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File: centaur vehicle.png (1.28 MB, 1280x720)
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I like this model
This looks cool
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>>97774575
>>97774659
It lacks an identity, it's just bloating the IG range with a fake and less interesting version of the real life M3 halftrack, with chunkier toddler-toy proportions.
The commisar variant has more unique design language - the cow catcher in particular is genius, and it makes sense to be open-topped for its particular command role.

It's a flawed concept tactically - the "battle taxi" concept has been overtaken by the infantry fighting vehicle, which the IG has long had. When landing vehicles from orbit, why use the same internal volume on something unprotected and vulnerable to bad terrain? You can't even swap out the weapons on the chassis to change its role.
The Gorgon transport already did open-topped spam vehicle (based on the Amtracs and LVTs) in a more interesting 40k style. Just make something like that instead, it could even be open-topped if it had a bit of inspiration.
>>
>>97820355
Is this faggot dead ass trying to troll rn?
>>
I'm guessing it's supposed to be an un-orkified War-Trukk, like how a lot of AdMech vehicles are uncorrected versions of Chaos Daemon Engines.
>>
>>97820501
Perhaps, I kinda forgot about the Half Trukk that FW made years ago
>>
>>97820355
It could have made sense, in a parallel dimension where GW had long established that different guard regiments with clearly defined equipment and vehicle restrictions exist.
There, it could just happen that a regiment simply has no access to chimeras, so they need a transport and for whatever political or logistical reason, they are supplied by a forge world with an STL for that particular vehicle.
But GW never bothered to flesh their regiments out like this, so this will just have to be your head canon, or you ignore the new transport.
I'm certain guard is playable without it just fine for years to come.

In regards to the command vehicle. I agree that it looks nice, but a chimera chassis salamander command tank would have done the trick as well.

Jolly good time

>Cyberpunk 2020 vs. Cyberpunk RED?
Cyberpunk 2020 is the second edition of the Cyberpunk TTRPG by R. Talsorian Games, set in a (then) future inspired by film noir and the dark science fiction films and books of the late 20th century. It focuses on simulationist gameplay and lethal near-future combat.

Cyberpunk RED is the latest edition of the Cyberpunk TTRPG, set after the devastating Fourth Corporate War. It focuses on more balanced, streamlined gameplay and is currently supported by R. Talsorian Games.

>Resources for RED:
https://datapool2045.net/

>RED has free DLC and extra content, including character sheets:
https://rtalsoriangames.com/downloadable-content/

>RED Easy Mode is available for FREE:
https://www.drivethrurpg.com/en/product/409912/cyberpunk-red-easy-mode

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>>97820375
Werewolves?
>>
>>97820373
only heard about eclipse phase in passing. is it any good?

>>97820531
the whole series is built on propaganda and legends, theres really no omniscient narrator except the upfront books. but mike also forgets bits of his franchise like the classic nuking new york twice.
this feels like james going legit 'no fun allowed' like he usually does than him forgetting though.

>>97820602
read the 2020 version of forlorn hope
>>
>>97820602
Night Edge also have genuine monsters of the night if you sort of count add ons
2077's radio also reports on them if you choose to believe the radio host (which is Mike himself)
>>
>>97820610
yes and no. Eclipse phase has a lot. it's about transhumanism, swapping bodies, and fighting existential threats. But it's also written by lesswrong anarchists of the old sort, when that meant being edgy instead of being twee. you can play a technosocialist titanian neo-octopus in a robot body designed for deep space courier work who constantly creates copies of their mind and puts them in strange new bodies, you can play as nearly anything you could imagine, and it's very uninterested in constraining players or GMs. Uniquely, your characters are backed up, so a TPK isn't the end of the party, they just get booted up from old copies from a few week before they bought it, giving the GM free reign to have much greater challenges + more deadly encounters, which is really interesting. It has a really elaborate chargen system that encourages taking Roleplay skills because your chargen points are somewhat seperated into mandatory combat skill and mandatory roleplay skill piles, with even more freely spent on anything - skills, gear, cool bodies, social contacts. all the fluff is diagetic, not omniscient, which adds lots of flavour.
but it's really crunchy to play, as one expects from an expansive D100 system with freeform chargen. the hacking especially requires tons of GM work and player initiative, because you could literally do anything with hacking that the GM enables, because everything is computerised and online and theres very little guidance on how to handle it beyond how to actually get into the systems themselves. Finally, it requires you to buy into the anarchism to some degree. However anarchist you're thinking the anarchist parts of the setting are, you are significantly underestimating it. Personally, I found it easy to inhabit that world without agreeing with it, and both playing and GMing believable contradictions into it. But truly, nothing can prepare the normie for a diagetic description of how it's stodgy to ban prostitution in child bodies.
>>
>>97820610
>>97820673
a lot of eclipse phase made it into Red too - agents are lifted from EPs muses, the post apocalyptic anarchism as a good thing, the way items are sorted by joint cost/rarity class, the generic weapons, etc. it's clear to me at least there's a fan of the EP setting/style at rtal.

