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File: da616cd8f15f08b⋯.jpg (447.31 KB,736x1066,368:533,444abab95d0aa6ddcc4163ae8c….jpg)

 No.402034 [Open thread]

How would you run a Goosebumps-inspired game?

>100 character 100 characters 100 characters 100 characters

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 No.415252

>>402034

Just play a game of some horror-esque RPG and give it the story of any of the Give Yourself Goosebumps books, just replace the main character as the party and homebrew stats.

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 No.415282

>>402034

CoC is literally the game for this. You can just tweak it by using kids as investigators and using the Goosebumps books as modules.

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 No.416347

File: b8e14e0440deb94⋯.jpg (149.75 KB,863x1091,863:1091,20190505.jpg)

>>402034

Play it like Scooby-Doo meets X-files?

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 No.417609

>>402034

> 100 characters

That's Battle Royale, not Goosebumps.

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 No.417629

>>402034

>see pic

No?

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YouTube embed. Click thumbnail to play.

 No.407927 [Open thread]

I bullied some coworkers into dnd with me and they enjoyed the babies-first module. I want to ditch 1" square stuff printed onto paper and want to get a reusable mat instead. Or do I? Are the tilesets better? What do you guys recommend?

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 No.417267

File: ffa7798e4582efe⋯.jpg (267.87 KB,800x533,800:533,moving goalpost.jpg)

>>416978

Perhaps I should have said grids are video gamey bullshit for women and children in the context of tabletop RPGs.

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 No.417278

>>417267

Do you measure distance with a ruler, or something?

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 No.417286

>>417278

Some folks in the 70s used rulers and marked strings. My group used a gridded modelling board.

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 No.417446

As someone who's played with almost all the options brought up here, I'd have to say i find the best method is roughly drawn layouts on scrap paper or white board with simple abstract tokens for characters and terrain, and no grids. This let's you keep track of relative positioning and movement without being as fiddly as a grid.

Using printed maps or tiles and miniatures is visually the best, but requires a lot of time and money which will go to waste if your players skip the whole encounter you spent weeks buying and painting, or you force then into a certain situation just to show off your toys which is frustrating.

On the other hand full theater of the mind can be irritating in how arbitrary it is, and the GM just sort of decides who can hit who, which negates any tactical element of combat and just turns it into rolling dice to see if you can jerk yourself off to how high your characters combat skills are. It's also a bit frustrating when someone forgets who's where and and your carefully thought out attack plan gets shit on because the GM forgot to tell you there was one orc standing in your way

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 No.417456

>>417267

DnD was originally a war game with a grid modified to be an RPG, Warhammer 40k doesn't use a grid and caters specifically to teenagers with Space Marines to get them hooked to the game.

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File: 688a4287e08b8a1⋯.jpg (36.09 KB,500x357,500:357,wynonaRyder1980s.jpg)

 No.386332 [Open thread][Last50 Posts]

>Magic’s limits are often as important as the capabilities

>—at least, they are for making things interesting.

>Consider Unknown Armies. (It’s another game I worked on.)

>Magick in Unknown Armies (yes, it’s got that K) is versatile and powerful, but has severe limits, too.

>One of the principal ones is this: Magick cannot override human will. It just can’t.

>It can make you want something, or fear something, it can take over your body... but it cannot make you choose.

>Only you choose.

>The central issue of Unknown Armies is personal character, so having an inviolate character was essential.

>Acting under duress or having your body act against your directions—all that raises questions of identity. If my arms strangle someone, am I a murderer? Even if I tried to stop them?

>When you’re building a game, see if you can identify magic uses that are poison to your central

concept.

>If I’m doing an exploration game, I don’t want magic to take the trouble out of travel. For a game of revenge, I don’t want the PCs to level up, learn the Spell of Phantom Stalking Doom, cast it on the main bad guy, and then have a light supper while the magic flits off to what should have been the climax of the game. A quest game won’t be fun if there’s simple magic that leads the PCs where they need to go—or that leads their enemies right to them.

REIGN, p. 149

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 No.411198

>>409260

>That is a sweet name for a spell and you can could make a whole campaign out of hunting for that one spell.

>The real Phantom Stalking Doom is the friends we made and lessons we learned along the way

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 No.416991

welcome back

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 No.416993

Test post, please ignore or delete.

