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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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>>
>>97352370
Sidereals too.
>>
>>97352283
If they didn't explicitly scrub lots of memories from the Celestial Exaltations between incarnations, I would call it a more truer reincarnation
>>
>>97352399
Talking about it, Lytek is a really weird god, specially by 1e's parameters.
>>
>>97352414
He was basically created to be a dude the Sidereals can mug the shit out of so they can steal the Exaltations. From a lore perspective, he makes sense as there's gods for everything in Creation and Exaltations wouldn't be an exception.
If I hazard a guess, he got his role as memory-scrubber because new Celestials were having problems with their past lives bleeding over into their new incarnations.
>>
>>97352447
>If I hazard a guess, he got his role as memory-scrubber because new Celestials were having problems with their past lives bleeding over into their new incarnations
>past lives bleeding over into their new incarnations
He seems to have been a later addition to the lore considering earlier material.

Thread dedicated to Sci-Fi based discussion. 40k need not apply. [\spoiler]

How goes your sci-fi setting, anon? I am currently running a Traveller game in a homebrew setting, and am getting lost in the sauce of stellar physics.
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>>
>>97351264
Traveller isn't hard sci-fi in the slightest so there's no need to worry about it.

Traveller is fun, though, I've run several one shots in the past and will probably try to get a campaign off the ground this year or next, depending on how games are lookin'. Be wary of the current mongoose adventures, some of them are fairly shit.
>>
>>97351748
>Be wary of the current mongoose adventures, some of them are fairly shit.
Well the classic stuff is pretty easy to carry over right? That's mostly what I've been reading up on and the system hasn't changed terribly much as far as I can tell right (talking directly classic to Mongoose editions, I know there's a D20 out there alongside GURPS that have more drastic changes)
>>
>>97350282
I love Traveller. I'm currently running a near future game myself. It's a mishmash of 2300AD, Hostile, and my own home brew.
>>
>>97352132
Yeah, my understanding is that they are pretty easy to finagle.
>>
How does Cepheus Universal compare as a sci-fi setting kit against Stars Without Number?

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What can you do to make bandit encounters more immersive and interesting than the old ambush-fight shtick?
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>>
>>97351798
They only cut my post, no ban. Wouldn't be surprised if I get a ban with a week delay, thou, they tend to do that lately
>>
>>97349486
Make it clear to the party that the bandits are terrified of the party, and are peasants attempting to rob them of their money and food out of sheer desperation. They say they'll let the party keep enough food to get where they're going. But the peasants in the kingdom are all being starved by their cruel lord taking all the food that they produce rather than the appropriate amount.
Bonus points if the "cruel lord" is the one who sent the party off on their current adventure.
This lets you set up a moral dilemma for the party. Do they execute the peasants for engaging in banditry? Do they take pity on them and give them a pittance of food and money? Do they abandon whatever their current objective is to face the lord about his cruelty to the peasantry?
>>
>>97349486
Have the bandits be that small group who were drinking with them in the pub the night before?
>>
>>97349486
I had the bandits defend a choke point on the roads that was difficult to bypass; a bridge across a steep set of cliffs over an inlet. The long way was up through the mountains and would take an extra day of travel. They wouldn't stray far from their post and were vicious enough to kill if opposed, but wouldn't chase down anyone if they weren't attacked. The party:
>Snuck around them at night
>Killed them the next time through
>Bribed their hireling then kill the rest on the third go
>Staked out for the night and killed their night crew shortly thereafter
They've put a good dent in the enemy forces but it's coming to a head. They may need to confront the leader at the bandit fortress, else the bandits might branch out to the heroes' nearby settlement and take a prisoner or three.
>>
>>97349486
The bandits aren't as vicious as rumoured and have their own goals and problems.
The bandits are arguing amongst themselves about an internal matter (breach of their code, missing gold, etc) and draft PCs in as neutral arbiters/jury (in return for letting them go unharmed)
Bandits are already dealing with a third party
Bandits are hunting a monster (even though they're bad guys they don't want a chaos spawn roaming the woods)
Bandits are awkwardly babysitting a missing child: they don't hurt kids usually and don't know how to get this one home without endangering themselves
Bandits are actually religious adherents demanding tithe with force: they've been misled by a devil masquerading as a saint
Bandits are scavengers who lure a large monster towards travellers and then gather dropped treasure from those who flee (or the dead)
Bandit has a personal link to a PC (works well with veterans)
Bandits aren't ambushers: they've taken over a mountain pass keep or fortified bridge. It'd be a siege to drive them out.