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Ever been called out for your shitty worldbuilding?
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>>97808167
As a Player, I'd get incredibly bored if everything was just the GM going "Yeah sure you can have everything you want". I want to have surprises as a player. I don't want to know every fucking thing that happens. The best moments of every campaign I've been in as a player are when the GM reveals some secret he's been keeping for like 30 sessions. It would be dreadfully boring if what we encountered was just shit we made ourselves. At that point, why even bother with a GM anyway? They aren't doing anything. It's all the rest of us.

As a GM, I expect my players to create characters who feel like they've always lived in the setting. This means the setting needs to exist with a history that predates the game itself, with lore that exists for them to draw upon, with explanations for why each player-facing option exists, how it is viewed in the game world, etc. It also lets me limit content I don't want used. This doesn't preclude what you've described - players coming up with their own home town for example. It just provides greater context to those decisions and grounds them in the game world. For example, if you say "My character is from this small town" in their background, that gives no context. There is no point of comparison. If the GM gives you a list of countries and where certain races are from however, then now, everyone has context about your character based on what country they're from, what race they are, etc.

As I said, too many cooks spoils the pot. You wind up with a world of incoherent bullshit with no verisimilitude because the other 5 people all have totally different ideas of what they want to put in the game that openly conflict with one another.
>>
>>97820582
>So players adding a city to the setting via their character actions is good... but players working with the DM to create a city for them to explore together via their characters is bad?
No, the players adding a city to the setting via their actions (unless they literally build it from the ground up) is bad.
>You're collaboratively developing the setting together in both scenarios
And that is too many cooks in the kitchen. The world becomes less coherent. It also offloads what should be the GM's job onto the players. There is no need for a GM if the players are doing all of the work the GM would normally do.
>What if a player speaks with the DM out-of-character and asks if they could tweak an NPC's motivations to set up an interesting narrative device?
I tell them to have their PC do it instead, because it's not their job to play NPCs, it's mine, and if they want to do that so bad they should GM instead. Also, pre-determined narratives in TTRPGs are a sign the GM is railroading. A GM needs to be reactive about that sort of thing, not proactive.

People forget the GM is a player at the table too. The GM has things only they can do, and that includes worldbuilding, playing NPCs, and setting up plot hooks. The more things the Players do, the less things the GM has to do to the point it e ventually becomes redundant to have a GM at all.
>>
>>97820593
I think I would too, and I'm glad that's not how we've been playing. The DM has kept plenty of information about the world secret - like the calamity the characters are currently investigating - and us players have been theorizing how the puzzle pieces connect for months.

But when we're exploring an area, and a player character has backstory is tied to an area asks "DM, is there a shrine to a minor deity nearby?," why shouldn't the DM say "Sure, describe a minor deity you think is appropriate and where their shrine would be on the map"? It turns it into a discussion with the DM where they get to add to the world, and gives the characters something fun to deal with over the next few sessions.

I imagine you'd agree that expecting the DM to pre-prepare every single POI or NPC in advance, pre-plan every possible outcome of every social or battle encounter, etc. would just be extremely railroady. There's always going to be some level of improv, and we're just debating which way to push the line. If you trust your players not to maliciously fuck up your setting, why not let them participate? The DM can always say they don't like an idea because it conflicts with something else they're planning or doing.

