to carefully pick your players, because lots of people will jump in on any game they can get and then never show up again, or worse, stay and being a massive pain in your ass. Also, Roll20 has built in stuff for certain games, but not every game. Doesn't mean you can't use it for systems that aren't built in, just that you'll lose some of the automated aspects.



Pathfinder is king of prewritten adventures since that's literally what it started as. Rise of the Runelords, Curse of the Crimson Throne, Iron Gods, Kingmaker, Carrion Crown, and Strange Aeons are all good. Crypt of the Everflame is a good starter module as is the Crown of the Kobold King series. Third party support from Northlands Saga and Way of the Wicked exists and, if you want to, Shackled City and Age of Worms are both easily converted to PF. All the pozz is in lesser adventures or not OGL.


Has anyone tried Traveler D20 edition and is it any good? My friends are looking for a break out of the DnD, Pathfinder cycle with some Sci-Fi and while I know Traveler is infamous for its density I feel the streamlined D20 version may in fact be a good 'in' to other genres or maybe the non-d20 versions atleast.


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I'd advise you to avoid D&D and d20 system entirely, specially if you're doing an online campaign. Try to search for something with more of a narrative focus and a more agile combat that doesn't hinge so much on positioning, distances and squares. D&D also has the problem that every player should be quite familiar with the rules if they hope to be even slightly effective.

My personal favorite is the Warhammer RPG 2nd edition (it's the same system used in the warhammer 40k RPGs, but the 3rd edition of wh fantasy is a completely different game). It can easily be adapted to fit whatever you want (heck, the same rules work fine with 40k!) a good, expansive universe developed over more than 25 years and a good bunch of printed adventures. As a bonus, the universe was nuked to sell Sigmar speesh mehreens, so it can't be pozzed.

I've ran online sessions of Wh RPG 2nd ed and it works really well for me. I use Discord for talking and sharing images, music and files. For dice rolling I use a wonderfully simple website called "rollz.org". Just enter the name of the chatroom you want to access and the nick you want to use. If that chatroom doesn't exist, it creates it. To roll dice just write "/roll 2d100 + 3" and it rolls and adds whatever you tell it. Easy, simple, intuitive, perfect.

Oh, and I'd recommend you to try keep your groups small. An online session is harder to run than a live one. As a GM you'll want to make sure everyone is involved and having fun, and it's harder to get a "feel" of the player's mood if they're not in front of you. I'd say 3 players is the perfect number, but it's also a matter of preference (and the kind of game you're going to play).


File: 8285e35bd495480⋯.gif (157.96 KB, 469x467, 469:467, InnerPlanes.gif)

So, going by AD&D 2ed Planescape, look at the Inner Planes.

You've got your Elemental Planes - Fire/Water/Air/Earth, and two Energy Planes - Positive/Negative. Between Elemental Planes exist Paraelemental planes. Between Elemental and Energy Planes exist Quasielemental planes.

My question is: What would be the Trielemental triangle-shaped planes be, located in all the gaps between the other planes? So, for example, what would be the name and nature of a triangular plane with Mineral, Radiance and Magma as sides, and Positive Energy, Earth and Fire as points? What about the one with Salt Vacuum Ice sides, and Air Water Negative points?


File: a2a9944a1e2f70d⋯.jpg (356.02 KB, 982x1500, 491:750, yellow submarine.jpg)

Would it be possible to run a campaign based on pic related? And if so, what system would you use?



GURPS seems just about perfect.



Probably a system like Dungeon World where you're just making up a story with the players rather than playing a serious campaign. You might also want to spike the snacks and drinks for the night with the drugs of your choice.




Further idea. If a player can think of a Beatles song related to the problem they're facing and starts singing it, humming the tune, quoting the lyrics, or whatever, it's an automatic success and there's no need to roll. The same song can't be used twice in the same session (or campaign if you want to get stricter, though you would probably want to make a big board to write down the names of songs already used so your players know).


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File: 096b826d4ee2404⋯.gif (893.99 KB, 500x375, 4:3, cube.gif)


Remember it's 18-dimensional space represented in 3d. Would answer behind the screen that it is all astral plane.

But fuck it. Some thoughts on potential shit.




Negative+Earth+Fire=Nuclear blast?


File: a01930d6c5a6a21⋯.jpg (929.24 KB, 1280x1440, 8:9, __umikaze_kantai_collectio….jpg)




Interesting suggestions. I'll have to take the time to consider each one of them. A cursory look has put Fantasy Craft at the top for having a cooking system, but the amount of stories for Pathfinder is also attractive. I don't mind trying to learn the rules myself as the GM, but since all these games are admittedly more complex than D&D's 5e, would it be burdensome on a group of friends trying to get into it the first time?


