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Hey /tg/ I'm playtesting an initiative system that's been tried before in other systems and is detailed nicely on "Tabletop Curiosity Cabinet"
The system uses Meyer (and Kieth Farrell's modern adaptation) of "Vor, Nach, Gleich, Indes" as steps in a fight.
Basically, the player with the initiative chooses an action ("Vor"). The enemy chooses a reponse ("Nach"). The dice are rolled to determine an outcome ("Gleich") and the movement into the next state ("Indes").
Practically it looks like: Player A chooses a bind. Player B chooses to parry. Both players resolve a dice roll. The resolution will determine who has initiative for the next system.
Very fencing-like, and makes initiative more of a "push-pull" based on success rather than a "you-go, I-go" traditional style.
I believe systems like TRoS and their derivatives (like Song of Swords) use a similar sort of initiative style.

My questions for the thread:
1. While this system works pretty well for individual combats, it struggles when there are multiple combatants. It also falls into the same trap of "you go, I go" which is; in a real fight, you're probably waiting for an opening (e.g. an enemy attacking an ally) to take advantage of in order to strike. I wonder if anyone has creative solutions to this problem?
2. Are there initiative systems that you find work well? Anyone forego initiative entirely in favor of fully narrative initiative (e.g. Daggerheart)?
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>>97211497
Thanks for entertaining the idea!! Really interesting stuff here.

>The "you go, i go" style works fine if there's a way to steal an extra go in there or take the Vor.
Absolutely. As I have it, the way to take the initiative is to, essentially, win the opposed roll. This might represent finding a strong position bind, a parry to set up the next strike, etc.

The card idea is really intriguing. The biggest issue I have is running into a Song of Swords-esqe "really long list of moves" with various maneuvers that counter others.
This rewards "player" (as opposed to character) system mastery. That being said, I was hoping to parse things down a bit to one, two or maybe a few different choices for each combatant.

Could you tell me what you mean by a Silvers system?
>>
I have nothing to contribute, but I don’t wanna see this die
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>>97216174
>Silvers System
George Silver was around in the 16th to 17th century after Longsword had its Heyday. He wrote “The Paradox of defense” dude was a bit of a cunt, hated everything Italian or Spanish and went to great lengths to claim he was a master of all weapons and his method was superior. Then didn’t really Duel a lot of people to back it up, nor taught fencing…

Probably shouldn’t have used the word “System” he did come up with some good comments on timing. But the short of it was what I mentioned about
>time of the Hands being quicker than
>time of the body being quicker than
>time of the foot.
Against multiple attackers, your fighter would be playing for space because distance equals time, working battlefield objects or each opponent infront of each other to get in their way so you have the time to move against the others blow, I think would be the way to go.
Which you could do with tabletop minis but that’s gonna get tricky to do purely in theatre of the mind.

And crunchy depending on how many things you wanna work into it.
>>
>>97197145
Bag building iniative.

You got different poker chips. Let's say red for party, blue for enemy, green for extra (third party involved, active environmental hazard, etc).
Toss in a chip for each member of either side. Draw one, a member from that side acts (up to the party who goes if red, GM decides who goes if blue, and what happens if green).

Players can manipulate what goes into the bag via skills (improved iniative style skill? Get an extra red chip in the bag), narrative elements (got the drop on some of them, so only half the amount of blue chips for first draw).

After all chips are drawn. Replenish the bag removing chips for defeated characters, adding chips for new arrivals, and adding more chips for a growing environmental effect (fire spreading, boat sinking faster, etc).

Done. No need for math. Stats fresh from start to end. Easily cobbled together from shit laying around in most people's homes.
>>
>>97220564
I think Bolt action uses an initiative system like that. Chips also help track who has gone, as well (placing the chip in front of them).
I like it, doesn't have the "back and forth" of the initiative idea I had but is sure a hell of a lot easier to manage.
>>97220320
Oh, I see what you mean. I've sort of solved the distance problem for my game. In my system I use a series of "range and reach" bands. In order there's Volley range (very abstract, maximum range), Bow-range, Javelin-range. Then, if close enough you enter spear-reach, sword-reach, and dagger-reach. Some weapons (like large two-handed swords) can fight at "spear reach" and some spears (like pikes) are treated as having a reach advantage.

