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Godbound is an RPG I have played and GMed since launch, in 2016. I have played and GMed it a lot. It is one of the games I have played the most, and also the one game I have had the least overall success with, as much as I like it (though not its mechanics).

It seems to be the perfect storm of an RPG wherein everyone at the table is near-guaranteed to have a nigh-irreconcilable vision of what the game is about. I have never, ever seen this in any other tabletop system. From what I see, it is far harder to have a cohesive group in campaign in Godbound than in most other RPGs.

Great freedom, grand scale, demigod PCs: a recipe for different people wanting vastly different things.

At least with, say, a grid-based tactics game, everyone has a roughly similar vision of what they are signing up for. Indeed, grid-based tactics RPGs are where I have found the most success. Besides them, I have had reasonable success with PbtA and cousin-of-PbtA games, because of their greater focus.

I do not like Exalted as a system or a setting anywhere as much, but it has plenty more built-in expectations of what the PCs will actually be doing together.

Godbound stresses, time and time again, that it is for sandboxes. The word "sandbox" appears 25 times in the 243-page core rulebook. This is the most salient passage:

>This is crucial because most Godbound campaigns are sandbox campaigns. The GM has built a setting with a great many conflicts, villains, heroes, sympathetic bystanders, long-standing afflictions, and fabulous rewards to be seized. They've brewed up a starting session to thrust the pantheon into a crisis situation to help you all warm up to the game and the setting. Beyond that, however, the game's progress is your responsibility. Your goals and your choices are going to be the things driving the game, and while the world will doubtless react to your decisions and have its own share of ambitious actors, the heart of the game is about the new world your hero is making.
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>>96455253
Thanks for clarifying, what are the pros and cons of the system in your book?
>>
>>96461067
Pros:
+It's based on DnD, including the parts that actually worked well
+It adds some more things to the parts that worked well
Cons:
-It's based on DnD, including the parts that worked like shit
-The quality of the additions is all over the place.

To use an analogy, it's like if a cook whose favorite drink is water and whose favorite food is plain white bread, tried to make a copy of a popular recipe book and expand on parts he felt it was lacking.
The result would be a book that's not gonna be outright bad, it's just very bland.
>>
>>96461067
(he doesn't actually know)
>>
>>96461112
Careful, anyone who fails to praise ACKS risks being harassed by an angry gamelet sperg.
>>
>>96461112
Thanks for clarifying. If only the creators had picked a better base system.

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Previous Thread >>>>96341983

The thread to talk about Super Heroes/Villains/Spies/Agents/Rogues be it in spandex or not.

Popular Choices for Games:

>Mutants & Masterminds
Currently the most played one, uses a d20 resolution for everything, has powers building and rules for tactical combat.

>Marvel TSR/ FASERIP
Classic Supers game from the 80s, still has a lot of fans and various retro-clones. Uses a d100 with an universal resolution table to decide the degree of success, has random character generation and abstract rules for powers and combat.

>Masks (PbtA)
Rules light game with focus on narrative. Less rules reading more making stuff up on the moment. Game is built on the concept of playing as young heroes but you can use it for more mature settings.


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>>96462307
What question? He didn't communicate anything.
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>>96441989
Beast Boy gets mythical creatures and alien wildlife to hit harder, though that's a little too "random bullshit go" for me, the restriction of real animals breeds innovation
>>
>>96441989
Why wouldn't it be relevant?
>>
>>96441989
Animal Forms is quite strong for its cost, it's nearly as versatile as a narrow Omni Power while only costing two thirds as much, and doesn't have the unique drawbacks of Omni Power. What would prevent it from being relevant at any power level?
>>
>>96465012
In M&M2e, a Variable Power is 8 points per rank, with each rank giving you 5 points to spend more or less however you want. Beast Boy limits that by, 1, being only able to transform into animals, and 2, only ever being green. This turns an 8p/r power into a 6p/r, which is enormously more affordable and only barely less powerful.

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Previously on /slop/: >>96444948

▶ Thread Task: Roll Will save. Someone's fucking with your mind!