I think your suggestion about games that have a lesser focus on 2D combat minutia might actually be the most relevant though. I can see how that would be awkward online. I've been looking through the WFRP rulebook, and I find it to be a lot more accessible than other systems I've looked at. My one concern is that the WH setting might be a little too high fantasy for getting my friends into the spirit of the game, and of course, all the pre-written campaigns for WFRP seem to be steeped with the setting and lore. You say it's easy to adapt to anything? Would it be feasible for me to adapt some D&D/Pathfinder quests, or even conjure up something myself as a new GM? On the other hand, if you know some beginner oriented campaigns for the WH universe, I would be happy to try to get everyone into it.


File: f5aca608f0d4f54⋯.jpg (701.76 KB, 2538x1612, 1269:806, Mountain Village.jpg)


WH can be quite low fantasy if you want to run it that way. Pic related is a village map I drew for a WH session. All NPCs were humans, and it was mainly about disentangling all the little quarrels the locals had among each other, figuring out who the PCs could trust and solving the village mystery. Sure, the mystery involved a necromacer, but since the PCs (who were also all human) ended up involved family war and burned down half the village before fleeing, they never got to see any of the more "magical" stuff. The whole thing could have been set in XIV century Bavaria and it wouldn't have been any different.

In any case, I've also run a pair of viking age games using the same rule-set. You'll need to tweak some of the starting professions a bit and get rid of the black powder (and the magic, of course). When it comes to progression I just let my players buy whatever skills make sense; stuff they may have learned about.

If you want to use the rules for a D&D style setting, it's feasible. There's a lot of monster and NPCs stats towards the end of the rulebook that are quite handy and many will fit right in. The only thing that may require mayor changes is the magic system, since it's more tailored to the Warhammer lore, where magic can explode in your face and taint you with the mark of Chaos.

When it comes to printed campaigns, there's a quite famous one called "The Enemy Within". It even has a Wikipedia article. It's a long campaign composed of five long scenarios that will probably take several sessions each. It was reprinted for 3rd edition, and I'm not sure, but there may also be a 2nd edition one. I haven't played it cause I've never run a printed campaign (though I like to rip off ideas from them) so I don't know if it's actually good or not.


File: b6f29fb873fa550⋯.png (499.48 KB, 1080x1491, 360:497, Mature content.png)

Why VTMB 5ed is shit?


File: 6becfb670cf6274⋯.png (110.5 KB, 640x400, 8:5, 1552104609.png)

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I don't ever lurk twitter, but today I went to twitter to see if someone has updated some stuff they were doing. And then on the right hand of trending, I see "DnDSelfie", why would that ever be popular? Apparently saturday night live did some shitty skit about DnD and I'm guessing it was stereotyped to demean Whitey's segregated play place. So there's all these ugly mud people posting "selfies" on twitter pushed to the front page of that hashtag. Cringey stuff like "Queer and ready to roll!" "I’m a person of color." "I’m a bonafide geek & there is nothing that I would change." "Your resident bisexual... this is what we look like".

Literally 90% are attention seeking females, masses of people coming out of the woodwork. Scary to see. Apparently social media is telling the world that the majority of people that do DnD are people I don't want to ever associate with. Where's the normal people? Probably people who don't use social media.



Astroturfing and virtue signalling. Sodomites and trannies are literally 1% part of general population.



Play a Doom 2 .wad called Golden Souls 2 - it has an entire huge level in that style.



Yea but it seems to be that that group has a lot of overpowering social presence, and they state they are in X big DnD group which I'm sure gets lots of views on twitter/youtube. Now I'm remembering twitch also has live DnD and has a lot of minorities. Though they are a minority, they present as a dominant majority like a certain sand people, and climb media ranks with their progressive identities. Sad to just see gays (and people of mud color) proclaim their proudness and association to table top in public, meanwhile its illegal to do that publicly in Russia. Media is like a magnet and they will just get more clout over time, in the current paradigm. I don't play table top anymore but nevertheless is just interesting to see a niche medium get social media jewed.


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That's a nice comfy map anon. Thanks for all the well-tailored advice. I've been doing a lot of research the last couple of days, and I think what I'll do is take all the pre-written material you've all told me about, read them to understand the finer points of storytelling, then make my own story. The more I read about WH, the more I like the setting. I think I'll try to do your low fantasy approach to slowly expose everyone to the world and lore. Looking forward to sharing my stories with everyone as they unfold.