Unless stated otherwise, closing to engagement in a fight results in the two combatants closing to the longest reach. Changing reach requires some amount of success.

One system I think does it well is Song of Swords. You might already know about it, but in the event you don't, players declare an orientation (aggressive, cautious, defensive) allowing for a choice of maneuvers and determining initiative order (when both players choose the same orientation, a roll off occurs that includes weapon reach and "adroitness" [wits+dexterity or something]). What's interesting about it is that each fight gets to do "two things" per bout and the player with "initiative" switches between who won the roll-off.

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

Can't show POV of being taken bondsman by a Clan Jade Falcon Aerospace Phenotype on this board.

Previous Thread: >>97195724

================================
>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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>>97220893
Drac equipment is always inferior.
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>>97220893
Weren't they relatively cheap and available shitmechs or something?
>>
Can onmimechs run and/or jump while carrying the elementals?
>>
>>97221002
Yes. Elemental claws are made of metal, and metal is strong
>>
When the sword is affected by TSM does the +1 damage apply before or after?

The Three Emperors Edition

Previous thread:
>>96939608

>Thread Question:
Do you plan any big projects for the next year already?

>Community Summary of Wargames:
https://docs.google.com/spreadsheets/d/11JoUpGIRDp5DZdgJ24rijKHgyY-qvvR5QnVtHIp57Tw/edit?usp=sharing

>List of Historical Tactical, Strategic, and Military Drill treatises:
http://pastebin.com/BfMeGd6R

>ZunTsu Gameboxes:

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>>97218423
Forgot pic.
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>>97218245
Welcome to the hobby anon. I would not agree that Salerno '43 is simple, all the Mark Simonitch '4X series assume some pretty deep familiarity with the genre and there is also building complexity within the series.
As you have noticed VASSAL has no rules enforcement. This is good for when you want to learn to play a game on the table, where there is also no rules enforcement. You'll have to do everything yourself and understand how it all works from the rulebook. However that certainly can be a little overwhelming.
A number of wargames do have implementations on Rally the Troops, Boardgame Arena or as a one-off. I myself started the hobby with the computer game Unity of Command, which is a perfect introduction. Another decent one is The Battle for Moscow which you can play against a bot here: https://oberlabs.com/b4m/.

If you're playing two-handed I highly recommend picking games with a chit pull activation system. Reds! is a great introductory one. With chit pull you're not moving everything and doing everything for one side all at once, just a couple units at a time. You're looking for games with no more than 16 pages of rules really, any more than that and you'll need to watch an explainer on youtube cause it's just too much to read and absorb.
>>
>>97194831
The napoleonics version of lion rampant should allow you to larp as Travis and Santa Ana. "Patriots and Rebels" I think. It's on the awg trove and probably on this general's troves too
>>
>flames of war finally fucking balances Late-War
>soviets and minor nations get meager changes
>germany gets massive buffs for almost every single tank and panthers are now 7 points
never change flames of war
>>
>>97218509
thanks a lot! any other games you would recommend for solo play?

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Post-Apocalyptic Fantasy?
>A world rocked by cataclysm
>landscapes filled with chaos and wonder
>mage storms
>An enduring mystery; what happened, and what happened in the intervening centuries?
>An atmosphere of hope and renewal, as heroes rise, and mysteries are investigated.
>Darkness and evil await in corners and ruins, like pools of dank water waiting for the sun
>the brink of a New Age
Interesting setting? What elements would you include?
I'm just gonna throw zombies at them.
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>>97219607

So A Canticle for Leibowitz
>>
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>>97219489
>>97219565
>no argument
I accept your concession
>>
>>97220642
I use it as a basis for scenarios like this. The Time Machine is another go to. And who can forget Planet of the Apes?
>>
>>97219469
What's your opinion on the Time Machine? The Eloi had no recollection of man's former glory, neither did the Morlocks. And really, would anyone actually care about America and Donald Trump a thousand years after the bombs dropped? Most certainly not.
>>
>>97219469
That's because you aren't paying attention to the fact 99% of fantasy settings ape the Fall of Rome in their backstory.
It's harder to find a fantasy setting that 'isn't' post-apocalyptic.