▶ It's been confirmed images are not saved on Microsoft's servers forever, only for 50 days. Make sure to save your images.

▶ Generators
bing.com/images/create/
designer.microsoft.com/image-creator
huggingface.co/spaces/black-forest-labs/FLUX.1-schnell
huggingface.co/spaces/black-forest-labs/FLUX.1-dev
fluxpro.art/
replicate.com/black-forest-labs/flux-dev
huggingface.co/spaces/multimodalart/stable-cascade
huggingface.co/spaces/google/sdxl

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>>96461789
Left is plenty attractive it's just not the same bimbo Aure sameface
>>
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>>96460140
>Someone's fucking with your mind!
Hah. Joke's on them. I lost my mind years ago and all that's left is Spooy Scary Skeletons on repeat 24/7
>>
Furries are such an unflattering combination of attention-starved and low effort.
>>
>>96460294
Cool leg markings

"Finding the fallen" edition

>What is this?
/TG/ DEVELOPED A GAME
IT IS PLAYABLE. IT HAS BEEN PLAYED.
EXPEDITION is a ~1880s era, Jules Verne-inspired retro-futurist, underground blood soaked adventurescape.
It is a Skirmish wargame. Two players with their own expeditions, on a hexgrid map, explore & fight each other for victory and profit.

3 versions of the rules exist, 2 of which have been playtested. The main one is 2e, to be found :
>https://www.mediafire.com/folder/us7vnek39dc6k/AgarthaRules
as with maps, tokens and lore resources.

>TL;DR Doc
https://docs.google.com/document/d/1LxdaGoBlJRTMuziMDupG5TeeFwNDnsIW2pfaRAcFDgA
>Main Lore Doc, including links to anon-written short stories and additional lore in "Recommended..." section

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Watched The Time Machine (2002) this evening while painting.
Pretty good film. Their version of Morlocks are what we could consider Neanderthals, or maybe devolved deepfolks. Is there a clear divide? Lot of rough patches and points where it feels like they jumped ahead a few scenes, but I liked the time travel effects.

Did we ever get any version of the Eloi rules put down in a book?
>>
>>96452189
Just finished it tonight after about two months of brief on and off reading every few nights. Very well done!

I like that Wilhelm is characterized so that you can see him eventually kicking the Great War hornet's nest OTL before all of his adventures really sink in. And that was a no-notes perfection representation of how I've imagined Morlocks too.
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>>96452189
>>

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What makes a system's mechanics "fun" for you? What turns you off?
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>>96455476
>The outcome of typical actions, in typical games, are heavily randomized, to the point where any plan that extends beyond a single turn isn't really feasible and will often end in failure.
This might sound dumb but isn't that part of the intended fun? The dice ultimately becomes the equalizer for both the GM and the Players because when they make plans sometimes it won't survive until their next turn. If I understand it correctly, are you saying that in most scenarios if your plan does not do what you wanted it to do, then ultimately your turn is wasted because worst case scenario you're in a bad spot, and best case scenario it's a "whoops you flubbed your roll, okay next player"?

I'm also curious about what systems you had in mind that has better ways of doing that so I can give them a try.
>>
>>96457467
>This might sound dumb but isn't that part of the intended fun?
Nah not dumb at all, though it depends on the game. Most of them are just doing what they do because it's what most things that came before have done, without much more thought put into it.

>are you saying that in most scenarios if your plan does not do what you wanted it to do, then ultimately your turn is wasted because worst case scenario you're in a bad spot, and best case scenario it's a "whoops you flubbed your roll, okay next player"?
Sorta.
The issue I take with it isn't the plan itself failing, it's failing due to factors beyond your ability to control, consider, or plan for, and this often happens in ways that go against the character; The fighter here has two feats specifically to enable this plan, yet 80% of the time, Improved initiative doesn't matter, and Cleave has always been niche because it's just an extra attack roll that can occur under infrequent circumstances, and often doesn't matter even when it does materialize.

