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Previous Thread: >>97096644
For: Creation and discussion of Lewd RPGs; including Solo Rpgs, Homebrews, and Greentexts about your game sessions (specify the system you are using)

>DON'T post or ask for "Looking For Group" or "Looking for Players".
>DON'T sperg about Hentai logic, Hentai Artists or NTR. Take your meds.
>NO Shota/loli crap. Go to /trash/

>What's a Solo RPG?
1: YouTube (Season 1 of Me, Myself & Die! gives a good explanation)
2: Ask in the Solo RPG General: >>97062042
3: Solo is a good way to test out systems and to avoid problems such s "Schedule Conflict" or "Playing with Weirdos"

>Solo RPG Toolkit (NPC Generator, Mythic GM Emulator, etc.)
https://infinityweavers.link/re-up/solo-rp-toolkit


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>>97360208
Depends on the system you use and how the scene solves itself. Also depends how much familiarity you have with erotic novellas and such. If you are used to do good fighting scenes but have no idea how to make lewd scenes interesting you can always read about it
>>
Why do people dislike vice and violence? I've only ever seen the art

Also the fuck is happening with the new captcha
>>
>>97361041
Good point. I've always read in genre for my games to get used to tropes and such but didn't think about actually picking up on the tropes on my porn's plot.

But why do you say it depends on the system? I don't use Labyrinthus nor Lewd Attack because frankly character creation alone pushed me away from playing both. Am I missing out just because I don't use sex mechanics?
>>
>>97362096
Because rules are almost non existent to the point you can easily play anything else and get more from it. Art even if well made is not for everyone and many might find it cringe or distasteful and look for something else. The author also tried a shitty cashgrab by making a mediocre 5e supplement so there's also that
>>
>>97362106
Labyrinthus and Lewd Attack also include actual lewd situations you might encounter while playing, other than having sex mechanics implemented. If you struggle to came up with lewd scenarios then using systems with such events built in will probably help, don't you think? What you usually like to play? Because knowing that could help you pick one or try both

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2026 edition

Previous: >>97198774

>News & Reminders
Arena Championship 10 won by Michael Debenedetto-Plummer (Mono-Red Prison, United States, he/him)
Complete winter achievements for rewards December 16-January 6
From November 18, 2025–January 19, 2026 Golden Packs will temporary contain cards differently than before due to "various pieces of internal nonsense"
https://magic.wizards.com/en/news/mtg-arena/announcements-december-15-2025

>Useful Links
https://pastebin.com/QFA0hqaA

>TQ
What's your New Year's resolution?
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>>
I'm a new player and am trying to do this weekly sealed draft event. I don't understand how to win. I've played for two hours this morning and have not managed to win yet. Is this mode just not worth playing for new players?
>>
>>97361272
Ok, I played for another 45 minutes and someone conceded as soon as the match started so I finally won
>>
>>97361272
You gotta learn how to build a deck in a limited format little dawg
>>
Why are random posts missing today
>>
>>97361272
It's one of the harder formats to learn, yeah.

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Tell me /tg/ what makes a good tabletop wargame?
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>>97362043
Warhammer 40k: Fire Warrior
>>
>>97361746

The rules of the game need to be simple enough to use in play without becoming a burden. The more lookup tables you need to reference as part of every action, the worse the game plays. The more in-between steps that need to be resolved to handle something that only might happen in some fringe case every time you take that action, the worse the game plays.
Like, look at 40k. Attack, wound, armor, invulns... thats so many steps for a basic fucking attack that you need to roll over and over and over again. Its bloat and slows the game down to a crawl, especially since unless you have the tables memorized you are probably needing to reference the book for some of those outcomes.
You want resolution mechanics that do their job well with the minimum amount of bullshit getting in the way of it.