I would like to talk about the Chronicles of Darkness game line Deviant: The Renegades, or more specifically, one major upcoming supplement. Deviant was released in late 2021, and has had three additional sourcebooks since then. A new supplement, Black Vans, has been in playtesting for a while, and is currently being previewed.

I am not being paid or sponsored to promote this book in any way. I am just very fascinated by it, and indeed, I already ran a mini-campaign using the playtest material.

Deviant is, by default, a game about playing angsty, scarred superheroes who either fight world-manipulating conspiracies or work for them. Black Vans is a toolkit full of variant rules, quick NPC creation, variant character types, and variant genres. These variants range from the minor to the dramatic, completely overhauling what were once non-negotiable, foundational themes and mechanics. Maybe your character is not angsty or scarred at all, perhaps they are a """""regular human""""" like John Wick or Batman, or the campaign might have nothing to do with world-manipulating conspiracies.

These variant genres include cyberpunk, high fantasy, post-apocalypse, space opera, and superhero emergence.

This is a beefy supplement. For example, one chapter alone dedicates 38,000+ words to playing other monsters of the Chronicles of Darkness: Beasts, changelings, demons, Sin-Eaters, hunters (entirely separate from the variant rules for """natural""" superpowers), mages, mummies, Prometheans, vampires, and werewolves. No additional supplements beyond Deviant are necessary; the rules are self-contained, allowing the group to play a monster mash of an urban fantasy setting without needing a daunting 7+ books. And yes, they are supposed to be balanced against one another, so a vampire in the same group as a full-fledged mage is probably some older Kindred.

(Continued.)
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>>97218809

To clarify:
• This is technically a third-party product.
• The only reason why it is third-party is because Chronicles of Darkness was abruptly stopped by the publisher. The last Chronicles of Darkness product published by Onyx Path was Deviant's own Clades Companion, back in 2024.
• Eric Zawadzki was one of the two leads of Deviant core. He was also the lead for the supplements.
• Eric Zawadzki is now writing almost all of Black Vans. It is still him writing, just under self-publishing.

Eric Zawadzki put up his last supplement, Shallow Graves, on both DriveThruRPG and the Storytellers' Vault. According to him, Black Vans should be out in a couple of weeks.

Previews have been going up on Eric's Patreon recently: some free, chapters' full text for paid subscribers.

>I tried to go for a more social character for once and kinda regret not putting my freebie dots into more utility skills like drive and such.

I am a great advocate for Deviant's own Hyper-Competence and Omnicompetence as boring, yet highly effective numbers-boosters for Skills.
>>
>>97218942
>the appeal of Beast is over the rest of WoD or CofD
It doesn't have one. Beast is one of the most poorly-written gamelines by far, probably the worst in all of ChroD. Its thematic premise was ass-backwards from its conception, trying to present the Begotten, who feed on people's fear and suffering, as a sort of allegorical oppressed group, while the Heroes they create by virtue of simply existing are egocentric chuds persecuting them for their nature despite them being anything but innocent. After the backlash OPP received due to the gameline seeming like weird abuse apologia, they were poorly rewritten to sand off their edges, leaving their concept weak and unfocused. You cannot look at the writing and mechanics of Beast and give a clear statement on what the game is actually about, thematically speaking. Is it about embracing being the monster the world sees you as? Is it about teaching hard lessons to humanity by terrorizing them? The corebook waffles.