Far as systems that work around this go, I've got my own homebrew that's made to solve the issue, but the ones that gave me the ideas and helped me figure out why I found typical rulesets unsatisfying were Bizarre Adventures D6, and the Hollow Knight RPG, as well as The Riddle of Steel and its successors. Though for TROS, it isn't near perfect and still has issues, though there are free, fan-made successors that absolutely blow most systems out of the water in terms of core design.
>>
>>96452041
I like stacking effects and watching number go up
>hit Elf with special arrow
>he gets poisoned, stunned, slept, bleed, on fire, cancer, AIDs, herpes
>takes damage for each every turn
>also slips in grease and falls into a cloud of daggers
>>
>>96452041
>fun
character potential that can only be expressed by playing the actual game
unexpected character development
>turn off
incremental slop ( aka number go up )
powerlevels ( raw number vs number where if you have lower numbers there's no point in even trying against the bigger number )
major character decisions based on meta considerations ( most videogame rpgs, WotC D&D )

I like roguelikes. I like rolling 3d6 down the line and choosing a class based on that.
Don't like mmorpgs or arpgs.
>>
>>96452041
80% skill and 20% luck.
Backgammon is a good example of this. A clearly stronger player will win the overwhelming majority of the time, but sometimes the dice gods fuck them over and favor the obviously weaker player to the degree the weaker player wins.

Going much higher in either direction makes the game feel stupid for having luck involved at all while also being kind of a bitch to table if your opponent is clearly weaker or stronger than you OR the game is just outright bullshit to even play.

Strangely, going 100% luck based somehow makes the game go right back to being fun again. If everyone knows it's bullshit and you are just in it for the ride? Good times abound. If there is any strategy involved in those games it becomes a massive hinderance to enjoyment. DungeonQuest, for example, is great because you will most likely die no matter what the fuck you do and that's what everyone signed on for. Pandemic, however, is total horseshit because you need to strategize effectively to win but can play a perfect game and get a Candyland style loss because the deck just said No and you can't do a god damn thing about it.

>undead/robots
>literally human but BIG
>the token furry race unless it's ugly
>orc/dwarf/human toss up, depends on the stats
>maybe a small race for memes
>elves
>DnDslop like Tieflings, Draenei, Genasi, Aassimar ect. where it's just a modern Californian human but with blue or green skin and a short blurb about how they are from the elemental plane of Blorbo and they have zero lore or personality
This is my priority order for deciding on a new character whenever I play an RPG. AMA.
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>>96454650
>the token furry race unless it's ugly
So you're a furfag, got it.
>>
>>96459917
>You SAY that, and are then surprised when you get players that are into that shit!
You can always switch species up between games. Next game is about the wonderful world of slaver ants and their slave ant subjects.
>>
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>>96460106
DAMN IT ANON!
>>
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I think we need to stop race shaming
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>>96454650
Who are you quoting?

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For discussion of D&D 3.0 and 3.5e

> Tools
https://srd.dndtools.org
https://dndtools.one/
https://d20srd.org
https://www.realmshelps.net/

> Indices
> 3.5
https://archive.burne99.com/archive/4/
http://web.archive.org/web/20080617022745/http://www.crystalkeep.com/d20/index.php
> 3.0
http://web.archive.org/web/20060330114049/http://www.crystalkeep.com:80/d20/rules3.0.php
> Book PDFs

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>>96463451
1- No idea.
2- I imagine most people do mix both to some extent. PF isn't really a wholesale improvement to 3.5e, most changes are kind of a wash as far as I can tell, so it's to taste.
I like 3.5e material more and I dislike CMB/CMD, some feats, amongst other things from PF so I like 3.5e better as a base. The best thing from PF are some base classes and the bestiaries.
3- My only experience so far has been levels 12 to 15, but I imagine anything under lvl 3 or so would be pretty limiting character option wise, which might be ideal for some types of games, but as far as my preferences, I think around lvl 10.
So maybe a 5 to 15 range.
And yes, E6 is a thing. So is E10 if I'm not wrong.
>>
>>96463451
I think E6 nailed it with the concept of character levels corresponding to the tone of the campaign, where very low levels are gritty realism and 6-10 fall into heroic fantasy. I don't personally like super hero games and thus don't enjoy PCs beyond level 6-8
>>
>>96457081
3.5 is the most simulationist that D&D has gotten, PCs and NPCs/monsters play by the same rules and I find this satisfying.
>>
>>96464769
What? No they don't. NPCs have different limitations on them than PCs do and monsters are almost arbitrary.
>>
>>96464792
What on earth are you talking about?