In addition, the mechanics need to applicable enough that their outcomes are not effective pre-determined. You do not want the game to be easily 'solved' where a given meta calcifies the game, and there also needs to be room for the players to do things that feel clever. They don't necessarily need to be actually be clever, nobody at the game table is Zhuge Liang, but part of the appeal of any strategy game is to come up with your own plan and see if it wins. If the logic of the game is too simple and straightforward, you remove elements of choice. For every strong strategy in the game, there needs to be a viable counter, and ideally that counter should be tactical rather than a unit-check. "I deployed Varmitguard Charnelcarriages, if only you had brought their natural predator the Spezzorgagiban Grenadiers you might have stood a chance" isn't strategy, its pay2win designed to force you to buy more models.
Instead, you should have things were unit placement trumps unit model in terms of importance. Let squads support each other for bonuses within a certain range, creating opportunities out of combinations that, if the enemy can disrupt them, denies you an advantage.
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>>97361905
Now that's gaming!
>>
>>97362124
> Hey Gronk, design me a game based on these principles
>>
>>97362297
> hey grok shitpost on my behalf

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Every so often I ask my players if there are any kinds of adventures they want to do or sorts of situations they would like to be put into to play off of. Its how I strike a balance in the group to make sure everybody gets to have their bit of fun.

This time around, two different players put down 'hostage negotiation' and 'hostage crises'. But I'm having trouble coming up with a good way to do that.

This is a flintlock era adventure sort of deal, no magic on the table at all so bullshitium to force a contrivance is not an option. Obviously, most of our "hostage negotiation" tropes are based around police negotiating with some gunman making demands, but I just don't see how that realistically works in this scenario since not only do modern police not exist but what kind of demands could they even make that don't even with them shot anyway? With single-shot gunpowder weapons, if there are more guys outside than inside there's very little reason not to just storm the place, but also if the demands are met the guys is never getting out of there alive anyway. Its not like he can ask for an escape helicopter and fly away, at most he gets a horse.

So what occurs to me is that the hostage and hostage taker are in an unknown location and everything is being done by written correspondence, but I'm not sure how to make that particularly interesting as an adventure either. Like, what is there for the players to actually *do* in that situation?

Anyone have any good ideas for how to make this work that would actually be any fun to play?
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>>97362101
...interesting idea. Gives them a central role in the situation and a strong investment in resolving it with something other than violence. I'd probably have to start it in media res just put them in the situation in the first place.

...what I could do is have them all roll, and the two lowest rolling members of the party are the hostages, while the higher two rollers are on the outside doing the negotiating. Makes it random which could have interesting consequences, and means that we have both an inside and outside POV on the situation.

This might have potential.
>>
>>97362015
>With single-shot gunpowder weapons, if there are more guys outside than inside there's very little reason not to just storm the place
... you know the main reason they take hostages is to threaten harming them right? That's the thing that prevents storming, not modern firearms. That's the entire point.
>>
>>97362015
>With single-shot gunpowder weapons, if there are more guys outside than inside there's very little reason not to just storm the place
One of the presumptions of hostage taking is that someone gives a fuck about the hostages. If anything flintlocks would seem to favour the hostage takers, who can't reliably be taken out at a distance.
>>
>>97362227
Yes. But with pre-modern firearms you run into a bottleneck of action.

Lets say that I have taken three hostages. I have one flintlock pistol. If two guys kick in the front door to rescue the hostages or assault me, how do you think this plays out? Even if I prioritize shooting the hostages instead of protecting myself from harm, I have one bullet. At most, one hostage dies. Its just not possible for me to reload and kill another in time, and the act of doing so as removed my ability to protect myself from the people that just kicked in the door.

This is a far cry from a modern hostage situation, where a single man with a handgun can easily kill all three hostages in a matter of seconds. With the lower tech level firearms, I simply represent less of a threat to the hostages in a time crunch. I'd have to resort to a knife or something to get the job done faster than it takes to reload a muzzle-loaded weapon.