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 No.417007

>>386332

It depends on the setting and its source really.

Generally speaking, magic is anti-rational in nature. It's foundation rests in old real world belief systems like voodoo, the tarot, dreams, mind altering substances, religion and other mystical beliefs/traditions.

That's the base from which the idea of magic comes from.

Some settings then attempt to place logical restrictions on it (ie: reality will push back if you aren't careful, like mage in VtM).

Other settings suggest the source of it is nefarious in nature (Chaos in Warhammer).

Some settings base it on cycles (Earthdawn and Shadowrun ).

It all depends on the setting and its source, and therefore the limits on magic are inexorably liked to that source.

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 No.417307

File: 27d335c51ad79af⋯.gif (487.13 KB,500x361,500:361,YBEmtrg.gif)

>>386332

Whatever the DM says is can not do, it can not do.

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File: 199518e184536f0⋯.png (29.05 KB,312x350,156:175,Chandra_Amazing[1].png)

File: 464535c0c95ad9e⋯.png (2.28 MB,1400x1800,7:9,custommagic.png)

 No.414345 [Open thread]

43 posts and 35 image replies omitted. Click [Open thread] to view. ____________________________
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 No.416942

File: ad89e46d3c8ed37⋯.png (295.16 KB,375x523,375:523,Giant Template.png)

>>414373

>maxes as a 3/4 with keywords

With Lifelink and Vigilance after gaining life once, in a game where life can happen from dropping lands.

>>414441

>Drain Spirit

OP. The sacrifice isn't an additional cost under that wording, so you can just drop 4 on turn 1 and play a five drop.

>Heavy Rain

That reminder text isn't going to work, especially since you're trying to combine it with "Molasses strike" there for the same reason why "First strike" doesn't overwrite "Double strike."

>Magic Distortion Device

I like it. Fuck everyone else in this thread, I like it.

>>415433

>Template

What the fuck am I looking at? So it's an aura that waits for another non-tribal creature in order to activate, but then makes it the type, then attaches to that creature, then bounces on death?

It's a clusterfuck, and confused. Why would you care having your new creature by a Giant if you weren't running Giants already in the first place? Why does it bounce to hand afterwards at all?

Even if the mechanics were sound, that's not the most efficient way to go about it anyway. See attached - the activated ability is for the most part meaningless since the only thing it really does is get around shroud, but shroud was pretty much replaced with Hexproof anyway.

>>416871

>Wing Lock

Shit. For 3 blue, you can do more than just make something lose flying (compare to Tightening Coils, a 2 CMC that gives -6/-0 and flying-loss).

>Scootaloo

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 No.416964

File: 1826ec4a22700af⋯.png (139.98 KB,223x311,223:311,ClipboardImage.png)

>>416942

>enchant non-giant creature

>enchanted creature...is a giant

This causes the enchantment to remove itself since the creature is no longer a legal target for it. You need an extra line of text to get around this.

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 No.416972

File: 6e30c2cdbe75900⋯.jpg (31.56 KB,361x523,361:523,Myriad Man.jpg)

File: 3e08ab9684c881a⋯.jpg (33.79 KB,361x523,361:523,Illusion of Greed.jpg)

File: 89cbacd1b59295a⋯.jpg (33.56 KB,361x523,361:523,Pot of Excess.jpg)

File: 403226ab7a4663b⋯.jpg (32.1 KB,361x523,361:523,The World Revolving.jpg)

File: 63667f66a62f964⋯.jpg (31.39 KB,361x523,361:523,Last Surprise.jpg)

>>414395

Never got a reply to this post but I've been designing some more cards since then, so here's what I have. If this isn't the best thread for it I'll go back to making Magic cards, but I wanted to try and branch out a little.

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 No.416984

File: ffaf427b98c038c⋯.png (294.5 KB,375x523,375:523,Giant Template.png)

>>416964

Missed that part. Fixed it.

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 No.417247

File: 0b713878cf6011b⋯.png (264.58 KB,375x523,375:523,Converging Manalinks.png)

Where'd all the pics go?

>>416942

Making the creature it's applied to a creature of that type is just flavor.

>>416964

Can't see what he put, but the way I intended it was that it became a Giant (or whatever) after application but the clause only mattered on application, not continuous.