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Feed me loyalists Edition

Previous thread: >>96446708

>Legacies:
https://www.warhammer-community.com/en-gb/downloads/warhammer-the-horus-heresy/

>HH 3.0 - Complete gofile - All Books:
https://gofile.io/d/cnJk0N

>New Edition, to a great wailing and gnashing of teeth:
https://www.warhammer-community.com/en-gb/setting/warhammer-the-horus-heresy/
>Official FAQ/Errata/Downloads:
https://www.warhammer-community.com/en-gb/downloads/warhammer-the-horus-heresy/
>Thread FAQ (very old, remembers Age of Terra)

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>>96464728
>was Curze's ability not meant to include units that join the Terror Squad, they'd add a similar clause restricting them from doing so.
The clause is in the characters joining units specifically telling you they don't gain the special rules the unit has
There is no difference at all between this special rule and any other special rule units gain from other means. Independent characters don't gain them from joining units
>>
>>96464611
>>96464711
>>96464713
>Imagine seeing the state of 40k and wanting 30k to be anything like it
You guys are retarded even by this board's standards and that's an impressive achievement
>>
>>96464919
I don't see the current state of 40k because I don't look at it. It also has nothing to do with the price of fish.
>>
>>96464903
>The clause is in the characters joining units specifically telling you they don't gain the special rules the unit has
Then why would they feel the need to specifically note when added effects that 'affect all models in the unit' like the Combat Veterans prime trait do not affect models who join the unit in the ability's effect? They specifically note when restrictions apply to added effects like this- if they don't they're clearly meant to hit not only the base models in the unit but also those who join it. Like how the Saturnine Praetor's teleport homer ONLY affects 'saturnine terminator and saturnine terminator sergeant models.'
>>
>>96464755
>>96464728
it's not even worth arguing with you at this point, you're both retards determined to ignore the actual rules

Vampire Edition

Tell us about your horror settings, games, etc. Share inspirational art, prompts, etc.

>List of games:
Call of Cthulhu, Chill, Cold and Dark, Degenesis, Delta Green, Don't Rest Your Head, Dread, Esoterrorists/Fear Itself+Book of Unremitting Horror, Fall of Delta Green, GORE, Into The Shadows, KULT, Little Fears, Mothership RPG, Nemesis (free on Arc Dream's website), Nights Black Agents, Silent Legions (Mostly for the tables), Stalker: The SciFi RPG, Symbaroum, Ten Candles, Trail of Cthulhu, Unisystem (All Flesh Must Be Eaten, Witchcraft, Conspiracy X, etc.), Unknown Armies, The Whispering Vault, Vaesen

>Inspirational stuff:
Caitlin R Kiernan, Castlevania, Carnacki the Ghost-Finder, Doom Watch, Fear & Hunger, George Romero, Ghostwatch, House of Leaves, I Am In Eskew, John Carpenter, Kolchak the Nightstalker, Laird Barron, John Langan, M.R. James, Nick Cutter, Old Gods of Appalachia, Quatermass, Ramsey Campbell, Remedy Series (Alan Wake, Control), SCP Foundation, Scarfolk Council, Shaun Hutson, Silent Hill, Stand Still Stay Silent, The Evil Dead, The Magnus Archives, The Secret World, The Stone Tapes, Anatomy, Thomas Ligotti, Twin Peaks, Vault of Evil forums, toomuchhorrorfiction