It makes storming the place and saving most of the hostages, though probably not all of them, a reliably viable strategy. Which is exactly the sort of risk vs reward that players would often consider acceptable. Remember, IRL combat is where most people find that they lose control of the situation but in a tabletop game combat is where players have the MOST control of the situation.
>>
>>97362289
Anon, you stab the hostages.
This is not complicated.
Taking various nobles or whoever as hostages has been a thing long before modern firearms.
It is funny you seem to miss the entire restraint part of the hostage taking situation. Your game is going to be a mess.

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Welcome to the Old School Renaissance General, the thread dedicated to first-decade, Gygaxian D&D, its faithful modern clones, and content created for use with them. Later editions (2e and newer) should be discussed elsewhere.

Broadly, OSR games encourage a tonal and mechanical fidelity to Dungeons & Dragons played as intended by its creators from 1974 to 1983 — less emphasis on linear adventures and overarching metaplots and a greater emphasis on player agency.

If you are new to the OSR, welcome! Ask us whatever you're curious about: we'll be happy to help you get started. We also have two excellent beginner guides created by Anons with feedback from the thread that you can check for help:

>n00b DM's Guide
https://pastebin.com/EVvt6P0B
>n00b Player's Handbook
https://pastebin.com/XALkXkV0

>Troves, Resources, Blogs, etc:
http://pastebin.com/9fzM6128

>Need a starter dungeon? Here's a curated collection:

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>>97360858
And may you have twice the number
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>>97360863
>I'm not asking about how you would run a game, I'm asking about what you as a human and a DM prefer to run
Odd distinction. By and large, DMs run what they prefer to run. Why DM, otherwise?
>>
>>97360863
>'m asking about what you as a human and a DM prefer to run, something that is either generally shallow yet broad, or narrow yet deep
I'm with the other anon that this is a very odd and artificial distinction. Everything starts off narrow and shallow when you begin prep, and you fill things out from there. They grow less shallow or less narrow as needs be, and you'll eventually have a wide variety of environments in a range of depth and width.
There's no hard line between one and the other.

And I don't give enough of a shit about the meta structure of it to have a preference one way or the other as a player or as a DM.
I'm less interested in whether dungeon A is shallow/wide while B is deep/narrow than I am that Dungeon A might have humanoid factions players can interact with, but most of the treasure is art-based stuff that will require time and men to remove and carry off, while dungeon B has easily ported coins, but is full of nasty undead. That's a more interesting kind of distinction, on both sides of the screen.
>>
>>97358681
The TMNT ruleset is based off the traveler one, so it is not the worst conversion in the world. I just was mainly gonna use it for inspiration for mutations and see if it had any relevant charts.
>>
>>97360851
>>97360858
>Gygax (pbuh)
>Gary (pbuh)
Did you know there's a Unicode character for the formula? ﷺ

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What's your theory for why all the talent is leaving Leder Games?

What’s your worst/best board game break up story?
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>>97361996
The luck can get bad, of course, just like it can with any game that involves dice. I'm the resident dice hater, and somehow I find the randomness in Eclipse almost entirely acceptable. Even if you get a shit start, there are usually plays you can make. But you should go into it knowing that you might have to play from behind through no fault of your own.

Just thinking of house ruling something to do with discovery tiles, either to remove the most egregious offenders or to allow a redraw if someone draws total garbage.

>TI4
I haven't played enough of TI4 to truly get into the political shenanigans, so I can't give an opinion worth a shit, but that's what you would get it for. If you want a "euro" that is centered all around space combat, you should get Eclipse.
>>
>>97362048
>Can the things you discover in a system nudge change your strategy?
Absolutely. If you discover a bunch of science planets, you can take it easy on early combat and go hard on teching up. If you find a free frigate laying around while exploring, that may fuel your early expansion, or give you space to sit back and just build orbitals. If you find an ancient ship part, that might influence what kinds of ships you make or how you design them.