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File: 9501656607ee7a2⋯.jpg (99.53 KB,1454x818,727:409,A_long_time_ago.jpg)

 No.416906 [Open thread]

Release you inner autist/shill and fight over your preferred system here

>Favorite stoyfagging game

World of Darkness/Storyteller. More than just an excuse to argue with your gm over wether your underwater basket weaving skill applies to this test like FATE. Doesn't use proprietary dice like Edge of the Empire/GENYSIS. Has some interesting setting if you purge the poz or go back far enough. And its just fun imho

>Favorite crunch

GURPS. Enough said.

>Favorite Class-Based

Fantasy Craft. Game is well designed and balanced for what its trying to accomplish. Provides a variety of interesting classes and races. Has some interesting mechanics which are ultimately optional since its a "toolbox/choose what works for you." game.

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 No.416909

What if you've just continually been playing the same system for years?

FATE and Apocalypse World suck donkey dick tbh fam

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 No.416913

>>416909

Go off of what you at least read.

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 No.416927

>>416913

I don't think shilling systems I have little to no experience with is a good idea. Lots of things that look fine in the book can be a nightmare on the table, and vice versa. My exposure to other games comes from my players deciding to run something for a couple months before they get bored and drop it, returning to our mainstay of oriental fantasy Pokemon adventures. It covers the crunch and class-based sections for me.

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 No.417003

>System Im nostolgic for

Saga Edition star wars was dope for a d20 game. The stun meter builds were broken as shit tho

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File: 6e16ea84e4ea3db⋯.jpg (21.65 KB,467x493,467:493,DWz9V1VXUAECxQB.jpg)

 No.416778 [Open thread]

>friend is warhammer secondary (DoW fag)

>because he's kind of a /pol/ack, keeps making muh emperor jokes

>I'm eldar alligned so I throw a few turkroach on a throne jokes his way

>he gets autistically defensive

>disappears from society for a week

>comes back

>claims to have read the books and that I was right, the emperor is a gay atheist that wanted to become a chaos god

>this isn't how it was supposed to go

>keeps talking about how horus was right, chaos is humanity's greatest potential, the emperor supressed religion despite gods being real and that proves that he's against humanity growing by calling on the ruinous powers

>goes on to claiming that nurgle is actually a jesus figure

>a while later comes to movie night smelling weird

>politely inquire

>"I actually stopped showering to please nurgle"

>literally his words

>mfw

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 No.416937

>>416914

Why the fuck didn’t you smell his farts? It was foolish of him to reveal his power level like that.

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 No.416945

File: b000705131623c2⋯.jpg (143.38 KB,742x1000,371:500,When Autism is your superp….jpg)

>>416910

>Horus was right.

No, Horus was an egotistical fool and a useful idiot for Chaos at best. The only sane man in 30K is the one, true, hyperautist - Perturabo.

He only wanted to help.

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 No.416947

File: 1f86659aee90965⋯.png (Spoiler Image,611.99 KB,980x1065,196:213,your new god.png)

>>416778

honk honk

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 No.416953

File: b96f9dbf4390e01⋯.jpg (99.2 KB,414x446,207:223,smugperturabo.jpg)

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 No.416958

File: 01fe3d08d42fbf8⋯.jpg (285.46 KB,902x902,1:1,When Dorn attacks your dae….jpg)

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File: 258fef69b5074b0⋯.jpg (25.21 KB,432x559,432:559,118313.jpg)

 No.416709 [Open thread]

https://www.drivethrurpg.com/product/118313/Within-the-Ring-of-Fire--Saga-Book

Wanted to see if there was any interest or even awareness of this game here.

>One of my favorite rulesets that kind of sits at a midpoint between d20 and GURPS with a good bit of a crunch for a story game

<Too many name changes for standard rpg nomenclature (flametender instead of gamemaster, catalyst instead of player character).

>The setting is very imaginative and there is a wide variety of new species and reimagined classics.

<In fact there's too much info a lot of the time including culture, currency, who they will or wont fuck, etc. In fact this forces players a lot of the time to only play a select handful of species in a group as many species have a kill on sight policy with other species.

>The system has some pretty good expansion content going into the nature of divine/arcane magic as well as a great big manual of monsters and player character species.