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Hey there

I've decided to start a West Marches-style campaign on my LGS. It sounds the perfect style to run for a public setting w/ rotating players, but I myself have never DMed one

Any experiences, tips and advices regarding DM-ing/playing West Marches style games?

Or general tips for running games on LGS ?

For those unfamiliar with West Marches style, here is what google have to say about it:
>Player-Driven Exploration: Players decide where to go and what to explore, venturing into unknown territory from a safe starting town.
>Rotating Cast: A large pool of players participates, but different combinations of adventurers form parties for each session, preventing the need for a single regular group.
>Sandbox World: The world is a sandbox, with the map and plot emerging as players discover new locations and rumors, rather than being dictated by the GM.
>No Fixed Schedule: Sessions occur when players organize themselves, often on a voluntary basis.
>Low GM Prep: The Game Master (GM) focuses on creating a world and potential encounters, responding to player choices, rather than crafting complex plots.
>Self-Contained Sessions: Adventures are often designed to be resolved in a single session, with storylines evolving over time.

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>>
One potential problem I see with some of what you have set up right now is that there is a lack of player agency in terms of what encounters they come across. For example, using your sample run say a group really wanted to try and track down the cannibal settlement. They could explore in the direction they have been seeing the cannibals, or even be explicitly tracking footsteps, but no matter what they do they're no more likely to come across a settlement than if they were just wandering randomly. Each new tile is a 1/12 chance of finding the major settlement, and everything else is irrelevant.

You might want to add more explicit room for you to modify how the land/encounters gets generated. For example, you could give yourself the liberty to change what the roll table looks like; if the group is trying to find a settlement and has tools to track one down, then make a settlement role more likely.

Another potential issue is the pure randomness could give you some strange results without anything to bound it. You could end with multiple major settlements too close together or a large area with nothing. Even just making it explicit that, for example, two dungeons can't be next to each other, or once there's too many settlements in an area it's off the role table, or there's at least one major encounter for every given area could temper that risk a bit
>>
>>97336568
>>97350130
The original west marches post claimed to have a rotating cast of 10-14 players, I don't know where the hell you got 122 from.
https://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/
>>
>>97351911
I think he's just a shitposting psycho, I don't see where in the original West Marches post it says it was run in a town of 5k people, either.
>>
>>97351862
>lack of player agency in terms of what encounters they come across
Not really. Player agency is SUPER important to me, and I want to take it in consideration as much as possible. Once players encounter something in a hex, I want to make that thing more likely to appear that, to showcase consistency and lead to player decisions (eg: "let's avoid that hex, its full of venomous snakes")

In terms of actively locating something, if they have seen/fought cannibals around somewhere and are now actively looking for a settlement (I assume they have informed me of this), I will treat the cannibal settlement as a rumor. Rumors are not necessarily keyed/tied down to a particular hex, but have their odds increased on the area around the rumor. So for instance, I could maybe make all nearby hexes have a 1/6 chance of actually having a cannibal settlement, and probably I would make most of other types of encounter in that area be related to their goal of finding it, potentially containing clues

>Each new tile is a 1/12 chance of finding the major settlement
It's actually a 1/64 btw. The table goes from 2 to 12 but its a 2d8 roll, anything 12+ means "nothing is found". A cannibal settlement though would probably fall under the "minor settlement" category (3/64 or ~4.7%, but then again that's a chance of randomly walking into one without previous context)

>You might want to add more explicit room for you to modify how the land/encounters gets generated
I mean, I naturally reserve the right to not use the random results, or even not roll at all. Some cases are more expected - for instance, I have a roll for whether a hex contains a river or not, but I also have a rule that if there's a river in a hex, it will expand to an adjacent hex unless it finds a biome where it can ends (a lake, the ocean, etc)

I don't think it has to be 100% true to randomness. Such a robust procedure would be hard to both create & run. So I assume the rolls are more like guidelines
>>
>>97352130
>I don't think it has to be 100% true to randomness. Such a robust procedure would be hard to both create & run. So I assume the rolls are more like guidelines
I agree with that mentality, trying to create a strict procedural system that works would just be burdensome.