Nudge is maybe even too soft a word. It's more like riding the wave of what you are able to find through exploration, what tech tiles are available, and what your opponents are doing. Your overall strategy may not necessarily change that much, but your capabilities will and you must act accordingly.
>>
>>97361767
Thank you for you work, anon. May you live forever.
>>
>>97362116
>I'm the resident dice hater, and somehow I find the randomness in Eclipse almost entirely acceptable.
Nta, but just out of curiosity, what is your general opinion on Summoner Wars? In my experience, the dice in that game are somewhat polarizing, however I love them
>>
>>97362116
I dunno much about what a 'euro' entails, other than it's usually called 'dry' and methodical vs colourful and random.
All I was looking for is epic scenarios, important choices and situations you'd talk about for a long time after

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>world's first 100% vibes based tabletop setting
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>>97350485
It's truly a sad thing to see such a nice project get constantly harassed by politics left and right
>>
>>97350517
I actually enjoy the lore video when I’m building models. It helps me amped up for painting/playing. I get why they draw the wrong crowd though.

GW could make a killing if they made another spinoff called “Battle For Terra” or something. Make it all on a folding game board with premade, even more miniature models/sets. Cull the army list down to Ultramarines, Black Templar, Deathwatch, Chaos Marines (general), Tyranids and Orks. Then have simple higher/lower rollfest rules with very little modifications for the room temperature IQ LARPsquad. Throw in some token characters from the video game and wa la.
>>
>>97357495
800 years before ww1 when the crusaders took Jerusalem. The Templars performed some kind of ritual in the city (unclear if it was a mistake or something else) and it opened a gate to hell. Humanity has been fighting a war against hell for the past 800 years.

>but the templar order was created after the crusade
The devs got pissed when someone pointed this out.
>>
>>97357424
>Is it just culture war autism or am I missing some other factors?
Mostly the first part but also just some straight up autism where people will dislike the use of aesthetic without whatever parts make it better for them mixed in with some very aggressive modern marketing and brand identity discord stuff, coming in at the point blanchitsu just peaked and became popular enough to get pushback. Its the shark jump of the 28 scene.
Its bad all round.
>>
Grimclusive slop

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Friends on the Other Side edition
>Previous
>>97339727
>Pastebin
https://pastebin.com/WiCHizn0
>Mediafire
https://mediafire.com/folder/s9esc6u7ke8k5/CofD
>Mega I
https://mega.nz/folder/ePQ1BKhJ#RCosRCh59Ki2Mpb1M9H3Uw
>Mega II (also containing fanmade games)
https://mega.nz/folder/ZbQ2zLJA#DOT-3df6rS2lLet4_RmqJQ
>WoD5 Mega
https://mega.nz/folder/7rQQ1LbQ#16_AiXVGo0P3_rVOJuoZyA
>STV content folders
https://pastebin.com/9i9zhydQ

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>>97361966
>Changeling but could one of them be pullling a Season of the Witch-adjacent ploy?
Fae are bullshit and can do whatever you need them to. And if they can't they can make a Hobgoblin who can. And if tgey can't make a Hobgoblin they can go to a Market and hire one.
All while still being killable by mundane guns, brawn and good ol' thinkin'.
>>
>>97361997
I kind of envision some of their divisions as a mix between Syndicate/Progenitors and Null Mysteriis working on a more global scale. I think they could gel nicely with Network Zero and Null with the characters of Network Zero doing recon and interviewing the conscious monsters, Null Mysteriis doing more direct research and having Cherion commercialize the results in a serious way.
I don't know, I think there's potential in going that flavor than pure Pentex and mad science.
>>
>>97362017
I had a feeling it might fit but I didn't want to mix it up with Dreaming unecessarily. I did consider a Beast also but this had an air of malicious mischief to it that made me think Changelings might be a better fit.
>>97362037
The cases have largely been pretty public, even if the actual putting-down of the Slashers has been a bit more subdued, so I don't think it'd be a stretch for there to be disgusting merchandising off of it.