>>97820593
I feel like an assumption is being made that the DM is shirking prep and expecting the players to make things up for them - you're using words like "everything", "constantly", etc. It's just another tool the DM can deploy when they feel it appropriate. I'm also getting vibes that either you've had problem players before, or your current group has disagreed with some of your worldbuilding choices. You seem very... antagonistic toward your players, if you're saying things like "and if they want to do that so bad they should GM instead".
>>
>>97820582
>What if a player speaks with the DM out-of-character and asks if they could tweak an NPC's motivations to set up an interesting narrative device? Is that "talking good"?
This is retarded and any player who asks the DM to "tweak NPC motivations" isn't there to play a game.
>Drawing an arbitrary line that says "player involvement in worldbuilding ends when Session 1 starts"
Player involvement in world-building doesn't stop at session 1. It never happens in the first place. A GM instead says "I am running a game using X system in a [setting description] world. If the players aren't interested in that, I sure as shit don't want their """interesting""" ideas to fuck up the game for the players that are actually interested. Just as much as I wouldn't want a GM letting the other players fuck up a world I was enjoying playing in.

This incidentally, is why Ryutaama sucks so much to play. Every Ryutaama campaign I've ever been it starts out as an interesting fantasy setting, only for us to immediately travel to Dicksburg to mean count Fartstein because the GM let a player """worldbuild."""
>>
>>97820654
>This is retarded and any player who asks the DM to "tweak NPC motivations" isn't there to play a game.
Dang, that's crazy, thanks for letting me know I'll make sure to tell my group

>Every Ryutaama campaign I've ever been it starts out as an interesting fantasy setting, only for us to immediately travel to Dicksburg to mean count Fartstein because the GM let a player """worldbuild."""
This just sounds like a difference in expectations between players. If the rest of the group is having fun, maybe you should reflect on why you're not? And if it's because you just really want to try exploring a more serious setting, find a group that better matches your vibe?

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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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>>
>What is Exalted?
A bad game.
>>
>>97820156
Monthly+Weekly Update
>Predevelopment
Infernals Companion
Essence PG Companion
liminals/getimians (now that infernals is out of primary development, one of these will be next)
>First Draft
Essay Collection lol last seen here
>Second/Final Draft
Essence: Even the Heavens Will Burn (Essence Player’s Guide novella 2)
>Development
Essence: Murder on the Divine Carriage (Essence Player’s Guide novella 1, possibly renamed from For the March Lords)
Alchemicals Companion: Avatars of Brass and Shadow
The Alchemicals Companion, our book of stretch goal topics, has all the final drafts in and is getting ready for development!
>Post-Approval Development

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>>97820465
Thanks as always for the update.

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Yu-Gi-Oh! General #601

"The new face of Handtraps" Edition

Previous thread: >>97788606

Most Yu-Gi-Oh! discussion encouraged. Post OC, write dumb fanfics with bad CaC in them, duel each other, have fun, etc.

>Yu-Gi-Oh! Online Play
Automated Sims:
●EDOPro website: https://projectignis.github.io/download.html
●EDOPro: https://discord.gg/ygopro-percy
●YGO Omega: https://discord.gg/duelistsunite
●Dueling Nexus: https://duelingnexus.com/
●Master Duel: https://store.steampowered.com/app/1449850/YuGiOh_Master_Duel/

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>>97818472
Level 8 DARK Fiend with 3000 ATK?
>>
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is this the best we can fucking do
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>>97819021
>>97819928
Colossal Fighter isn't a dead archetype and neither is my 49-card collage
https://www.youtube.com/watch?v=lrpHF2iIPIk
>>
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>when you tell unc Dark Magician is meta in 2026
>>
>>97820662
do you enjoy being black

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

Spectres minis edition

>Adepticon roadmaps:
https://www.atomicmassgames.com/transmission/adepticon-2026-roadmap-star-wars-legion/
https://www.atomicmassgames.com/transmission/adepticon-2026-roadmap-star-wars-shatterpoint/

Previous: >>97615500

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

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

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>>97820409
>The main form of corruption in the late republic involved not looking
They were so good at not llooking that they ignored slaves on Coruscant, too.
>>
>>97820369
>>97820409
>>97820485
This is why the original idea of a thousand-year Republic makes a lot more sense than what we got later.