Are you planning for all of the terrain and encounter generation to be open systems that the players understand and can see the rolls for, or is it something just to help you behind the screen?

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The PCs must restore the power of the four crystals to defeat the Dark Lord. What should I base the four crystals upon, instead of the four elements?

doubles decide
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>>
Length
Girth
Length and girth
Neither
>>
>>97326915
The count of the crystals is meaningless, your players learn that no matter how many pieces constitute a thing, that thing is only important as a whole
or something like that
>>
society
solitude
speculation
certainty
>>
>>97326915
Friends
Made
Along
Way
>>
Murder
Rape
Torture
Flower Arranging

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>Brutus' Drive
https://drive.google.com/drive/folders/0B1qb0_OLhDrDYVVpbllIREdOczg?resourcekey=0-m3LU1xaC5-PnnA0VLRfK9g

>DriveAnon's Drive
https://drive.google.com/drive/folders/1Cx7KoDkQa9qmDfJN9_CehZ0fxXEweKOu?usp=sharing

>Jumpchain IRC Chat
http://kiwiirc.com/client/irc.rizon.net/?#JumpchainCYOA

>Rules
http://pastebin.com/Gqj3iKyn

>How to Jumpchain
http://drive.google.com/file/d/0B1qb0_OLhDrDVDFBR2NpdG03S0U/view


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>>
>>97352313
We don't have a precure jump yet
>>
Rolled 25 (1d38)

>>97351090
>>97351518

002 - Katawa Shoujo

Disability: Asthma
Length of Stay: The Canon Experience
Age: 18
Sex: Male

Perks:
Personality: Calm [free]
First Impressions: Charming [100]

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>>
>>97352459
If you jump Seton Academy you'll give the jumpmaker an ego boost since he's active in these threads.
>>
>>97352484
The die will land there sooner or later. Right now it's pointing me at Age of Empires III, though.
>>
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>>97352459
I just had a brain-blast moment where I remembered I made the original Katawa Shoujo Jump. Holy fucking schizo.

>Medieval fantasy setting
>Magic is nanomachine tech
>Ancient ruin is a crashed spaceship
>"The Oracle" is an AI
>Gods are original humans

PLEASE stop doing this.

Enlightenment achieved only through overprinting your value Edition

Here is a thread to discuss trading card games other than the big three.

>Build Divide
>Force of Will
>Final Fantasy TCG
>DBZ CCG
>Wixoss
>Keyforge
>Gundam
>Legend of the 5 Rings (L5R)
>Digimon
>Flesh and Blood
>Gate Ruler

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>>97346578
I don't like the aesthetic of the runners overall so the big faceless corps are just the more interesting side for me personally. NBN big media conglomerate is specially appealing to me.
the coolest runner is the extra digital entity virus thing

but I aint a netrunner player desu i only played a bit of the core set.
>>
>>97351773
I'd like to do some art for this if you end up developing the idea, unfortunately I'm bad at committments as the progression series thing has shown. I'm also not in a good financial position rn and working for free is probably a bad idea
>>
Competition is stiff in Japan.
https://www.youtube.com/watch?v=x0wLnoxHUKQ
>>
>>97352508
Interesting to see Gundam that high
>>
>>97352541
This video is going over domestic popularity, but it's not like people aren't enjoying Gundam. It actually has a lot of people playing it currently (despite the shitty job Bamco has done launching the game.)

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How do you actually design sessions? I've been a Bookcel for so long that I forgot what it means to design a 4+ hour session, especially first sessions of a campaign.
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>>97336156
Detail out important NPCs, looks, personality, one or two underlying goals or secrets that might be interesting to hint at or be potential plot hooks. Ideally these can all interrelate or be at odds with each other.
If we're in a dungeon, pre made descriptions for rooms. Statting out and setting up encounters, traps and especially trapped encounters. Try and make things more interesting than D10 goblins in a bare room. Time crunch, or side goals for party or monsters are key.
Multiple plot hooks, but not necessarily detailed solutions for them. A few that lead back to the "main" plot that moves the campaign as a whole forward, but lots of random shit the players might find interesting with multiple ways they can be introduced. These can be side plots or tied back in as they unfold and how I feel. Everything from cheating spouses to ancient artifacts and secret entrances to fabulous vaults.
Cities/towns get a few paragraphs of detail. What they're known for, what the people are generally like, interesting features. These things are often not just dumped on the party, but kept for me to inform my improv.
A stack of premade random NPCs I can pick through if the party asks about anyone I havent' made specifically. Names are important and hitting up FNG for a name mid session is jarring, even if its just a blacksmith or whatever.