Beasts were also pitched as "the crossover splat," but while their crossover content is built in and they try to say pretty much everybody else is somehow related to them conceptually (because hurr durr they're the ultimate monsters), it's really inorganic and they don't have great reasons based on the innate drives of their splat to interact with anybody else, since the Beast/Hero cycle is so self-contained. Further, since their power floor is on the higher end of the splats, they tend to be unbalanced and lame to deal with in a splat's own territory. Part of the result of their cobbled-together concept is that essentially everything the Begotten do narratively, other splats already did better. Requiem already nailed being a predator who has to use others for your own satiation. Forsaken already nailed being torn between two worlds, one of civilized humanity and nature's savagery. Lost already nailed wielding the archetypes of myth and dream to take charge of the narrative of your own life.
>>
>>97218982
>>97220621
Apologies friends, I'm kind of retarded. I had meant Deviant, but typed out Beast.
>>
>>97220958

From both a mechanical perspective and a thematic perspective, Deviant has the largest customization out of any of the Chronicles of Darkness games, by far.

Clades do not matter too much for power selection, so you can build virtually anything. The Shallow Graves supplement expands this significantly.

You can build a """"mundane""""" action hero, an elemental mage, a psychic mind-bender, a cyborg who can nanotechnologically produce an arsenal of weapons, some Baki-style Mutant: basically anything.

Even the exact same character build can be flavored in multiple ways. An Invasive could be a cyborg stuffed with implants, someone bound to a cursed weapon, a person with a magical jewel embedded in their chest: anything works, really.

Conspiracies can be virtually anything, too. I have listed some examples here >>97217964 and here >>97217974. Standing 1 conspiracies are small fry, and they rapidly escalate towards cosmic-level by Standing 9 and 10.

Black Vans highlights just how much Deviant can be tinkered with to produce all different sorts of character types and genres. The fact that Deviant can be used to run a high fantasy setting without much issue speaks volumes to its flexibility.
>>
>>97220958
Oh, Deviant, by contrast is fucking great. It's an excellent capstone to ChroD as an IP. The heart of the gameline is its very well-implemented core power system based primarily on Variations (the powers) and how it ties them to Scars (an inherent drawback). Your options are extraordinarily broad, customizable in terms of specifics and lore, and really fun. Think of any given super hero or urban fantasy character you fancy, and you can almost certainly approximate their powerset given the variety of options at your disposal. This is especially with the STV content published by Zawadzki (the very dedicated lead dev) later, which expands your options even further, allowing for things like summoned entities that fight for you/stands. You can pretty much make anything you want. The gameline also provides a lot of nobs to customize the sort of game experience and scale you're going for. Black Vans, which OP mentioned, is going to provide options for drastically different setting milieus.

Because the circumstances of a Remade's creation and its results are so variable and its mechanical customization so versatile, DTR altogether makes for the strongest "miscellaneous" gameline which covers any bases its predecessors fail to while being able to meld with and reflect their ideas as well if desired (it's easy to imagine Remade that come about as a result of the machinations of other splats or their antagonists). Thematically, it's big on themes like struggling with alienation from regular people and your former life, acting clandestinely to fall beneath the notice of something that wants to claim you, and the conspiracy and mystery cult angles that are common throughout ChroD as a setting.

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Surprise Edition

>2024 PHB Scan
https://files.catbox.moe/g8oo9h.pdf

>Cropped and rotated, but more artifacty
MjAyNCBQSEIsIE5vIFRodW1icywgT0NSZWQsIEFub24ncyBCb29rbWFya3MgdHJhbnNmZXJyZWQgb3Zlci4gCgpodHRwczovL2Vhc3l1cGxvYWQuaW8vd2Fvcm9h

>2024 DMG
https://files.catbox.moe/fd04pq.pdf

>2024 Monster Manual
https://files.catbox.moe/atd38s.pdf (D&D beyond version)
https://pomf2.lain.la/f/1en5qwum.pdf (scan)


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any advice on introducing downtime in a campaign with standard rest rules?
I’m having the typical scenario of party recovering everything after sleeping and therefore having spent extremely little time in town / with each other.
You finish the long rest, what do you do? We go adventuring again. Of course why wouldn’t they? There’s no reason not to.