This sort of post is what the politics thread is for. Also, normal people don't have an obsessive, narcissistic need for validation and acknowledgement for doing nothing but adopting a label. They're not going to be on twitter tracking every possible hashtag they can participate in for e-peen points.


/tg/, is it better to try to make a good game out of a shit system, or to try and make a system on one's own instead?

I kinda want to make a Red Dawn style game from the Sigmata games, but the game system/story is shit..



Everybody's a fucking game designer now.



Depends on your own taste. Some people run D&D 3.5 for decades and never feel the need to go beyond that. Personally, after trying a good bunch of different systems and homeruling all of them, I ended up creating my own system, which fits my narrating style and my preferences better. The most important component of a good game is and will always be a good GM, but the tools do matter. I'd say that if you know what you're are doing and, more importantly, why you are doing it, go ahead and create your own set of home rules or even a entirely new system (specially if you also enjoy creating a ruleset). However, keep in mind that it's a gargantuan task, and you may be better off adapting existing systems.



I just saw the politics thread, and thought about that. Next time.


I've been thinking. There's a certain feeling I get, when I load up a decent story-driven vidya RPG, and just cheat the fuck out of it. Like, playing Neverwinter 2 with invincibility on, and just brashly trying to see how far I can go, and how much could I break the game.

Would it be possible to replicate in tabletop? A sandbox campaign not about overcoming challenges, but seeing how far you can break the world. It would require a very adaptive and thoughtful GM for sure, but I think it would be an interesting way to play. A way to play not only without railroading, but without any serious restrictions whatsoever. Bonus points if it's in an established setting, and you get to personally best Darth Vader in a lightsaber duel, wedgie Elminster or slap around Gandalf.



>A sandbox campaign not about overcoming challenges, but seeing how far you can break the world

Which world? The world the GM has carefully crafted for you to explore? Or a world specifically design to be broken? Cause if it's the first one, you're an asshole. If it's the second one, well, when it "breaks" it's just working as intended, and thus it's not breaking. It'd just be a really surrealistic, drugged-like game.

RPGs are for telling stories. When you're fucking around with console commands, you're not telling a story, you're just messing around with the game. I think what you're proposing is diametrically opposed to the concept of what a Rol Playing Game is.


File: 3458d567f0dbb8c⋯.jpg (45.22 KB, 305x500, 61:100, 51- 9TVAoRL.jpg)

So I've been designing a CYOA sort of game/story and was wondering where I could post it and get feedback/ideas and have people try it out? I'm not fully immersed in /tg/ but was inspired by Fighting Fantasy books and a desire to improve their combat mechanics



Post it in the homebrew thread we need more people. If its a pdf you can just upload it. I liked CYOA and Fighting Fantasy a lot before I got into video games



Link? thanks bro


So, I spent a few months getting over burnout. I made a post before, but yeah, it belongs here. Anyway, how can I slowly get myself back into the hobby without risking burnout again? I didn't sell all of my collection, so I still have plenty of stuff, plus there are board games at the parents' house I could pick up soon. But, yeah, any pointers on taking it easy until I'm ready to go back to hardcore mode?


Does anyone know if Dreamscarred Press is going to put out an April Augmented 2019? Their April Fool's content has always been a favorite of mine.


File: 651058eb522d5a5⋯.jpeg (109.63 KB, 1000x591, 1000:591, serveimage.jpeg)

Are diorama kits like the ones you can find at a craft store good for basing material for the standard 28-32mm figures?


Does anyone have experience with Old World of Darkness's Kindred of the East?



Depends on the quality, but yes, you can get excellent results with craft store moss etc. without having to pay up for branded dirt. It's mostly a convenience thing as you'll have to fiddle with the material or bake/sanitize yourself.


File: ee61bca7ef62455⋯.jpg (39.22 KB, 564x379, 564:379, botw.jpg)

The world building thread appears to be bump-locked, but my questions aren't strictly about world building.

The PCs wake up with amnesia (movie type amnesia, they know languages, what their equipment is and what the races are but nothing about history geography, their past, etc) in a communal tomb decorated with statues of themselves. Each character's stone slab has a chest at the foot, each containing an broken, iconic magic item (a rusted vorpal blade, a staff of the magi with the gem missing, a ring of the ram, a gem of seeing, etc, something appropriate to the character) and the tomb has armor stands and weapon racks supplying the character's starting equipment. They fight their way out of the tomb, which has been overrun by giant vermin, and leave via a secret door built into a mountain, and go into a world that has suffered a massive disaster, and the intelligent races are barely clinging to survival. Pic very related.

