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Friends, Romans and Countrymen
its that time of the year again for a roman thread
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>>92203875
That's an awful paint job for 9 inch models
>>
I ran a GURPS game where the players were part of a cohort that was sent to find the source of the Nile, most fun I've ever had but the game ended because the players wanted to do a wuxia game. Haven't found a game since because either people arent interested in history or theyre too interested in history.
>>
>>92212796
Should've combined both and had them go down the silk road. In the Rome GURPS book I believe
>>
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Rome is cool but everything that came after it is much more interesting to me
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>>92216586
There's not enough fantasy byzantiums. Most fantasies will have long dead empires or civilizations to explain the presence of ruins or treasures, but wouldn't it be fun to find the one city where that entire legacy had been preserved?

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Not a troll OP that also remembered the thread title edition

>Last Thread
>>92167211

>Thread question:
What's your greatest disappointment when it comes to the myth versus reality of a historical battle?

>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:
https://www.mediafire.com/folder/yaokao3h1o4og/ZunTsu_GameBoxes
>/hwg/ Steam Group:

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>>92213163
Does anyone have a PDF for Strength and Honour?
>>
Thank you to whoever suggested the Band of Brothers hex&chit system last thread, I've been reading through it and it looks great, much simpler and faster to learn than Squad Leader/ASL while still seeming to preserve a lot of the tactics and being even more realistic in some ways according to the criticisms I've seen of ASL combat. Great stuff!
>>
>>92215973
https://mega.nz/folder/IQJV1Tja#1Md5rpEwf89FTepzztk0aQ
>>
>have to pack up and travel away to university for half the year
>can't take loads of terrain with me

I still want to play with people while I'm there, so what games should I look at that work well on a pretty bare table?
>>
>>92216471
Ancients/Medieval games tend to fit the bill as most battle have some terrain but not loads.

So I've been meaning to read the novels for almost 20 years (I don't play MtG anymore, it's been almost a decade since I played at this point). Just finally started reading them yesterday. Is there a TTRPG that's a close fit for how the world is described in the novels, or is the best bet GURPS with a custom magic system and a lot of custom Whatnots as they come up?

Also, Yawgmoth is a real piece if work. An interesting piece of work, but a piece o work nonetheless.
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>>92200904
She was awesome. Nice to see a White villain take up things after the old guy.
>>
>>92184108
Here's the full card if you want it.
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>>92209434
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>>92210611
Okay... not sure what you're getting at here. Here, have this guy.
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>>92177235
The ideal dropping off point is Time Spiral as it is the last Dominaria set pre-Nu-Magic storytelling.
Just skip Kamigawa and Ravnica. Odyssey, Onslaught and Time Spiral Cycles all take place on Dominaria and the Mirrodin Novels while seeming disconnected are a part of the lore.

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Decent quality pictures leaked. (top right chest mimic not included in the set, it's a gift with purchase if you make an order through lego.com over a certain price)

What's the veredict /tg/?
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>>92213354
Hey, monkie kid sets were very affordable
>>
>>92206577
This desu, I hate the current pop culture soup that all things "Nerd" have been forced into. The funko pop effect needs to die.
>>
>>92212689
And it's always been retarded. They aren't invested in actually getting people interested in playing the game which is supposed to be full of the sorts of marketable things that would make loyal customers double down on book and merch sales. Right now, they believe that D&D is iconic enough on its own that everyone will just buy it because they think we're still in the era of
>OMG I'M SUCH A NERD I WATCH MARVEL MOVIES AND WATCH ONE ANIME ON NETFLIX!! XD

BG3 boosted D&D relevance by a small amount, but I don't think anyone who spends the exorbitant cost for these lego sets or the obnoxious blind bags are going to suddenly become interested in playing D&D. They'll like them for their little details and possible integrations with other lego sets, but the "D&Dness" of it won't even register.
>>
>>92194817

it was $90 when it came out
>>
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I had this set back in 1982. We combined it with some other sets for old Red Box Basic D&D.

Previous thread: >>92203162

>OFFICIAL Commander website, where you can learn the rules, see the current banlist, and read the format philosophy, laid down by the rules committee:
https://mtgcommander.net/

>Statistically see what everyone else puts in their commander decks based on what is posted to the internet.
http://www.edhrec.com/

>Find out what lands you can add to your deck, sorted by category, based on a chosen color identity.
http://mtglands.com/

>Deck List Sites: You can search for decks that other people have made. Authors often have comments that explain their deck strategy and card choices.
http://www.tappedout.net
https://www.archidekt.com
https://www.moxfield.com

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>>92218506
You only need 15-20 cards to be the thing that wins the game for you. If you're playing high-tuned rocket-tag cEDH where there's not going to be a turn 7 maybe you can cut interaction.
>>
>>92217010
>acecerak gets to be a commander but vecna is left as some shitty token from 3 bleh cards
>>
>>92218515
Hell I put liquimetal coating in my deck just because it lets me turn my artifact removal into omniremoval.
>>
>>92218464
https://www.moxfield.com/decks/FaYWsYHI00-YIWdHjpYW3A
All I know is I need a stonybrook banneret
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>>92218396
I cry in mono red.