<NO ARCANE/DIVINE MAGIC MECHANICS IN THE CORE BOOK

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 No.416832

>>416831

He still does the occasional video on his youtube channel, but I assume he wont publish anything more because I remember him saying that many of the books were already written and just needed to be edited or something in some of his old videos. I guess it was not the success he was hoping it would be given how much he talked it up before and now only does dnd and magic the gathering videos.

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 No.416841

>>416832

That's disappointing since the I really like the game system and the setting is very unpozzed (unless you count the evil dragon god literally pozzing and raping the goddess of virgins and unicorns).

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 No.416845

Just a tip. After running the numbers through Anydice you want to set your base difficulty at 10. (the dice mechanics are 2d8 with exploding die except if you roll a 1 and an 8 and 1s count as 0)

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 No.416859

>>416841

Funnily enough I think that example highlights one of the strengths of the setting since you have the maiden who he rescued and now wants his dick while in another section there is a scorned maiden who he abandoned since guarding her was boring and he went to battle and she ended up getting beheaded. Now she became an edgy raven assassin that only seeks to stab him in the dick. And dichotomies like that are very prevalent and naturally come up when reading the books.

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 No.416897

>>416859

Sadly this might be a case where we take the fluff and just use GURPS or Fantasy Craft

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File: 6ef92435c7d21b6⋯.jpg (108.58 KB,960x720,4:3, 4chan :k: - Fuzzy Slavs a….jpg)

File: d35aa303660f28b⋯.png (62.01 KB,1262x416,631:208, :tg: Fantasy - And then t….png)

 No.310559 [Open thread][Last50 Posts]

Alright, /tg/, I have a challenge for you: Take your favorite (or alternatively least favorite) fantasy (or sci-fi, if you feel up to it) setting, then apply the Palinka Effect to it. Post results when you've gotten some way into it. If you can, make an actual campaign with the results.

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 No.413327

>>411213

Details?

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 No.413748

YouTube embed. Click thumbnail to play.

>>413327

notStalingard with the PCs as a misfit band of Ruskies trying to hold the line

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 No.414524

YouTube embed. Click thumbnail to play.

>>413748

Okay, I got kvass, mead and rye now i need some drinking music. Rusky my fusky up.

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 No.416827

>>323041

>LOL you don't know yugoslavs very well. They always end up dragging the rest of the world into their shit because they are always up to something and they are always managing to create catastrophic diplomatic incidences.

Yeah, fuck off.

>random fanatic

A young man assassinated a heir-to-the-throne of an empire that occupied his nation.* If he was a westerner, he'd be a hero and you'd be making fucking movies about him.

*A nation that was jealous of colonialism of other european "civilized" nations, and was just itching to find a cause to declare war on and conquer serbia.

>the slavs predictably declare war on each other for the umpteenth time

What fucking wars? What wars have balkan nations waged against each other other than WWI, WWII and Yugoslav war?

And how about saying WHY are balkan nations so set against each other, or rather, WHO set them against each other?

You're just spouting meme shit like you have any idea.

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 No.416879

File: 592ac9e69146294⋯.jpg (7.19 KB,255x143,255:143,3a7ee1fe14bbf235dc2bdc606a….jpg)

>>416827

>2 years later

Back to Yugoslavia

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File: 578d1da1540d52d⋯.jpg (37.65 KB,460x215,92:43,header.jpg)

 No.415851 [Open thread]

What are some good PBEM/PBM games and what are some good communities for playing them?

I only learned about the genre from Dominions (a flawed yet extremely in-depth wargame) but I'm extremely interested in the idea of open-ended, human-moderated PBM/PBEM games.

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 No.415957

File: 1bc38ec57cfe1de⋯.jpg (26.79 KB,425x302,425:302,516BE16CGYL._SX425_.jpg)

I haven't looked into it in years, but there's a community for playing Diplomacy by email.

http://diplomaticcorp.com/

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 No.416385

Solium Infernum is a good one, and there was a post apocalyptic one with mutants and six armed guys and guns that I cannot remember the name of for the life of me.

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 No.416792

Emperor of the Fading suns is still being played and modded to this day.

Also ultracorps.