And thats about it. Takes a few hours from scratch, and is probably more than many can get away with, but having details that may not be relevant to the party but help me get into "character" of the world is really helpful for me personally.
>>
Don't write a plot, write situations. Figure out npc motivations so you can react flexibly to player decisions.

Judging from my dungeon crawling sessions, players can probably chew through 10-20 situation prompts in a 2-4 hour session

So what you can do is, determine the locale. Write up 10-20 situations. Let the players and situations interact with each other. i.e. if players make a loud noise in room 13, determine how that affects the situation in adjacent rooms. Let enemies act naturally, don't make shit fight to the death for no reason. So if something successfully flees, it alters the situations as it flees or it even uses knowledge of nearby situations as a bargaining chip for survival.
>>
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>>97343212
Done, done and done. I'd share it with you guys, but I don't want to storyfag. Thank you, anon. And thank you, everyone in this thread. You've been a great help.
>>
>>97336156
If you need time just put them in a town and say "free time". they will get into trouble on their own. Then set a distant target on the map and make some combat and non combat encounters on the way. How is this even hard? If anything I find it hard to keep sessions short and focused because the players expand the world on their own just by exploring it.

The NPCs you give a name to that you essentially had to make up on tube spot will end up being your best NPCs tbdesu.
>>
>>97336156
>create a problem
>hope it takes 3-4 hours to solve the problem
thankfully no one in my group has pointed out that solving a problem simply creates more problems

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What is the counterculture of 2020s, that could be used as the basis for a contemporary countercultural tabletop game?

Take the World of Darkness for example, which was so grounded in the the counterculture of the 90s that it comes across as dated and strange today. How would you update the World of Darkness so that it better represents the counterculture of today?

Nightmare Mode: Talk about more than just politics. There's more to rebellion against the status quo and the prevailing social norm than who you vote for.
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>>97352221
No.
>>
>>97352120
>Food is for those who deserve to live
>White people
lol
>>
>>97352277
Yep.
>>
>>97352131
Law of averages. The image of success it's still straight, white and rich. That's your average millionaire, influencer, silicon valley cryto bro, etc.
>>
>>97352221
I would say real trads are basically reviled by the ruling class, in favor of brown economic conservatives. Real counter-culture though would be shit like accelerationists, racewarnow! niggas, conservationists or ecoterrorists, racists or race realists, etc. Good luck ever getting your game published using that sort of stuff though. I would say furries and goth are no longer counter-culture, so you'd probably have Wehraboo aesthetics, trench coats, more a return to 1930's to 1950's fashion.

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The /btg/ is dead! Long live the /btg/!

The White Lions edition

Previous Thread: >>97336552

================================
>BattleTech Introductory Guide & PDFs
https://bg.battletech.com/?page_id=400

>Overview of the Major Factions
https://bg.battletech.com/universe/great-houses
https://bg.battletech.com/universe/the-clans
https://bg.battletech.com/universe/other-powers


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>>
So now that Comstar is gone and so is the Republic, does the C-Bill hold any value? Did Alaric Ward re-institute the Star League Dollar?
>>
>>97352200
I'm not sure to be honest. You got a 6/9/5, two 5/8/0s and a 5/8/5 sharing a berth. It seems to me like a odds-and-ends type general purpose patrol lance. It's not quick enough for recon or pursuit, it's not got enough hops for urban combat and it's too XL heavy to reliably brawl.

Give that lineup, I'd move the Clint to a faster lance and have the Komodo babysit a medium fire-support lance with a B configuration Cobra. I guess some Clints would fit in there just fine though so long as the goal is direct fire with another element keeping opfor back.
>>
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>>97352084
New Aces boxsets are confirmed.
Next one's called Snowblind or something like that.
>>
Alright so I finally got my pin-vice and I'm about to drill into the Mongoose Mini. How do I know when to stop, exactly? Should I measure it in millimeters or what?
>>
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>>97352320
Its a general purpose lance yeah.
The real thing was putting C3i to match the Cobra since its an IS variant. the idea was that doing that makes it, at least in theory, decent at blasting things while another lance holds off the opfor or the komodo runs in to get in range with those lasers getting everyone the ability to blast things with their longer range weapons.
The real challenge was keeping it under 5k BV

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Is there any way I can incorporate my fetish in my fantasy world without it becoming a magical realm?
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>>97288951
Don't hide it, lean into it.
>>
>>97349085
So you're saying you want to fuck spiders.
>>
>complaining about 40k
>thirdiebrowns find a way to make it about how jealous they are of Americans
Mohammad's law in action again
>>
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>>97288951
not unless you're playing Maid RPG. and Maid RPG only manages to not be magical realm bullshit by implicitly requiring all players at the table to at least share the fetish.
>>
>>97352498
>Maid RPG
what
You said not enough or too much.