Other News:
"The Sutra of Pale Leaves: Carcosa Manifest" coming later this year
https://www.chaosium.com/blogcoming-in-2025-for-call-of-cthulhu-the-sutra-of-pale-leaves-carcosa-manifest/

Current Book Club Topic:

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>>96429646
>reduced weakness to silver and wolfsbane
>no vampiric weaknesses
>vampiric poison?
anon, that's just a super mary-sue hybrid monster. that shit wouldn't fly at any table, whether it be from a player or a GM, player would hate to deal with that shit and for GMs,it'd be a nightmare to balance for.
also, poison is defensive, as in coming from quills or a substance on the skin of an animal,Venom is the stuff that's injected through bite or occasionally spat by some animals.
>>
>>96462966
Some of those supplements are incredibly difficult to find for a decent price anymore. Thankful for PDFs, at least.
>>
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>>96428273
How to run games in A Quiet Place setting?
>>
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I'm going to run The Dare at a Halloween party.

Anyone else doing anything special for spooky season?
>>
>>96464221
Force the players to use sign language and kill anyone who farts at the table.

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>your party enters a town
>a kid bumps into you
>you notice he stole a jawbreaker that was in your pocket
How does your character respond?
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>>96464929
Then provide the definition right here and now, please
>>
>>96464937
>Do exactly as I say for no reason!
Nah, you can cry about it instead storyshitter.
>>
>>96464957
>Asked to define "storyshitter"
>Can't because it doesn't mean anything
Gotcha.
>>
>>96436926
Smite Evil on the little shit before he becomes a bigger problem.
>>
>>96464981
>Starts crying about it
Predictable kek

File deleted.
What are you working on right now?
Any issues? Lacking inspiration? Smashing your head against a creative wall? Or just having a hard time getting all these pages done?

>Resources for the aspiring developer
>https://anydice.com/ (A fantastic resource for checking probabilities)
>https://miro.com/ (A online whiteboard with tools to help organize yourself)
>https://www.notion.so/ (Similar to the above, but in a bit cleaner format for those who work in larger teams)
>https://rolz.org/ (Impromptu playtesting at its finest)
>https://www.youtube.com/user/georgephillies/playlists (Game Design Lectures)
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>>96438786
It's really ham fisted but you could always just give AP weapons a damage bonus against "heavy" targets.
>>
>>96462436
I only hear this argument from people whose idea of creativity is taking something original and "subverting" it into saying "actually all the good stuff is bad".

>>96462538
nobody gives a shit, and most people can't actually tell what's AI and what isn't, especially if you just pass over it in photoshop unless you are writing terrible facebook slop prompts. If you give the prompt style suggestions like the medium you want it to emulate most of the most fervent anti-AI people literally can't tell the difference. I know because I run a successful porn patreon/twitter/bsky that is entirely AI, and half of my followers are people who think I'm an above average doujin artist. You have to remember most people who say how good they are at telling what's AI and what isn't just feel good that they are able to detect really obvious stuff.
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>>96465011
I'm not saying this as a gloat either, I have some very prolific followers that complain about AI very publicly and still retweet my prompts. The fear around AI isn't from productive people.
>>
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>>96438460
>deck 3 out of 4
now only the blue deck remains
and I have no idea how to approach it
>>
>>96465011
>You have to remember most people who say how good they are at telling what's AI and what isn't just feel good that they are able to detect really obvious stuff.
Actually they're worse at detecting AI art than people who use AI art regularly, or even people who don't give a shit kek

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Rank every Games Workshop game you've played
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>>96463910
It's really not if you bother looking or putting in even the slightest bit if effort.
>>
>>96437663
phone number of the female pls?
>>
>>96464404
>It also basically completely lacks "your dudes", as the game is very centered around the various named heroes and villains of the movies, with generic options basically being filler in comparison.