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File: d1162e7b3c89f3a⋯.jpg (204.12 KB,970x546,485:273,film__3938-the-magnificent….jpg)

 No.401676 [Open thread]

Why aren't there more RPGs set in the Old West? It seems like such an obvious setting for a tabletop game.

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 No.410680

File: 01b48a443908e79⋯.jpg (62.69 KB,1242x630,69:35,ng22gtk4zkt11.jpg)

File: 7a6a3b54ed70dda⋯.jpg (26.44 KB,720x622,360:311,51710878_1216190428528957_….jpg)

>>402640

>bunch of Browning-toting Paladins.

I'm not even a little religious but fuck this sounds great. I'd love to play it if my gaming buddies weren't such raging fedoras.

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 No.410712

>>410680

to be fair the writer of the book almost certain wrote the book with your fedora faggot friends in mind, on the other side while the resolution system is kind of detached from the narrative, its a fast light game that does conflict well (and drives the players to conflict) and probably the last game from lumpley before he actually became a mormon turbo faggot. As a gunslinger you get to be traveling judge jury and mailman in the wild west of Wyoming and utah.

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 No.416615

File: 59ecc07313c553b⋯.jpg (251.68 KB,900x1273,900:1273,20190421.jpg)

Should Wild West RPGs have Injuns?

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 No.416618

File: 5f46f3ad830dac3⋯.jpg (60.84 KB,800x450,16:9,chadthundercock.jpg)

>>416615

Only if we can fuck them.

And decimate their population by infecting them with Smallpox

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 No.416735

File: bf90a3976ce4079⋯.jpg (175.45 KB,850x954,425:477,20190505.jpg)

>>416618

Squaws are cute.

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File: e30470e7a3173b1⋯.jpg (431.28 KB,1920x1013,1920:1013,adventurer's guild.jpg)

 No.397968 [Open thread][Last50 Posts]

I know it's pretty videogame-loike but I think about including an adventurer's guild in my next "campaign". We are mostly just doing single adventures anyways and the players constantly change.

Seems like a guild could be a good place for them to get missions with out the preparation part taking too long.

Has anybody ever used a place like that in a game?

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 No.416664

>>416658

Pretty much this... with an exception.

Adventurers don't have the ability to produce food or build homes and stuff like that.

Granted however that an Adventurer Guild is basically on the same level as ultra nobles on steroids, they may still not be considered nobles if only because they own no land/workers/means of production.

Still, what this anon said is true: you always need to check how mechanics relate to the lore.

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 No.416669

>>398410

I see adventure guilds as another form of the hub city. Its meant to be the resting place, gain jobs, meet interesting NPCs and where you get your gold. This style of play usually works for episodic games as a way to have a solid begining and a end to sessions. I would much rather perfer the hub city over the adventurer's guild for this role, as cities are much more interesting then a single building but each has its niche.

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 No.416712

>>416664

>Adventurers don't have the ability to produce food or build homes and stuff like that.

If we're talking D&D levels of magic prevalence, all you need is a druid or a wizard to do those things.

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 No.416722

>>416712

In any campaign that I DM if a druid forced itself upon nature by trying to industrialize it they would lose their druid status pretty fucking fast.

For wizards... why the fuck would they care about feeding peasants?

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 No.416727

>>416455

>Honestly, a centralized hub for a campaign makes organization a lot easier.

Yes, but it dumbs down the story, both for the game world and the characters.

Take for example the Thief or Assassin Guilds, they are a really stupid concept that could never work in a world that makes sense. The law couldn't work in a place were it is legal to be a criminal and the moment it is, you are no longer a criminal.(i.e. a Thief has to do thievery to be a Thief.)

What does however for certainly exist is a Criminal Underworld, with all the things this entails. And what is the better story, a character that is his profession only in Name and goes to the "Guild" to get a stamp for his work or a Character that lives his profession by actively doing it?

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File: f6d2ee5d6a27850⋯.jpg (36.83 KB,544x238,16:7,Fatal.jpg)

 No.415133 [Open thread][Last50 Posts]

Has anyone played or is Playing F.A.T.A.L or interested in Playing

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 No.416625

>>416605

>>416606

Thank you for your service. This thread gave me a few laughs today.

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 No.416644

File: 50a2859e8b45364⋯.png (79.96 KB,1982x1133,1982:1133,grenade gadsden.png)

>>416605

>learning to run and to piss at the same time

Damn, they taught her good.