For all the praise KOTOR gets it really fucked up the timeline and did that thing a lot of fantasy settings do and have tens of thousands of years pass between events to make shit seem more "epic" or "ancient", when in reality it makes it much less believable and the setting feel much more stagnant. See LOTR, WHF, WH40k, and so on.

The Republic as we see it is too corrupt to have existed without collapsing for 50,000 whatever years, and there's no way Sheevy P and Las Plagas could just magically make it so shit that it collapses in the span of a few decades. Then there's the fact everyone is using the same tech now as they were doing tens of thousands of years ago. The KOTOR timeline is just bloated and unbelievable.
>>
>>97820591
Star Wars has literally always been 40k-tier in terms of its timeline, assuming we take Obi-wan's quote from the original movie seriously.

>"For over a thousand generations, the Jedi Knights were the guardians of peace and justice in the Old Republic."
>>
>>97820616
It's changed constantly. In each draft of the OG script it flipped from 100,000 years to 1,000 years to 1,000 generations to 10,000 years and so on.

I guess one way to reconcile it is the Republic itself is only a thousand years or so old, but the Jedi have been around for thousands of years longer.
>>
>>97820591
>The Republic as we see it is too corrupt to have existed without collapsing
Yeah man. The prequal trilogy is set in space Rome in space 50-30 BC. You aren't supposed to believe that the republic was never able to enforce basic laws because they never had an army.

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Get squatting edition

Previous Thread:
>>97237452

Check out here for useful links and a catalogue of relevant miniatures retailers:
https://pastebin.com/nnNqqFLn

The Rogue Trader magazine article compilation:
https://mega.nz/file/C4oSnArA#sA2O_7V6OnhZCOLCf0Sba1KW_wao3pZvc6IUmlHvpsk
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>>97757588
I don't think I'll ever forget the incredible disappointment our whole group experienced when the 4th edition Chaos codex came out. Even the non-Chaos players felt sorry for its owners. What a comedown from that 3.5 peak.
>>
I don't mean to perhaps retread familiar ground on this topic, I can see it has been discussed, but what exactly is the deal with the old codexs and rule sets being used seemingly interchangeably in grog spaces.
>>
>>97818470
What do you mean interchangeably?
>>
>>97818470
Yeah, I don't follow here.
>>
>>97818470
3rd edition Codexes are basically compatible with 4th edition rules.
4th edition rules are generally seen as an improvement over 3rd, or at least cleaned up and clarified.
mid-to-late 4th editon codexes have less options and customization so many prefer the 3rd ed ones and its not a big deal.
Not sure what other cases there would be.

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Simple rule to improve and balance wizards in OSR games: they can only memorize one casting of a given spell per day. You have 3 third level slots? You can cast one Fireball, not 2 or 3. Don't know any other 3rd level spells? Better go find some spellbooks. Hope you make your % chance to learn spell rolls (I won't bother addressing faggots who let wizards automatically learn new spells). God forbid you have to get more creative with your casting.
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>>97818103
Well i do also think that the optional rule for wounds cap should not be "optional" but what you're describing is also hyperoptimized builds, no rulesystem holds well to the scrutiny of a buildfag, even supposed strict games like d&d 4e get trivialized that way.
>>
>>97797279
I'm not gonna play D&D. And I'm definitely not gonna play D&D with you, anon.
Not all of my ideas turn to have been good, but the ones which were good, I have had no difficulty finding people to play them with me.
Full stop.
>>
>>97814792
It's part of the preparation and planning. Some OSR has more of a 5e preparation - doesn't break the game, but it kinda breaks the feel imho.
>>
>>97814942
>No point playing a magic-user then
youd probably piss your pants trying to play 1e
> Otherwise, you learn spells on level up which is actually balanced
"Its like this, except not!"
Free spell in level up is dogshit hand-holding and not "balanced"
>This is retarded.
No, you just want to be a welfare wizard
>That's terrible game design
no, thats a player skill issue.
>I don't know or care what this is, but that sounds utterly retarded.
Yeah, basically your whole posts amounts to "I'm ignorant and stupid, so what?"
>>97815629
cry, fishfag
>>97816847