Isn't that what's being done to 40k given that primarchs are back?
>>
>>96464526
40k, as a system, isn't structured around its characters in the same way MESBG is. If you put a primarch on the table in 40k, it'll have a bunch of cool abilities and probably be a very powerful combat unit, but it won't be a fundamental part of your force in the same way MESBG characters are. You could swap the primarch out for a bunch of generic options and it'd work fine. In MESBG, many lists demand you take certain (named) characters, and even when there are generic options available, they can't affect the game in the same fundamental way. Characters in MESBG both determine the amount and which troops you can take, and they do things like affect the order in which you and your opponent can act, and abilities like Heroic Strength (which will let you kill monsters more easily, obviously a useful ability) are pretty much only available to named characters, while generic variants usually only get Heroic March (boosting the speed of troops not fighting) and can't use such abilities as much either.
>>
>>96437663
Best to worst:
Mordheim
7th edition 40k
Warhammer Armies Project (not technically GW)
Warhammer Fantasy 6th edition
8th edition 40k Killteam
Warhammer 40k 8th edition.

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Tomb King edition

>Resources:
WFB: https://pastebin.com/qVGrgwwh
WM: https://pastebin.com/EsDAgeba
WFRP: https://pastebin.com/inbyBsR6
Novels: https://pastebin.com/PFqPDr0H

>TOW:
https://gofile.io/d/fxFgXS
https://www.warhammer-community.com/the-old-world-downloads/

>Warhammer Chronicles:
https://files (dot) catbox (dot) moe/0xt777 (dot) zip
>Time of Legends:

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>>96463036
Be the change you want to see, ask around about a join chaos v order campaign, and if you’re willing you can sponsor them with a beastlord or something.
>>
>>96462976
Please do, and good luck!
>>
>>96456160
Nah it down look very good, they look like Marvel's groot not stragly weird Ian Miller trees with faces
>>
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>>96456135
Agreed. It's why I'm sculpting some of my own tree dudes.
>>
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>>96464796
something looks off in one of them

why does the one on the left have two different types of bark?

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So, now you need to decide. Do you close your eyes to what you've seen and go back to sleep? Or do you come with this psycho burnout and do the impossible against the unbelievable and keep the future at bay for another day? What's it going to be? In or out?

Yeah? You dumb shit.

>Thread Question:
What was your Cell's introduction to The Program/The Conspiracy? Did you use a pre-written scenario, or make your own thing?

>Previous thread:
>>96285079

>Unofficial Resources:
https://delta-green.neocities.org
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>>96437208
What stuff do you want to see in Operational history?
Personally I want to see some artifacts, tomes, and spells.
>>
>>96461243
definitely stuff like that over being all writeups. i'd like to see some attempts to weaponize unnatural stuff
>>
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>characters wake up in an odd situation without memories or events happen while party is split
>ask NPC a question in character regarding an event they aren't aware of, due to the above circumstances
>other player, out of character: "bro, remember x, y, z is what happened"
>happens multiple times in a session
Fucking kill me
>>
>Drug cartels have been in the cultural and political zeitgeist for about ten or so years now
>Arc Dream has done nothing regarding the War on Drugs and has instead shelved The Disciples of the Worm and Tiger Transit
>Meanwhile FoDG just released a campaign about investigating the heroin trade
It's amazing how much Arc Dream bragged about bringing DG to the modern day and has done absolutely nothing interesting
>Hey guys do you want another scenario about a cult in an isolated town or what about scientists researching some sort of anomalous formula
>>
>>96463216
They use Christian cultists way too much.
If we got some kind of religious cultists why not Islamic ones?

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Where do I get sci-fi miniatures that look like this?

Kind of chunky, part traditional part NASApunk

Either traditional companies or 3D sculptors
12 replies and 6 images omitted. Click here to view.
>>
The people yearn for the Leagues of Votann
>>
>>96464263
Wrong thread?
>>
>>96464263
Nobody asked for heroic-scale space marine miniatures.
>>
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>>96464492
It's funny because it's true.
>>
>>96464381
>>96464492
>It's not just the dome heads, but I think it's the combination of rugged large shapes with both the mundane and ornate.
If OP wants something different he can describe something different.


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