>Silence

What kind of a skill is that? I know it's a joke that women never shut up, but I'd never make that into a skill.

Also thanks for doing it. Presumably everyone who has thought about it, has been cured of ever wanting to play FATAL.

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 No.416650

File: 56ba164a02556a4⋯.jpg (97.54 KB,663x350,663:350,Silence.jpg)

File: 3cbd81a02b387a1⋯.jpg (58.14 KB,328x357,328:357,Why is this its own skill.jpg)

>>416644

Silence is the "Move silently" skill, I figured that since she's never going to win any fights her best bet as far as not being abused constantly would be to avoid attracting attention. I'll be frank, when it came to skills I wasn't putting massive amounts of work into building an effective character or showing off the skills. FATAL has far too many skills given how rarely most of them are going to be used.

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 No.416653

File: a41c0eb8342b58e⋯.png (779.63 KB,800x450,16:9,ClipboardImage.png)

>>416606

>"Fatal is the best roleplaying game that there could be"

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 No.416655

File: c4a2626b495b8fe⋯.jpg (106.88 KB,464x600,58:75,20190421.jpg)

>>416606

>>416653

Sex should be funneh

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File: 40b1f1c5f961880⋯.jpg (371.38 KB,1597x1600,1597:1600,d'aw.jpg)

 No.385158 [Open thread]

A game about odd children and the inhuman horrors from Beyond that love them.

To get this thread started, what tone do you prefer your campaign to have? What level of awareness of the supernatural? Did the veil of secrecy shatter at some point? How did the characters take it?

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 No.396539

>>391635

You mean qualities or actual body parts?

Because I'm pretty sure you can, you just declare your double attack, roll the pool dice and if you got two or more matches together you do both actions.

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 No.396546

>>389954

>>396539

The rules for taking multiple actions need more elaboration, but I believe that each separate action you try to take when attempting multiple actions requires its own matched set in order to succeed. So the qualities on the hypothetical monster's 'Bite' part would apply to the set for the Bite attack, and the qualities for the 'Claw' part would apply to the set for the Claw attack. If both parts have Gnarly 1, this does functionally become Gnarly 2 if both attacks are directed at the same target and they both succeed, but you use whichever part has the lowest dice pool to figure out how many dice to roll, and you subtract one die per extra action taken before rolling, so there's a definite trade-off in accuracy.

If you want a monster that uses multiple attacks in the same round, you want high dice pools and the Spray extra on all parts it will be using to attack, and at least one part having Awesome x2 would probably be helpful as well.

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 No.412144

>>385158

>what tone do you prefer your campaign to have?

something similar to babadook or sinister

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 No.412162

>>412144

>post partum depression and kid diddling the campeign.

You can do better

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 No.416613

YouTube embed. Click thumbnail to play.

>>385379

The SUPERMAN problem

Palladium was bad that there were characters that are literally overpowered in combat

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File: aa46a8920a8dd65⋯.png (98.79 KB,1879x396,1879:396,waterfox_2019-01-13_03-34-….png)

File: b6d834079fa1265⋯.png (56.19 KB,1861x478,1861:478,waterfox_2019-01-13_03-34-….png)

File: 6dddac5204a9dae⋯.png (128.57 KB,1879x512,1879:512,waterfox_2019-01-13_03-35-….png)

 No.406345 [Open thread][Last50 Posts]

>Want to get back into wargaming

>Find very few companies that aren't pozzed to shit

>Like the looks of Kings of War

>Go check out the forum on Dakka Dakka as everything else is on facebook

>See a topic on making armies more varied

>Entire thread devolves into faggotry because of a furry

BO Edit: Congrats, your thread has been chosen!

Old Thread >>390219

http://archive.is/XX127

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Post last edited at

 No.417382

>>417381

*works

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 No.417466

Keep this thread bumped. It's the only good one on the board.

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 No.417551

>>417381

you really expect logic to the prime consideration for these people?

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 No.417661

>>417381

>>417551

What the guy was referring to is that the SJW crowd treats Lovecraft's fiction as a point of entry for "colonizing" the /tg/ sphere of hobbies.

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 No.417675

>>417466

It's past the bump limit. In time, a new thread will take its place.

