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/tg/ - Traditional Games

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 No.382858

Is there still any good deep Combat based RPGs that can be played without miniatures? I find newcomers get I Intimidated by miniatures and grind based gameplay.

 No.382907

>>382858

>Is there still any good deep Combat based RPGs that can be played without miniatures?

Not that I've found yet.


 No.382920

>>382858

Definine "miniatures" and what the hell is so intimidating about them.

If it's just the painting or price, you could just replace them with coins or chess pieces.

I really don't get what else could be intimidating from the use of playing pieces, since minis are just less abstract than those familiar to most people but not mechanically different. Same about grids. Even checkers uses grids.


 No.382933

>The biggest appeal to new players is intimidating them

I'm not buying it faggot.


 No.382957

File: daf7b25eccfe912⋯.jpg (219.26 KB, 600x400, 3:2, 904efe04bdd942466b606ed866….jpg)

>>382858

To get depth you need things like placement, terrain, distance, line of sight, cover, and so on. Without a clear visual element to that the specifics get lost very quickly and the bookkeeping and sheer amount of information you need to keep track of in a shared mental space is just absurd. Something that would be more intimidating than simply making some paper minis or spending $5 on a little metal adventurer to move around some graph paper.

A game can still be enjoyable and engaging without autistically simulated combat, and there's no reason that every game should need it. Most new players or people with no knowledge on the hobby will likely be overwhelmed and intimidated anyways. There's literally nothing else that comes close to the style of active that tabletop RPGs are. Vidya might capture some things similar, but even then, the dice and the numbers and the filling out paperwork about an imaginary person. It's weird, confusing shit to a retarded normalfag. If they even want to play seriously and regularly, the best thing you can do is run games that gradually and slowly introduce more and more mechanics and rules, instead of looking for dumbed down games.


 No.382974

Fantasy Flight's Star Wars abstracts out specific distances to general range bands and its its advantage and setback system provides a second dimension of success/fail. You could score a hit on someone and still suffer a setback that causes you to stay out in the open too long, making you an easy target. Or you could miss but roll an advantage and cause the enemy to dodge desperately into cover, pinning him down. Those are simple examples, but you can negotiate the effects of advantages and setbacks to have potentially anything happen, which can make combat very dynamic.


 No.383023

If new players aren't intimidated by your system's rulebook, then you're playing a pussy game for normalniggers.

Prove me wrong.


 No.383041

>>383023

What's to prove wrong? RPGs are always going to be intimidating for newfags.


 No.383053

Wasnt there some strat/tactics games played with LEGO stuff?


 No.383072

>>383041

As they should be.


 No.383108

Are you kidding me? I'd be stoked if my GM pulled out a fucking map and miniatures! I'm so fucking sick of "theater of mind", it's even more annoying during my shadowrun games! I feel I have to wait for-fucking-ever to get to my turn exactly because we don't have a fucking map and miniatures.


 No.383253

>>383108

As a poorfag, i personally would rather use abstract tokens and shapes to represent monsters and players in my campaign rather than use Ill fitting minis, but if I had a huge exhaustive box of minis, I would use them non fucking stop. I've played a campaign where we didn't even use a map (pathfinder) and it was fucking awful. Have to ask every ten seconds where we are just to orient ourselves.


 No.383312

File: 77878e96cfaa219⋯.jpg (245.45 KB, 800x600, 4:3, epic_800.jpg)

>>383053

>Wasnt there some strat/tactics games played with LEGO stuff?

BRIKWARS!!!!




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