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File: ECHnzg6VUAAewWk.jpg (138 KB, 522x850)
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The new year brings new resolutions, inspirations, goals, dreams and half-baked ideas.

>Why should I homebrew?
/tg/ products are fairly unique in that it's actually pretty simple to make them these days, with a plethora of products to assist in making and playtesting your game. Making your own games helps understand why games are made the way they are, as well as being fun to do.

>What you should post
Ideas for games, games you're currently making, updates to your own games in broad strokes, and any homebrewing for existing products that don't get much attention. Discussion about the above is welcome. Post good, be good, and look over others products, they care if someone looks more than anything.
Had to remake the thread

>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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>>97348919
>Do something like forbidden lands where you can use your endurance to push rolls.
>Pushing rolls means retrying extra hard but if you fail the negative results are much worse.
I really like the sound of that, but I'm not too sure I understand your last sentence, although yeah you got the synergy right.
It's just that part
>So if you could use both the 3-4 success range that you get from WP would work synergistically
which is don't get
>>
>>97348819
>but if you spend one WP you can count a 3-4 on one die as a success
you could make that spending WP lowers the "success range" for each point spent
so, if you spend 1 WP dice with results 4+ would succeed, is you spend 2 WP they would succeed with 3+, and so on
>>
>>97348968
i mean that if you use your endurance to push a roll it would mean that you get another chance to take advantage of your willpower and convert a 3-4 into a success.
So they might not directly interact with one another but using your endurance to push a roll means an extra chance to use your willpower.
For example you make a check that requires at least 2 successes. You roll 4d6 and get 1,2,2,5 and you push the roll for a result of 2,3,3,6. This allows you to use your willpower to turn one of the 3s into a success and succeed on the roll
>>
>>97349080
Ah! Very clever. Indeed, it creates a synergy between the two, but in a different way.
But then why not push the roll with endurance every single time you do a check?
If we take your example:
>Climbing check, requiers two successes
>You roll 4D6 and get 1,2,2,5
>That's 1 success. You decide to push
>Roll 4D6 for endurance and get 2,3,3,6
>You get a second success
>That's enough to succeed without spending WP.
Pushing via endurance has no downside. Am I missing something?
>>
>>97348994
The WP system works perfectly by itself. I've tested it in play and it's great, it gives exactly the kind of tension and dynamic I was hoping for.
The game involves a lot of exploration. Having a system where you can either outright succeed, or need to spend ressources in order to succeed, means that even minor obstacles or setbacks can matter in the long run. You get situations where
>Taking a risky shortcut is a gamble, but can be worth the risk
>Going from point A to B never feels like a loading screen, it's a potentially taxing endeavour that players don't do lightly
>Players get more and more careful as the trip goes on and they run out of spare willpower
I've done my fair share of hiking and that's exactly how it feels. Exactly what I was trying to represent

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Why dont people complain about Stormcast any more?
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>>97302988
There were two camps of people who posted about how much they hate Stormcast:
>1. People who didn't like the designs and wanted them to be improved
>2. People who hated them as synecdoche for hating AoS and Fantasy being dead
Both got what they wanted eventually in the 3rd edition redesign and advent of TOW respectively
The only people left posting about Sigmarines are lost and confused 40k secondaries playing monkey-see-monkey-do with decades-old memes
>>
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>>97331357
Consider the oversized porcine
>>
>>97350703
Everything Games Workshop has put out for years has been "Wow, a couple of those minis are kind of neat...I'm never playing with those rules though"
>>
>>97351082
That's how it's always been
>>
>>97350702
I still think they look bad. When compared to every other AoS line, they're very lackluster and uninspired.

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It's Da PDF Share Thread!

Get ready to stuff your hard drive like it's 2025!

STEP 0:
<----- That image is not a PDF, it's an image, at least for now. Check the 4plebs link below to find the PDF.
PLEASE READ DA FAQ BEFORE REQUESTING OR SHARING.
It will answer 99% of your questions about this thread. If you haven't read it, we will know.

STEP 1:
Please exhibit good manners. Threads start sliding off the board after a certain number of posts. More posts wasted on being rude means fewer posts available for sharing.

STEP 2:
Request, share, stay awesome!


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>>
A while back someone posted a link to a GF with a Zip with all the Fallout material for 2d20 in it...it has since died. Would a kind Anon please post something similar TIA
>>
Requesting Helluva Town - A Cartoon Gangster RPG
>>
>>97352413

g0f1le /d/0tyrmV
>>
>>97350792
the ones i've found on scribd essentially are incomplete versions. i've known about other locations for the unfinished files for some time, but i am looking for the finalized versions. thanks anyway
>>
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Anyone got a link to Triangle Agency?

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How much would/should changing the default setting from High Medieval to Late Bronze Age change the game?

For example, lowering AC across the board to simulate the lack of general armour. How much would that affect balance?
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>>97352117
You could say the same for medieval fantasy being renaissance era with the guns and some swords removed, or renaissance fantasy being just colonial era fantasy with the guns knocked back a few stages. You aren't 100% wrong, that is mechanically whats happening, but restrictions can be fun sometimes.
>>
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>>97351912
GURPS treats Iron Age steel as "experimental"--purchasable only at extremely high prices, if at all. Only in the Middle Ages does metallurgy improve enough that steel becomes available in any random shop for purchase by adventurers.
>>
>>97352271
Here, for example, in the Roman period steel swords are listed as costing four times the normal cost, assuming that they are available at all.
>>
>>97352157
Glass was invented well before that, though. And for most of the iron age, the use of glass was the same as in the bronze age. So why is "large glass objects" being listed as a technology that appears in the iron age?
>>
>>97352271
No one is denying that steel existed before the 19th century. I think you might be reading something into my comment that isn't there. The picture I'm responding to claimed that the "signature technology" of the "middle ages" is steel. That's just total nonsense. The signature technology is certainly something relating to agriculture that I don't know enough about to identify. Maybe mills or some kinda plough.

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I need a new GOOD fantasy race to base a campaign region around.
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>>97335858
Mutant Turtles (age and profession varying)
>>
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>>97335858
You weirdos are all the same. You can't be satisfied with an elf or something like that, you need all your games to have a race selection like this:
>Human
>Sharkgirl
>Jumping cactus
>Marionette
>Fire elemental
>Giant intelligent friendly talking spider
>>
>>97335906
Mythical beings, neat.
>>
>>97335858
Ents/Dryads
>>
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>>97335858
The Isle of Dogs.

"Crusader, crusader, please take me with you" 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/downloads/warhammer-the-old-world/

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

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>>97349673
>due to one being a Tzeentch chaos Sorcerer and the other being a slave of Drachenfells
Pick one, Drachenfels and Prince of Altdorf are mutually exclusive. I have no idea why Andy Hall bothered to dig up the name of Maximillian von Konigswald if he was just going to make a different character.

Personally, Prince of Altdorf can get stuffed. It conflicts with loads of other things. I like that the Ostland succession is totally fucked though. The von Raukovs only got in because the previous incumbents and their heirs were senile, corrupt, assassinated and deposed respectively.
>>
>>97352280
Thank you anon. May you never sit on your favorite gnoblar.
>>
>>97351775
I don't go to tournaments. Would you really get kicked out for something like that?
>>
>>97351775
Those were so ugly that I question why you would even bother
>>
>>97352529
Anon is just fishing for (You)s

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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

>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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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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