Yes I could just say “a week passes and you find yourselves in the tavern again” but that feels artificial and also awkward to suddenly introduce in the campaign, especially if there is an ongoing threat or villain to stop


Of course I plan to have downtime once they defeat the current bad guy, but that’s gonna be a while yet…

I guess I could come up a dungeon that will open in X days, or an attack that will occur in X days

Tl Dr the standard rest rules are not conducive to an immersive balance of accomplishments per time passed in a standard fantasy setting, but I’m stuck with them
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>>97220783
animals and/or children can see him/it etc
>>
>>97220608
Post the stat block of George Droyd. I want to use him in my dungeon.
>>
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>>97220991
Okay but keep in mind I'm not fully finished, feel free to give me suggestions on how to tweak him. The CR is primarily to match my party's current levels but it's ubject ot change depending on how long it takes to encounter.

George Droyd

Type: Medium Construct (with human remnants)
Alignment: Neutral Evil
Level/CR: CR 6 (balanced for 6 level 6 PCs)

Stats
AC: 16 (natural armor + light plating)
HP: 110 (13d10+39)
Speed: 30 ft

STR 16 (+3) | DEX 14 (+2) | CON 16 (+3) | INT 10 (+0) | WIS 12 (+1) | CHA 6 (-2)

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>>97220865
>Of course why wouldn’t they? There’s no reason not to.
So give them reasons not to. Someone or something to care about other than kill monster, get XP, get loot.

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ITT overrated cards in MTG
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>>97219613
Can't name a better method, interesting.
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>>97218494
Do you? Because you definitely haven't shown that that's the case.
>>
>>97218488
>If you take control of the creature, it becomes a liability.
that's a huge assumption you retard. Its almost always better to stop your opponent's from recasting your commander
>>
>>97218459
If there was a 1 cost instant that traded your creature for an opponent's creature without a time limit, it would be banned in commander Swords and Gilded Drake are both powerful, but Gilded Drake's effect is more debilitating in commander.
>>
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>>97220714
>>97220028
>>97220017
>>97219945
What you're not understanding about why Gilded Drake should really be a common or uncommon card is that someone can do something with what it targets. I've drawn a diagram for you.

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I got thinking recently, and I feel like a big problem with games where the main appeal is the vibe/feel of the setting rather than unique mechanics/crunch isn't the idea of an artistically driven game in and of itself. The problem, IMO at least, is more that A: a lot these games aren't just narrative-before-mechanics, the mechanics are a complete afterthought, and B: they're all aping the exact same vibe. If we only had 1 or 2 games attempting to capture the "grimdark" vibe it wouldn't be so bad but it feels like everything is going for variations of the exact same aesthetic/narrative flavour. At least Turnip28 had some degree of whimsy in the actual fluff, but with Trench Crusade, Mork Borg and a billion other "the artstyle is Streaking Grime" settings I personally am feeling grimdark fatigue.
I dunno- I feel like an art/vibe driven game with an actually unique or at least underutilized vibe (purely as an example, aping the bright and colourful look of 2nd edition 40K and its contemporaries) and decent mechanics would be good.
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>>97219832
>Make one.
I intend to; I have an idea for a game that's basically a love letter to Rogue Trader in all its glory with a major emphasis on /yourdudes/. I've got the basic setting written up, currently working on the core mechanics. One plan I have is for weapons to have unique and interesting mechanics but for most factions to be using the same basic weapons, with some additional weapon upgrades and a few bespoke weapons for each faction. Should keep it from being a book-keeping nightmare whilst still having some depth.
>>97220033
Gets confirm.
>>
>>97219773
Style is easier to crank out than substance so once a thing gets popular enough the bandwagonsers and various grifts that want to make money easily swarm to it until its so wrung out and dry no one can derive any satisfaction from it anymore. Its fashion. This cycle isn't as complete as it used to be, basically via consumable immediacy and products-as-culture if a brand or style reaches enough critical mass there will always be enough dipshits who like it to continue buying. Grimdark is on its way out, there's probably going to be a resurgence of hopepunk or some other similarly retarded thing.
Don't worry about it too much. Make what you love, put it forward as best you can.
>>
>>97220097
>I intend to
LOL
>>
>>97219773
I agree, art direction is everything, no one wants to play with a world that is visualized to look dull and ugly
>>
Everyone's trying to do grimdark because it's popular. The market exists and wants it, so everyone's jostling for first place. You can make a game with any other look but it's untested grounds.