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What went wrong?
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My friend and I have been trying to get into and so far we really like the game, the models, and the lore. Our schedules just haven't been great, and the chances of getting anyone else to join us is virtually zero because we live in a God forsaken GW hellhole
>>
Covid killed a lot of local scenes and the game is too competitive for its own good, pushing casual gamers out.
Frustratingly this is also the game's primarily appeal to autists like me who want a game we can win without rolling 6s.
The online scene is pretty sizable though so I'd recommend looking for games there if you're not able to find a local to jam with.
>>
And it was highly influential. Many subsequent skirmish games have borrowed from Malifaux. A lot of things that made it unique are less so now. It also released during GW's nadir, but like Infinity, Kill Team took notes and ate both games lunches.
>>
>>92212099
This.
As a British "person" it's a nightmare to actually get the models most of the time. I've had to resort to scrounging off of ebay a lot of the time
>>
>>92211696
This is /tg/, it hardly is representative of the wider world. That being said, the rest of the world has never cared about Malifaux. It never was a popular game and it still isn't. It's never been more than a niche game in the tabletop genre. That's true for pretty much every single wargame that isn't Warhammer or some licensed normie-bait like Starwars.

starting with: Anteater folk
>make trumpet sounds to communicate
>they try to get forests infested by certain parasites on purpose and call it "agriculture", putting them at odds with local elf populations
>>
Molemen
They're the mythological gnome type. They build vast underground networks that they call a city. Akin to Hobbits, if you want to traverse them you have to hunker down, duck, or crawl. They can commonly be heard shit talking tourists for needing to do so, for being so tall.

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If you wanted to play in Medieval Nippon, or a fantasy world inspired by Japanese lore, which RPG is your choice?
I know of Legend of the Five Rings, but don’t know much about it beyond being Weeaboo dialed to 11.
There are also two free games I know of. Both are rules lite by their nature, amateur in quality, but seem fine as games go. Being free helps.

Whitebox Eastern Adventures. This is not a Whitebox FMAG expansion book, but a stand-alone game. It is very much an old school, 0-edition D&D game. For example all weapons are 1D6-1, 1D6, or 1D6+1 damage. Only four classes with some minor customization options, and optional four races of human, Japanese “Dwarves”, Tengu, and Kitsune.

Shinobi and Samurai is another free game, B/X style D&D rules, and the shortest page count of the games I just listed. But, it’s free, and hosted on the writers own site. That means no barrier to download the PDF. It’s also nice as it has 10 classes. But, it’s still B/X, so not a lot of customization, and only humans.

Sengoku Revised seems like a great source for lore, culture, and history, but a 3D6 Fuzion rules system is not my thing. Also, this is a game you pay for. It’s somewhat worth it for the lore.
I’m not sure there are more games than this, but naturally you can convert most fantasy RPGs by just re-naming classes and places. But, I prefer to not need to do that.
Any other suggestions?
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>>92208298
>If you wanted to play in Medieval Nippon
What part of medieval Japan? The medieval period is usually considered a millennia long and a country can go through a lot of cultural phases during that time.
>>
>>92208298
>Weeaboo dialed to 11.
>Chanbara
Probably something with playing card deck resolving mechanics plus additional escalating gambling mechanics.
>>
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>>92208298
I haven't tried it, but I found this RPG about playing ronin on here before, so I thought I'd post it.
>>
>>92208298
L5R is fun and great for this, there's the new system that's in print by ffg /edge(more narrative like ffg's star wars game) with funny dice that I've played and enjoyed, and the old system that I haven't played but is more on the crunchy Traditional side of things that also has a fairly unique dice system.

If L5R is not your style there is a pdf converting Burning wheel to feudal Japan as well called blossoms are falling.
>>
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>Almost a decade ago, Japanese artist and game designer Junichi Inoue sat down to create what was, in his own words, a uniquely and unmistakably "Hyper Asian" Japanese world: a world of magic and technology, of samurai and Taoist sorcery, of powerful mecha and cultured geisha. The world was named Tenra, and the game was named Tenra Bansho, or "Everything in Heaven and Earth."
Probably not what you were looking for given the existence of cyborgs and mecha suits though.