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File: e7cea4d0522497a⋯.jpg (9.69 KB,318x305,318:305,21325885_10210370984006765….jpg)

 No.415960 [Open thread]

I'm running a 5e game for some friends I haven't seen in years and I decided to do a war setting where they have to go around consolidating power.

Problem is, they are really pinching me for details and for a level of detail I don't have, but want to aspire to. They are currently fighting some goblins and forest critters, but i want one of the high points to be taking over a settlement.

Where do I even begin with that? What is considered a win condition? How do I stop it from becoming a blood bath and innocent npcs getting the sharp end of a stick?

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 No.415988

File: ea190daf4eeea6a⋯.pdf (101.95 KB,mass combat rules.pdf)

>>415960

Ever play Mount and Blade?

Get map of the region and numbers of how many grunts are defending them (maybe set them up like you would a dungeon?), map out power structures, take lots of notes in-session, and let your players run wild with the setting. Keep a calendar and mark off days as they happen, and have NPCs who seek out their own goals and may clash with the party.

>What is considered a win condition? How do I stop it from becoming a blood bath and innocent npcs getting the sharp end of a stick?

Those things are basically up to the players. Winning would mean gaining a kingdom. Don't get attached to NPCs in any game format.

>>415963

>Where I lack any practical knowledge is in how a hostile takeover looks / should look like, siege warfare and anything regarding establishing a country by force.

Check embed related. In a good large scale fight PCs either are insignificant, in charge of many minions, or dynasty warriors characters.

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 No.416524

>>415971

I started looking into some old adventures to incorporate them, so will give this a reading.

S&F is a chunky lil lad I am waiting to find spare time to commit to.

>>415988

Never played it, it's collecting dust in my GOG library. I am keeping track of the days (they had an enemy knight run away after he threw his sword out of the tower window and fell on his ass (two nat 1's) and ran away). Their commander told them they should capture and ransom some nobles for money / political leeway, and they can't wait to get to it, but I am still unsure how to have it play out.

I read the UA rules on mass combat before we started, I feel like It will require some tweaking to make work properly.

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 No.416536

File: cd8f396bd12541e⋯.pdf (1.03 MB,CC_Rules_2009.pdf)

I have been considering using the board game Commands and Colors to simulate large battles for a campaign in which the players are in control of armies. The main advantage of the system is that it is fairly simple to play and understand while also being fast (each battle takes about an hour) though the main issue with the system would be that the players would have very little role on the battlefield itself except as leader units. Also a magic system would need to be added to accommodate for large spells. Flying magical creatures like dragons are also not accounted for. However, the system is fairly flexible and the rules and scenarios are available for free online and since all you need are die, a hex board, and something represent units, the cost could be zero.

Essentially the game functions using a system of cards to order your troops and die to simulate combat. The number of cards a player holds is generally indicative of the skill that the general showed in battle, so for a D&D campaign this could be attached to a character's Intelligence, training in war, personal attitude, etc. It also may vary with each battle, so e.g. for a surprise attack the player may have less cards to simulate being caught off balance.

My idea for magic and magic items was for the player to have a small set of abilities that he could activate, but only once a battle. Like raising a magical banner at a crucial moment to put some backbone into your line, or befuddling the mind of the enemy's crack troops just before your cavalry charge in. And as a simple change, elephants could be changed to ogres or trolls or giants.

For now most of this is just conjecture and throwing around ideas and it really only answers part of your problem, but perhaps looking at these rules might help you plan out your battle and how you want it to play.

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 No.416561

File: ae00ec09c34bdb9⋯.pdf (793.06 KB,BattleLore2ndEdition_v1.1.pdf)

File: 722e9ef62db2d76⋯.pdf (1.38 MB,BattlesofWesteros_v2.pdf)

File: e93321aeabad509⋯.pdf (1.97 MB,BattleLore_v4.1.pdf)

>>416536

Battlelore (based on Commands and Colors) added Lorepoints/Mana to use Spells.

I guess Memoir 44 also used simmilar things for Artillery or it was the knock off Tide of Iron.

The knockoff/spinoff Battles of Westeros added more unit specific traits.

And 2nd Edition went wild with traits and powers.

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 No.416562

>>416561

Addition:

I personally use Hordes of the Things for larger scale battles.

I also used Warmaster a few times.

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