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Work in Progress, Pink Edition

>Full-on /WIP/ OP Links Pastebin
https://pastebin.com/BE42AEcD

>WIP Tutorial Images Mega
https://mega.nz/#F!TvQFCaLb!w8WZKCcOsTRasxrI0JWezw

>Saint Duncan's "Six Things I Wish I Knew When I Started Painting"
https://www.youtube.com/watch?v=ufP8ka3KGno

>Saint Duncan also explains thinning your paints
https://www.youtube.com/watch?v=wxWgsqSf74s

>Paint thinning 102

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>>97220982
>>97221009
thanks for the tip, I tried a more gradual shift for the black and dark blue, but definitely should've also done it for the dark blue and final highlight.
>>
>>97221012
This >>97221016, but unironically. I really am proud of all my minis.
>>
>>97221024
Yeah I think the only real place where I would critique would be that last highlight (and only in those places where it's thick), the rest blends in nicely.
>>
>>97221012
depends. some of them I know I didn't put any effort into so I didn't hesitate to strip them after a couple of years. the other ones? that's what I made when I wasn't as good at painting, no reason to change anything.
>>
Looking for recommendations for sculpted bases.
Need 32mm and 40mm bases, preferably with an industrial or gothic look. I've already found a couple places selling what I'm looking for, I just want make sure I don't miss anything good.

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It's Da PDF Share Thread!

Get ready to stuff your hard drive like a cosplay hooker at a con!

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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>>97220482

Guy, it was already shared in this thread:

>>97199650

Also yeah, this new captcha is awful.
>>
7th Sea 3e's playtest came out today, is anyone in their mailing list willing to throw it our way? PLEASE. I'll suck your dick man, i promise.
>>
Humbly requesting

>Kolâdis: Castle Town of Chélemby
>Kingdom of Chélemby
>>
>>97220789
>Kingdom of Chélemby

g0f1le /d/eFHcwg
>>
>>97199124
bumping with pic, I would very much appreciate it

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Out on Patrol 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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>>97218931
Also, maybe this as an inversion of "epigean becomes more agarthan", and this unit, where a lemurian noble/warrior becomes taken by epigean ways of war. Not sure how to fit it exactly without them becoming heretics for the lemurian ways...
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>>97218995
>Not sure how to fit it exactly without them becoming heretics for the lemurian ways...
Guns aren't cheating if you use trickshots and noscopes. Those require cultivation and prophecy.
>>
>>
By the way, how many units from the charts actually have profiles?
>>
>>97220071
All of the units for the first three charts should. Some are jokes like the Star Ancestor. Quite a few never made it into a book so if you want any reposted please let me know.

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winter edition

>Chess websites, tools, videos and books:
https://rentry.org/vxdsw7k5

>Calendar:
- Tech Mahindra Global Chess League | December 13th - 24th
- FIDE World Rapid and Blitz Championships | December 25th - 31st
- Rilton Cup | December 27th - January 5th
- Lichess Winter Marathon | December 28th
- European Women's Rapid and Blitz Chess Championship | January 8th - 12th
- Tata Steel | January 16th - February 1st
- Speed Chess Championship Finals | February 7th - 8th
- Prague International Chess Festival: Masters | February 25th - March 6th
- FIDE Candidates Tournament | March 28th - April 16th