So what does /tg/ think of trench crusade?
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>>92207982
Glory Point are both for getting Mercenaries (what you call special characters) and special weapons (some are for Elites, but not always.)
>>
>>92212027
https://28-mag.com/contact/
The 'official' discord is a subsection of 28 mags' discord server. Hard to fucking find.
>>
>>92185982
I don't all that much, really. It looks neat enough to be sure, but my pile of shame and unplanned games are large enough as it is.
>>
>>92213627
Can't tell from the playest rules, but if Mercenaries are named characters rather then generics its automatically less appealing. If they're just unusual unit types that's okay.
Named characters in a very customized your doods game, or named characters at all really, have always been a bane of wargames.
>>
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>>92216005
>named characters
There's another doc called Merc just for them
So far, in every rules I have not seen a singular playable character.
Even the "Observant" is just a title, you could call him whatever you want

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Fudge is forever edition.
>What is Fudge?
Fudge is a "Free form Universal Do it yourself Game Engine," created by Stephan O'Sullivan with input from the usernet community of rec.game.design. The game is free and available via the Grey Ghost Press official website.
>Resources
https://fudgerpg.com/goodies/fudge-files/all-fudge-files-index.html

https://eryssel.blogspot.com/2018/07/fatefudge-dice-oracle-system.html

https://web.archive.org/web/20050206223605/http://fudgefactor.org/sitemap/
>TQ
Have you ever played the 20th anniversary addition of Fudge? Would you recommend it?
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>>92209810
>What magic system do you guys use?
My group just tends to use gifts as powers. Arguably it's not much of a magic system tho.
>I enjoyed FATE, but I actually hate the +/- dice that they use.
Kind of the point really. The fact that 4dF tends towards the middle of the bell curve means it's easier on the GM and the player doesn't get screwed over as much even if there aren't as many crit successes. You could always go for 3d6 Fudge or any of the myriad of Fudge variants that don't use Fudge dice. Hell, there's even dice-less fudge.
>>
>>92210458
>dice-less fudge
using cards I assume?
>>
>>92211340
>using cards I assume?
See core rule book page 97. "The basic idea behind diceless action resolution is sim-
ple: the GM decides upon an appropriate outcome, based on player input and the situation at hand."
>>
>>92212033
Based. If the result is reasonable and "impartial" it's good. Randomness doesn't inherently enhance the game.
>>
>>92210458
>>92211340
>>92212033
>>92214642
Diceless games are underrated. They make games more about decision making than luck.

Why don't they just automate their wars? Of all the factions in 40k, you'd think the Aeldari would heavily utilize drones and automated intelligences considering their population collapse. It's not even a big thing to ask for, since the Aeldari Empire specifically used significant automation to free up their population.
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>>92206887
You're such a fucking doomer, anon. GenAI isn't magic, but it does increase speed and productivity. We're using it right now in production to create templates, automate testing, and bypass quite a bit of the bullshit that normally takes weeks to months. Ultimately, humans will always be responsible for creating dramatically new ideas, but developments in agentic patterns with LLMs are certain not "techbro nonsense."

To put it another way, it's not going to make your next favorite video game all by itself, but it will help your favorite creator make three to five in the time that they would be able to make just one, and do it for much less.

t. actual AI engineer with you
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>>92212183
If you don't drive a locomotive, don't call yourself an engineer.
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>>92207381
they got warp spiders (the construct, not the path), some sort of automatons used for training (some big enough to duel titans), and civilian flyers with autopilot
>>
>>92196925
Because that wouldnt sell eldar miniatures, the point of the eldar is to play eldar, not robots. The lore is not logical, it exists exclusively to sell miniatures or fulfill the personal fantasies of writers of variable quality.
>>
>>92198166
neither you retard they're like batteries

Looks like Redscardog is putting all his doujin supplements up digitally now. https://twitter.com/red87505775/status/1767578313302884758
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>>92212418
Basic justification for character creation.

and if the two share a link... probably means that someone is controlling two characters at once.
>>
>>92212418
>>92212444
Can also be the reverse. A doll can have memories from more than one person.

The memories/souls/ego aspect is not very throughly explained, which personally I like. Working out how undead and souls/conciousnesses operate together is a staple plothook that wouldn't be usable if it was laid bare in the material.
>>
>>92212418
The Ego Dimension is basically just a scientific theory of "the soul" understood within the default setting. It's not nessicarily "personality" or "memories" it's YOU as a whole. Your consciousness and individuality and whatever it is needed for an individual to count as (you), whatever that may be.