Their tomb is in the borderlands of an average human principality. The lands to the east of the tomb are frontier, none of the trailblazer sent out have come back. During their first visit to the capital of this country, they will learn that all records and history from before the disaster have been lost, and no one is really sure what happened, and no one has any clue who they are. They will catch the attention of an eccentric gnome sage employed by the prince, who has thought their was something odd about the mountain their tomb was located in, He will arrange for a meeting with the prince, and the PCs will be hired to go explore the borderlands and discover who they are. The prince will provide what little assistance he can.

The bulk of the campaign will be a wilderness hex crawl, interrupted by mysterious ruins that have some clue of the PCs origins and purpose. They will find that their stasis was timed to the stasis of the extra dimensional being that almost wiped out the world. The disaster affected the whole planar universe, and every deity and cosmic force worked together to paralyze the monster, but it would only be temporary. The strongest heroes of the material plane were made immortal, at the cost of their memories and experience, put in stasis that would break when the extra dimensional monster broke free.

After gaining some strength and notoriety, the PCs will gather the forces of the intelligent races, and even angels, fiends and other outsiders, against the alien and either seal it again or destroy it. Their broken magic items will restore themselves as they level up, kinda like legacy weapons but less complicated.

Any tips would be appreciated, and also help deciding whether to use Fantasy Craft or GURPS. I've only played 1st & 2nd e dnd, and various d20 systems up until now and want to branch out. I'm leaning towards Fantasy Craft for the familiarity of d20. Also some tips on how to convince normies to try something like GURPS would be appreciated too. Thanks guys.



>The world building thread appears to be bump-locked

It's past 500 posts. That happens naturally.


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The game seems pretty cool, although I would make sure your players are independent-minded enough to try and explore for themselves. I've run games where the players sat slack-jawed waiting for me to point them to the next plot event. Tell them beforehand that you're expecting them to make their own headway to some extent, and not rely on specific "quests" per se.

>tips on how to convince normies to try something like GURPS

Convincing someone to change RPG system is just like convincing them to change anything else, which is to say extremely difficult. It helps to be the only game in town. Failing that, try chatting with the more experimentally-minded people of your group and setting up a session that shows off the best parts about the new system - say, an arena to show off the hit location mechanics in GURPS, or whatever draws you, personally, to the system. Leave out the more complicated bits for now, like character creation, and make sure you absolutely, 100%, know the rules for whatever it is you're trying. Nothing kills enthusiasm for a new system like the GM saying they don't understand it either. Once you've gotten a couple of people on board, you'll find it a lot easier getting the rest to follow suit.

A note if you do end up playing GURPS - the groups I've played have all shown a tendency to give the physical fighters to the most inexperienced players, probably because in D&D a fighter's options are essentially limited to "smack" and "smack twice", and it's hard to cock it up. Fighters in GURPS need to know the ins and outs of the combat system: hit locations, wounding modifiers for crushing, cutting, and impaling (and what they do to Unliving and Homogenous enemies), portioning out your active defences, the lot. A wizard's spell list is a lot easier to go through than the GURPS fighter's huge list of options.


File: 97962e859ce32c6⋯.jpg (610.91 KB, 2560x1704, 320:213, Artists Guild.jpg)

So I'm making a character for a homebrew D20 campaign set in the vague 18th-19th century. The idea I had was an artist who ran on the wrong side of the Artists guild, due to not being an active member, stepping on some toes, and general backyard ball. The idea I have is that they essentially poisoned all of the patrons against him in a wide area, destroying his reputation and his income.

My question is, are there historical precedents for this that I can study and base my character off of? I was thinking of a revenge motivation to try and dismantle if not the entire thing, key members and get them expelled or ruined as he was and hope the power vacuum causes the organization to eat itself.


File: ce4002666f494a2⋯.png (163.79 KB, 500x500, 1:1, drybones.png)

Sorry if this is the wrong thread for this, but does anyone got reccs for good system agnostic bestiaries... or at least ones that aren't the various D&D monster manuals?



Gurps bestiaries. There's a website somewhere listing all creatures from the previous edition


File: 1d1902d4475221f⋯.jpg (86.62 KB, 732x448, 183:112, Octopus Battles.jpg)


Ah, thank you! I'll definitely go looking for that stuff. I've never had good experiences with GURPS fans so I tend to forget it's an option for stuff. Again thank you!



Fire on the Velvet horizon.

Posted on the temple, but might here as well:

I'm looking for some longer intrigue adventure for D&D 5e. Plot twists appreciated

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