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[mercantile_daemon.log]

day 43:
they laughed at my spreadsheets

day 44:
bandits removed (cost-effective)

day 45:
profit exceeded expectations

day 46:
they are asking how I knew

> I did not know

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Trying Too Hard Edition

>Previous
>>97788480
>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
>5e Mega
https://mega.nz/folder/7rQQ1LbQ#16_AiXVGo0P3_rVOJuoZyA
>STV content folders

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>>97820268
Tremere and Virtual Adepts forced to not come to pedophile island because they are stinky nerds.
>>
>>97820252
The Imbued are 100% not in it.
>>
>>97820415
But the Messengers are.
>>
>>97819357
The Devil Tiger Dharma book happens to be the only Dharma book that I own, so I cracked it open to see.
>He employs Banes to make his chocolate
Pentex doesn't have shit on this guy's cost-saving measures. It's also wild to see that he made it a factory for actual spiritual reasons, but there are zero alternative motives for it being a candy factory. The guy just liked sweets.
>>
>>97820234
Honestly? There are more than 100 different powers in Blood Sorcery and as a result it wasn't made all at once. One day I was probably thinking Dominate for the dice pool, the other I was probably thinking Majesty, since Animalism, what it's actually based on, just uses Animal Ken. I can see the argument for either. Now that I think about it, I'm wondering why I didn't make the objects one Crafts.

In any case, if you see a dice pool you find questionable, feel free to change it, you don't need my permission. It's stated advice in both the Foreword and the Final Words, and probably several places in-between. I'm happy to hear total strangers are taking an interest, and I really do appreciate the feedback, especially when something is genuinely unclear. But for matters of balance, unless completely broken, my advice is just to tweak things to your table's liking.

Terrible Lizard edition

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

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

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

Other News:
H.P. Lovecraft Historical Society releases "The Spark Devil"
https://www.hplhs.org/sparkdevil.php

Current Book Club Topic:

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>>97814004
Mongoose Traveller had a few horror settings for it, and the companion has rules for a sanity stat. (Not that sanity stat=horror game, but it's there for a more CoCesque game I would imagine)
>>
Here's a bunch of Delta Green fan intros...

https://youtu.be/Albop3XB8-o?si=9KRPEuJWm4pBYzVj

https://youtu.be/MY2KCMmRdF0?si=NQRm6fDYB-TS--yK

https://youtu.be/i_da0chz31s?si=epUBhNf_R85dudsH

https://youtu.be/WMIJDzDc4Mc?si=Cte52xyVmBp42cSd
>>
>>97801766
I wonder how much the Kairotechia would be upset if they actually went back to Point 103 and found Yakub among the Vril-Ya chilling with the Elder Things.
>>
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>>97816741
How do you think we got to this part of the story?
>>
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>Someone is making a Lovecraft game using the Daggerheart system
Why do people think shit like this is a good idea?

Are bananas real in your game your system setting group tell us how why when where
>>
There is an africa region of my setting and part is jungles where apes are found. Other part is Savannah etc.
>>
Bananas are one of many fruits lost to the Howling Age and the mass desertification of the Earth. Very few crops survived.
>>
>>97820128
Sad
>>
>>97820087
Yes, they are real. You can still get them at the grocery store. They grow on trees.
>>
>>97820087
How can bananas be real if eyes aren't real?

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Way of the Samurai 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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>>97817598
>UR-CA: CONDUIT OF CONDUIT LNGBKR
>Flying Orca with legs
>The legs are for disemboweling whales
>Very Excited to kill whales with you

The art is funny enough with his smile that it could probably be cropped and used as is.
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>>97820521
Also, rightmost. Proposing for whalur captain to be swapped with the Messenger so he can hang out with his belegged buddy