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>>97216136
Not a chance.
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>>97207024
day 8
https://www.youtube.com/watch?v=f151U3c-FSk
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Making a goofy chess game, basically you're just doing puzzles for points with a streak multiplier like on a regular site, but for every three you get right in a row it lets you pick a single use card that can change the rules for one puzzle. If you use one it'll let you cook and try to beat the puzzle "under par" for multiplicative bonuses. I wanted to make chess Balatro but I only vaguely know what Balatro is. Kinda hard making the cards balanced and fun, but I did have a cool tactic with a "knights get pawn attacks" one, and my own minimum viable engine used the "Whoops! All knights!" one against me, so I think this could be neat with some more features.
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>>97219567
Sounds fun.
>>
http://www.shogi.net/shogi-l/Archive/1999/Nfeb07-06.txt

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Excess Dragonballs 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
>Battle Spirits

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>>97219349
>karenfags
We have a few in this very thread
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>>97220922
I promise the next time you post fab tourney results to care that jimbo joe who I will never meet nor care about flew in to tunguska on his dads money and won 3 games with gravybones. And then Ill mention how dromai is going to break the game again. And summoners are bad. Ill finish with a reflection on the everchurning structure of the release model
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>>97220214
There were a bunch of acgs after magic came out. L5R and Decipher Star Wars were pretty neat.
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>>97219383
Based taste
>>97219666
>some sleeves don't fit them right.
One more reason to go with dragon shield (without inner sleeves perfect fit)
>I am getting them to look at them
If that is the case, buy a binder or order a custom one (I don't know where) with your favorite character as its cover
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>>97220935
Nah you fabschizos are fake like a class clown at his first job, step up your game and save the environment with recyclable paddocks for African American dinosaurs at the very least

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big haul edition

▶What is Kingdom Death?
Kingdom Death is a tabletop miniature brand stared by Adam Poots and operated by himself and his Team that later spun off into a miniature based bored game funded by two very successful Kickstarter campaigns.

▶What is Kingdom Death: Monster?
Monster is a Nightmare Horror cooperative boss battler/miniature hobby game for 1-4 players about hope in a strange world of bizarre monstrosities and perpetually darkness. Players take on the role of survivors that band together to form a settlement, fighting monsters, crafting weapons and gear, and developing their civilization to ensure survival from generation to generation.

Prologue Narration: https://www.youtube.com/watch?v=FNLc8dHv0Ac

The Game is broken up into 3 phases:
1. During your Hunt Phase your band of survivors traverse the world of KD in pursuit of their quarry.
2. After successfully tracking your quarry you will begin the Showdown Phase, where you must fell these horrific creatures in order to acquire precious resources.
3. After the battle, your survivors wander home with loot in hand to begin the Settlement Phase. Arm yourself by developing new weapons and bizarre structures to prepare for next year's hunt.


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>>97215980
lin work looks great, you can start coloring now
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>>97215980
anon you are really good but every time you post your minis it makes me realize how shit I am at painting my minis.
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>>97215980
I look at your female minis and can imagine them looking disgusted while I fuck them.

Good work.
>>
Favorite line up for a PotL campaign? Current one we are starting is
>lion
>spidicules (just hated fighting lope)
> dragon king
>dung beetle
And nemesis'
>butcher
>kingsman
>black knight
We are still learning about what works with what and how to synergies. Wondering what peoples go-to lists for a good game.
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>>97219024
that's not a good mindset, anon. we all start somewhere. if you don't like your models think about why and try something new.

What is it about?
Why is it interesting?
Should I care about it?
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Anyone interested in Greyhawk should check out Joe Bloch/GreyhawkGrognard's vids

He knows Greyhawk like the back of his hand. He's written a lot of material on DMsGuild for Greyhawk as well.
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>>97213386
Thanks for the recommend, Anon.
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>>97134425
it's a spiritual tranny, that's why it types like that.
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In 3e, Warduke from the animated show was integrated into Greyhawk as one the heirarchs of the Horned Society.

Back when this kind of thing was cool and not cringe like how they've turned the portagonists of the show into iconic premade characters.
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>>97220919
They did a decent job of hightlighting him as part of the League of Malevolence in 5E in the Witchlight adventure. He's a toy figure that never gained any popularity in the 1980s, how much can you expect of him?

>cool Horned Society reference though


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