Could a combination of both work, with people putting out merchandise and making money off the misery, and some Fae leeching off the side of it? Or perhaps donning a mask themselves and hiding amongst teenagers and children to cause some earnest and more immediate fear?

>>97362064
That's good to hear. I don't want to push my players too far into the occult that they start having to diverge their skillset too wildly away from what they currently enjoy doing, which just so happens to involve mundane guns, brawn and a little bit of good ol' thinkin'.
>>
>>97362089
A Changeling doesn't always need a personal reason to do stuff. Kids dressing up as real horrific monsters instead of pretend ones might be a plan to gain the favour of Autumn by keeping real monsters in the mind of mortals.
Or the fae does it because it's funny to fuck with the Hunters, bonus points if it's ment as a reward but backfires completly.

A deranged autumn courtier might even have helped create the Slashers to get more candy by trick-or-treating.
Or to hold up their end of an arcane bargain with a higher power.

As for merchandising, that is a great idea. Money is a good motivator for Changelings and Hobgoblins. Creating masks and costumes from the mind altering substances of the Hedge could even have funny side effects like random transformations or bouts of insanity.
>>
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>>97360763
I mean...go be a Red Talon? Eat humans to your heart's content.

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Necromancy Edition

>What is Trench Crusade?
An alternate weird history 28mm/32mm tabletop skirmish game still in a pre-release playtesting phase but with the full release slated for this year. Based on the art and lore of Mike Franchina, whose illustrations you may have seen floating around on /tg/ for a several years now, and designed by Tuomas Pirinen, one of the original creators of Mordheim. It's grimdark, it's visceral, it's awesome, and it's very Blanchitsu.

>What Trench Crusade is not
TC not an excuse for you to discuss IRL religion, history that didn't occur in the game, culture war shit, or discord bullshit on /tg/. Keep it on topic.

>What's the QRD on the background?
The Knights Templar turned heretic and opened the Gates of Hell when they took Jerusalem during the First Crusade. Over 800 years later the war is still ongoing as technology has developed to a pseudo diesel-punk WW1 standard and a third of Humanity has sided with the Infernal Princes.

>How do I get started?
All the files are free online:
https://www.trenchcrusade.com/rules/


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>>97360750
>>97360755
Oh look just like the last thread.
>>
bad copypaste is bad and you should feel bad
Damn that makes me feel nostalgic just by writing those ancient words
>>
>>97360201

I agree with >>97360221
Play them as vanilla pilgrims until game 3-4, at which point you should have enough ducats to get a shrine every exploration (on average)
Make sure your first has hallowed anchorite so you can promote it as early as possible
With your new arsenal also you might want to have more of your troops be ranged than usual, to preserve them until your second shrine
>>
>>97360393
Incendiary grenade on a submachine gun model is redundant given they both serve the same role and you can only use one of the two per turn
>>
>>97360804
>>97361491
>>97361531
Wow you try to offer constructive criticism and you get insulted! (Doesn't matter that what I posted is made up, you NEED to hold my opinions as important)

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>Everyone
• PLEASE BUMP THE THREAD IF IT REACHES PAGE 10!

>Requesters:
• Provide good, detailed references (pictures are better than verbal descriptions), so the artists know what you're looking for.
• If you have a WIP quote the Anchor Post, and attach the WIP so your Drawfag can find you.
• Do not reply to other deliveries with a request that the artist fill your request next. This is called 'piggybacking'.
• Do not make multiple requests in the same thread and do not serially request multiple characters after a delivery. Suggesting several concepts for artists to choose from counts as making multiple requests.
• If you're unsatisfied with your completed request, please wait at least one week before you re-request. If someone follows this rule, don't waste posts by complaining about it.
• Stay on topic.

>Drawfags and Drawfags-to-be:
• Drop your tumblrs/websites/commission/etc information, but if you're dropping your commission info, please consider filling a request beforehand instead of just advertising.
• Please keep AI deliveries to the /slop/ threads. This is a thread for human-made art.