It is not thoroughly explained, but it's basically just there for one VERY important reason gamewise: it's a foot-down canonical statement that the dolls are NOT separate entities from who they were pre-death, that they HAVE been brought back from death. No gay teleporter clone arguments or anything here. (you) died and (you) had your soul brought back, end of story.

This is super important because a lot of the pathos of Nechronica is derived from innocent children being thrust into a horrible world, and it's also a fucking GAY rugpull for a GM to say "uhhh actually all those memory fragments and identity you were painstakingly uncovering? lol that was somebody else you're just a meat automaton lololol".

That being said, the actual mechanics of it are super vague. There's no defined science or metaphysics of it layed out for players for the most part, so interpret how you like. I also stress that a lot of people will probably cook up their own settings that don't use the ego-dimension, but having some equivalent explanation to make it clear that there's continuity of consciousness between who you were and who you are is essential to Nechronica thematically.
>>
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>>92213420
I think the ego dimension is vague enough that you can kind of have your cake and eat it too in regards to the meat automaton v. soul dichotomy. The memories taken out of the Ego Dimension are emphatically the concrete stuff of a person's life turned into information, and the undead work on channeling energy directly from the Ego Dimension, but there also doesn't appear to be anything stopping you from implanting or channeling those memories into multiple individuals at once. For example, in my first Nechronica game my PC turned out to be the amalgamation of three separate people, but also she wound up existing concurrently with two of those people during the campaign so there was a bunch of weird feelings flying around for her as things unfolded because she was at once both and neither of those people. She had a very definite sense of self but she was never able to give up chasing those connections either.

I think you can get as jiggy with memory stuff as you like, although I agree in general with you that trying to boil PCs down to meat automatons is against the spirit of the setting. I generally think nihilism is fake and gay though.
>>
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>>92213241
>Working out how undead and souls/conciousnesses operate together is a staple plothook that wouldn't be usable if it was laid bare in the material.
It absolutely works best this way with how the characters themselves are amnesiacs so there's not too much of a knowledge gap between the PCs and their players. Explaining things like that would be more limiting than inspiring.

>Meat automaton
A character that didn't exist prior to being an undead is one that can be interesting to explore in the game, but it should be something more that the player set up/pitched in creation rather than a rug pull to say your fragments are fake and gay.

This keeps appearing on lists where people mention their favourite dungeon crawlers. Is it really that good, and does it ruin the whole concept of Lovecraftian horror where Cthulhu & Friends are supposed to be these gigantic monstrosities and now they just kind of fit nicely on the board?

And buying Cthulhu separately? Yeah, fuck that.
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>>92206603
I come from Arkham Horror 2nd Edition, Mansions of Madness 1st Edition and Eldritch Horror. Think it's worth it? I mean, it's different, right? But I'm worried it doesn't have similar atmosphere.
>>
>>92205808
>Is it really that good, and does it ruin the whole concept of Lovecraftian horror where Cthulhu & Friends are supposed to be these gigantic monstrosities and now they just kind of fit nicely on the board?
Yes it is a good dungeon crawl/fight. The missions are varied beyond just kill x, and have interesting scenarios, and the monster effects and player abilities are cool. Sanity is also a tightrope with you getting better with more sanity lost, but obviosuly closer to death. As a co-op i like that any player dying is game over UNLESS the old one is on the board, in which case you fight to the last as desperate times call for desperate measures.
Yes it does absoluetly ruin the concept of horror. It is not even remotely horror, tense or scary. You are literally shotgunning Cthulhu in the face. No gothic horror whatsoever, but a lot of pulp. Pulped up the ass.
I recommend, but only if you aren't expecting a spooky and suspensful horror game.
>>
>>92205808
Played it several times and while I like it more than Zombicide, it still shares enough DNA for me to dislike it and sell it.
>>
>>92205808
To me a dungeon crawler involved looting and leveling, and DMD has leveling but not really any looting. Also, the pace of the game feels more hectic and "no time to rest" than a standard dungeon crawler type game. There's also no downtime/town visit/campaign, which isn't essential for a dungeon crawler, but a dc without one feels incomplete.

Here's the thing though: this is a game where Hemingway, Rasputin, and Amelia Earhart run through a masked ball, trying to ferret out the cultists from the party goers, dealing with the assorted zoo animals the party hosts hired in for the party, before the cultists can summon Hastur, all while going nuts in what seems like every 5 minutes. And that's just one layout of Episode/Investigators/Elder. You could try the same Episode with a different Elder, and it could feel very different.