>>97820117
Lation's art is picrel, but it is not especially memey. I suggest we use the Hyperwarlord to represent him since it has a large funny chin.
LAITON-GEOM-EUN:
>LORD OF SRTR
>Hates Skinslaves
>Hates the Fox
>Hates Cromwell
>Hates The Brain-Manifold
>Hates Ur-Ca
>Hates the Hyperwarlords
>Hates the Golden Syndicate
(the text gets progressively smaller and translucent as it fades out with the last one being cut off by end of slide. If this is too much of a pain to edit in I can get something else up)

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>>97820117
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>>97820547
>CEO of Racism
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>>97820496
Would it surprise if I said that I'm not done catching up and I only came here today because I sensed an opportunity to make a shitpost of a lifetime?
I don't have issues with the Atlantis writeup, at least, though I'd maybe prefer the Titking to be younger. Then again, maybe the reason he doesn't take of his armor is because he's into some sort of half-golemized state and this doesn't age normally.

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Tree 2 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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>>97820493
Bland =/= Basic
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>>97820313
Barb should be the unga bunga "numbers go higher" class, fighter should be the maneuver class with lots of skillful fighting techniques. Like it was in the playtest before they cucked out.
>>
>>97820313
The problem is that Fighters just don't have a gimmick like Monk or Barbarian or Rogue, and the fact everyone gets a Level 1 feat hurts their ability to get extra feats. It doesn't help their new subclasses are all incredibly boring.
>Pugilist
Not an official class, literally blood hunter tier.

>>97820334
Or better. As I said, 2024 Monk is so fucking good. And I love monk, I do, I'm glad it's really good, but fighter just doesn't have anything special to call its own.

>>97820493
As >>97820506 said, I wouldn't mind them being basic if they weren't also bland and boring and also outclassed in every way by the other martials.

That said, I already addressed my issues with them when I overhauled all the 5.5 classes.
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>>97814907
>Class calling
You get to add a d4 to any skill check associated with your class skills of the class you chose at first level. You get this benefit even if you're not proficient
>Aptitude feats
at first level, you get free feats associated with class skills you chose to gain proficiency with.

>Rogues
gain 4 aptitude feats
>Bards and Rangers
gain 3 aptitude feats
>everyone else
gain 2 aptitude feats

>aptitude feats in question
most are modeled after or inspired by the old UA feat skills

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>>97814907
>>97820633
>Medicine
The old Healer feat, sort of.

As a Utilize action, you can spend one use of a healer's kit and make a DC 10 Wisdom (Medicine) check to tend to a creature. On a success, the creature regains 5 hit points, plus hit points equal to its maximum number of Hit Dice**.

-Expert Care. For every 5 points you beat the DC, the creature regains an additional 1d6 hit points
-Limit. A creature can't regain hit points from this feature again until it finishes a short or long rest or spends one of its own Hit Dice.

Previous Thread: >>97544617
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/Underage crap. Go to /trash/

>I'm new to Solo / What's a Solo RPG?
1: Season 1 of Me, Myself & Die! on youtube gives a good explanation for how Solo works and is played
2: Ask in the Solo RPG General: >>97634595
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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>>97815975
I like most of these.
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>>97812794
Why would any gentleman want to not be milked by monster girls
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>>97820454
"The spirit is willing, but the flesh is spongy and bruised..."
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>>97820454
I'm just not that into girls.
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>>97820475
it's okay to like guys Anon

I feel like even though there is a bit of a surge in popularity for the medium, the actual art of rules writing might be slipping away. We haven't lost it yet, but there may have been some stagnation.


What exactly makes a wargame/TTRPG's rules good?

And what is the most "retard proof" method of slowly or even hastily (if possible) to learn to be a good writer of wargame/ttrpg rules?
>>
>>97820580
You're asking two different questions:
>What makes a wargame's rules good?
>What makes a TTRPG's rules good?

They are very different beasts.

>the actual art of rules writing might be slipping away
No? We've got more TTRPGs than ever before today. Lots of them drastically differ from one another, be it on a small or large scale.

Like, I've written about 10 TTRPGs and if any of them share core rules, it's by intent for one reason or another, and even then many have drastically different rules in other areas.

>And what is the most "retard proof" method of slowly or even hastily (if possible) to learn to be a good writer of wargame/ttrpg rules?
For TTRPGs, you need to first decide what you want our game to do.
>How strong are player characters?

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