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>>97359037
Nice job anon, I like how clean the lines are and how you really went with the concept.
>>
>>97349361
OR here. Thanks!
>>
>>97329407
Even screenless ones are fine in my experience, just harder to get used to.

Don get me rong, i still prefer a screen
>>
>>97215274
So is it sci fy, magic scy fi ala warhammer40k or something like that,

fantasy masquarading as si fi,

or sifi masquatading as magic

What gamesystem/setting?
>>
>>97361977
Mage: the Ascension/awakening is the system.
It's a little bit difficult to say really, every mage filters their magic through a paradigm, a way they see magic and its place in reality as a whole. If you get too flippant with magic around people who haven't been awoken then reality will try to assert itself and backlash on you.

The closest is probably magic masquerading as sci-fi, as my mage's paradigm is based around engineering and science (arc weapons instead of casting 'lightning Bolt's). It also helps he's incredibly intelligent, allowing some of his gadgets to actually mechanically function without magic.

Filtering magic through the lens of technology and nearish future sci-fi concepts let's him get away with more than most, as the consensus of reality has been exposed to enough of those concepts to believe they could exist. I have a much easier time getting around paradox backlash than say, our art streamer mage who paints things into reality or our daoist who uses 'chi' manipulation and various talismans.

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Emotional support elf edition

Discuss elves.
Post elves.
Love elves.
All elf lore, game stories art and any else that's elfy is all appreciated.

Thread question: To what extent do elves share their wisdom and experience with other races to help them emotionally and psychologically?

previous thread: >>97278632
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>>
>>97358494
So you are ignoring the words of a 'Vocal minority' in favor of 'literally nobody'?
>>
I like AI art.
>>
>>97361607
I do not. Why don't you spent time in ai thread then?
>>
>>97361607
Post it on /slop/
>>
>>97361607
So fuck off and generate your own.

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https://www.youtube.com/watch?v=ekU3T9M3E9I

Frenopolis is a gamified tetragrammaton clothed in the memetic zeitgeist.

This thread is for discussion and development logging.

It's easiest to learn with YGO/MTG experience.

It's not for sale, but you can request a free physical 2-player 90 card set by following the instructions in the description of this video:
https://youtu.be/oPoBUoagO_k
(No payment or identifying info required)

Playmats have arrived and will be sent out with the playtesting kits. Anyone who already received a set with the shipping label name "Current Resident" should be receiving one by 1/10/26. If your shipping label was not sent to "Current Resident", email or DM me on telegram so I can send you one.

Tabletop Simulator Demo Implementation:

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>>97357899
>So OP, how long HAVE you been iterating this card game?
around 5 years. i started it shortly after my exposure to the culture war, which was around 2019. the game at this point shares very little with the first iteration. the main thing it still shares is that it uses memes for pictures, but that's about it. that's also another reason the name has changed, because it's a different game. i have also changed a lot over those 5 years, unrecognizably in some areas. i'd hope that most people who been on this ride since normie season ended 2015ish (w/ trump) have also changed a lot.
>>
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>>97354182
>You are mad somebody is making something
I've made my stance pretty clear, I'm here to observe the insanity of OP, and to make him prove his game is getting the traction it has according to the posts of people getting boxes.
>I showed you the screenshot, Wilbur.
Who? You're not trying to imply I'm some hater you know irl, are you? That'd be so sad and hilarious at the same time.
>Ugly boy.
Man, calling out OP's bullshit really is making you mad. Now in addition to my belief that literally no one wants this game (you included according to later posts lol), he also got his mom to come defend him on the Finnish ice fishing forum.
Stay seething, I'll keep dropping in when I'm bored and need a chuckle.
>>
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>>97361130
lmao,,,, color tree samefagging as his own shill to create engagement ,,,, kektop!
https://www.youtube.com/watch?v=m6pT_Td5yrE&t=74s
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>>97360865
That's neat; decent production value for an amateur project test kit.