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Besides Shadowdark, are there any other TTRPGs that have playable goblins?
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>>97341430
>>97344852
SAVED! You're my new favorite drawfren.
>>
>>97346093
Glad you enjoyed them. I drew a few for the previous gobbo thread.
>>
>>97341430
Funny how that guy who insists goblins must be ugly is nowhere to be found.
>>
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>>97351756
That's what I like about cartooning. You can make stuff as cute or as ugly as you like. A lot of my male goblin faces tend to look the same, but there's no reason you can't give them more rounded faces or stubbier noses for a little variety.

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Thread 450: New anime season Edition

Bushi-Navi EN: www.en.bushi-navi.com/
Deck Log:
decklog.bushiroad.com/ (JP)
decklog-en.bushiroad.com/ (EN)
Beginner guide, decklists and other info: pastebin.com/QxKQRhrQ (embed)
Up to date fanmade PC online games, 3DS/Switch emulation and Mobile games: pastebin.com/7Fj8VqA2 (embed)
Cardfight and Buddyfight matchmaking server: discord.gg/6xVFD4r
Weiss/Schwarz Resources: pastebin.com/sk2iSjW1 (embed)

BCS 2025/26 Info: https://en.bushiroad.com/events/bcs2526/

DivineZ Parallactic Clash Ep 1: https://www.youtube.com/watch?v=RYIy6ZPZI8Y
Divinez: Genma Awakening Arc Manga: https://x.com/cfvanguard_PR/status/2009770914012074373

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>>
>>97352226
Did someone let you off your meds
>>
>>97352226
wtf are you talking about
>>
>>97346698
Our HEROES
>>
>>97346930
>>97346967
This is just Void rehearsing an old plot and getting away with it because none of the Divinez cast are familiar with it.
>>
>>97352279
>>97352289
You can't reach Nirvana by sacrificing others or following what an AI tells you.

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A thread for discussing the Star Wars franchise and its various media and tabletop games.

Exotic Cuisine edition

Previous: >>97304062

Fantasy Flight Games’ X-Wing, Armada, and Legion
>https://pastebin.com/9puqx1ze

Star Wars Roleplaying Games (d6/d20/FFG)
>https://pastebin.com/iUriRfaA

Other FFG Star Wars tabletop (Imperial Assault, Destiny and the LCG)
>http://pastebin.com/ZE4gn0yN


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>>97351094
in the eu when the vong attacked coruscant, they ended up unleashing all sorts of weird parasitic creatures from deeper into the layers, like these long worm creatures that siphon off electricity from power cables and even prey on the electrical impulses in brains
>>
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>>97350696
I added it, also upped the rebel numbers so it is roughly 4:1 odds.
>>
>>97351100
Well certainly at some point you’d hit the level of “people used to live here”. Where basically this level and below has been completely abandoned and hasn’t been seen by anyone since before the times of Reven. Probably gathering eons of dust and only visited by whatever wildlife has adapted to such conditions. Heck, the only reason these floors haven’t collapsed in on themselves is because they can’t, they are needed to hold up the buildings above them, and rubble piles make for an unstable foundation. At these levels I suspect the whole place will have the feel of a tomb. Only to find yet another elevator, or stairwell, taking you deeper…

as mournful as these levels sound, they are still leagues better than what you’d find at equivalent depth on Coruscant’s evil twin, Nar Shaddah. By this level you’d be leaving the layers of “abandoned” and entering Dante’s levels of Hell, where the only people “living” down there are the dead and the damned
>>
>>97350603
What are the modded AT-TEs like? Some big machine gun instead of the cannon?
>>
>>97351100
>small communities huddled near the power cables and the rest is just abyss of old unlit tunnels and compressed buildings
This.


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