>>97360900
Did the first iterations develop in such a way that revealed inherent structural weaknesses?

I've been building my own base system for skirmish games for a while, but because I suck at maths, finding the sweet spot for bonuses and balancing stats for asymmetrical point values has been very hit and miss.
And I throw out and bring back dice curves on alternating weeks, because I am indecisive about how swingy I want it.

On a level, it's good to never be satisfied with your own work; but I feel like my portfolio would look less empty if I had shat out a few flawed iterations to completion first; even if I were less than happy with the results.

So next time I hack something together that *kinda* works I'mma run with it for a while, instead of abandoning it in the woods like a baby with a hare lip.
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>>97282550
That's dumb

It is probably not too controversial to say that the art of modern rulebooks is made with female representation in mind.

These women are predominantly filling important roles, such as archmages, military officers, or nobles.
But how come there is barely any art that shows them in peril, or at a clear disadvantage? Regardless of their status.

There is no shortage of men in peril.
Neither in classic nor in modern art.
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>>97302765
I dont like when women are getting hurt so thats a positive for me.
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>>97357504
>>97358051
Let me know if you ever find some sort of point you want to make.
>>97360816
That's the main idea of putting women in danger in this sort of fiction. You are eager to prevent the harm. It's a ticking clock. Think of it as "the terrorists have planted a suitcase nuke in NYC and set it to go off at midnight because they hate our freedom", but instead it's "the cultists are going to rape and eat the princess at midnight to invoke their savage demon god".
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>>97360904
Let me know if you do, dumbass nigger
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>>97362058
>goldfishbrain.exe
Right here, bucko >>97348939
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>doesn't make a point
LOL

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How true is this?
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>>97362166
I only play poker
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Surely the 'difficulty' of any competitive game is just the skill level of your opponent? The rules of chess are fairly simple, but being the best chess player in the world is extremely difficult.

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>What is Exalted?
An epic high-flying role-playing game about reborn god-heroes in a world that turned on them.
Start here:http://theonyxpath.com/category/worlds/exalted/

>That sounds cool, how can I get into it?
Read the 3e core book (link below). For mechanics of the old edition, play this tutorial:http://mengtzu.github.io/exalted/sakuya.html
It’ll get you familiar with most of the mechanics.

>Gosh that was fun. How do I find a group?
Roll20 and the Game Finder General here on /tg/. good luck

>Resources for Third Edition
>3E Core and Splats
https://www.mediafire.com/folder/b54o6teut3fx6/Exalted_3e


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>>97361123
The game IS in the wrong, though, because white wolf contrarianism is shit. I will not stick up for "what's written" if it's bad
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>>97361763
A lot of the time people complain about stuff that is neither bad nor contrarian, though, merely not in line with excpectations based on memes and Internet arguments.
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>>97361795
>what is essential to exalted?

>SLS.
>Contrarianism.
>More than that.

>From what I see, the best of Exalted is rooted in profound dissatisfaction and oftentimes anger at the way most RPGs are written. You know the economy section of the 3e DMG, with the ridiculously simple try at simulating a fantasy economy?

>I am convinced Manacle & Coin was a reaction against that and other things like it. "Other RPGs have stupid, fake economies, so Exalted will have a real one." A real one that actually ends up being much more gameable than the stupid fake ones, as it happens.

>Exalted is about a lot of things, but one of the things it's about is smart people trying to show everyone else how it's really done.

>In the case of 1st edition it was largely a success. I am not convinced 2nd edition accomplishes it very well
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>>97361123
Exalted naming convention is obtuse at times, which makes remembering characters names hard.
We can have a group of siblings named, Prruzzli Tjjug, Fo’c’sle Fixation and Jude.
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>>97359128
Yes, but it doesn't explain the push and the glazing.


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