And Cthulhu comes in the first game; I'm glad CMoN included something different in each of the later stand-alone seasons. The giant Cthulhu statue? An overpriced awful-looking joke (I feel like he's a repressed memory of when the artist saw their step-dad naked after plowing the artist's mom late one night).
>>
>>92205808
You don't actually fight old tentacle face and other great old ones/elder gods/outer gods directly. The games are more about dealing with their inflence or cronies. Human or otherwise.

Technically there are statlines for the gods, but they range from "kills you instantly" to "kills your brain instantly when you look at it" to "lol no"

The book with the god statlines included damage modeling for a nuke as a reference.

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How do self-defense and warfare change in a D&D world where 4e and 5e's bows and crossbows are taken literally?

In a since-deleted blog post, and in the Chronicles of Eberron book, Keith Baker posits that one reason why Eberron never developed firearms was because D&D's crossbows are literal representations of how they work in-universe. The people of Eberron have figured out how to cheaply manufacture nonmagical crossbows that can be fired at least once per six seconds, and require no physical brawn whatsoever from the user. This is superior to many firearms of the early 19th century, as Keith himself has pointed out.

How about we export this away from Eberron specifically, and apply it to both bows and crossbows in both D&D 4e and D&D 5e? Bows and crossbows alike can be fired at least once per six seconds, and demand no physical strength whatsoever from the user. Lighter two-handed versions are simple weapons, letting anyone use them; not everyone can fling spells, but aiming and firing such a weapon is trivial.

Let us imagine that these systems' focused fire metagame is also an in-universe phenomenon. Anyone on the battlefield without the proper protections can be pincushioned by a mass of mooks landing lucky shots. Obtaining protections against this is crucial.

How does this change self-defense and warfare? Do people carry around bows and crossbows as self-defense in rough cities and while on the road? Does warfare revolve around units armed with bows and crossbows first and foremost, loosely spread out so as to avoid the occasional AoE spell from whatever mage is brave enough to risk being focus-fired upon?
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>>92187599
>while the ELB is intended for being fired, inaccurately and en masse, at targets 600+ft away
Records say that they were used with precision and aimed at individual targets.
When your Rate of Fire is one arrow every 5 seconds, it doesn't really make sense to just forego aiming and hope it maybe hits and injures something by pure chance.

>With that out of the way, do you know what guns are particularly good at?
Smoothbore firearms weren't very accurate, nor were they used at long ranges. More accurate than is commonly claimed, but not more than competing missile weapons. Rifled firearms are much more accurate, but human error severely limits that accuracy.
Instead, Firearms were primarily adopted for economical reasons. It's easy to train alot of people to use them, it's easy to manufacture ammunition, and it's not that hard to manufacture the guns themselves either. In addition, they offered superior firepower over bows and lighter crossbows, and superior reload times over the heaviest of crossbows (Which had other disadvantages besides.)
>>
>>92200891
Plate is still fully capable of stopping bullets today. It just depends on the plate, and the bullet.
But when it comes to the most protective armor in say, the 14th and 15th century, Bows and Crossbows were unable to penetrate it effectively.
A 15th century arquebus's projectile packs many times the effective energy of an arrow, however.
Now, the round shot they used was not as aerodynamic and didn't have the ideal shape for penetrating armor, and so lost a good portion of this energy by the time it would hit most targets. But this massive difference in initial energy was often still sufficient to penetrate the most protective armor of the time.

>>92204953
It's mostly to do with cost, and you have zero idea of what you're talking about if you think weight doesn't matter just because you're on a horse.
>>
>>92204953
It has more to do with the rise of professional armies and the decline of warrior aristocrats.

Most infantry were not armored because armor was expensive and soldiers were fairly cheap. Cavalry kept breast plates longer because they were the upper class, providing their own equipment well into the modern era.
>>
>>92200932
Presumably with the exception of those forms of technological advancement which can make the lives of magicians easier?
>>
>>92193801
He was talking about muskets, and musket that really is the case.
They're not comparable to modern firearms. Why do you think line infantry of the time mostly shot standing up?
For volley fire fighting the regular footman really didn't need training other than to point, shoot, reload and not run away.

Hi. As DM, how compelled do you feel by the progress of a story in the campaign you direct? Especially when it's a campaign/world you made yourself. Me and my players have a session per month. At first I was OK with it, but lately, in my free time I am always coming up with new ideas for adventures, encounters, lore. I am now producing these ideas at a much faster rate than the story progresses in the session, and it makes me kind desperate. I tried to switch to two sessions a month, but my players have a lot of time constrains.
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>>92213963
Start another campaign on the side on same setting. Maybe a faster paced campaign you market as ”a shorter one” and run it weekly aiming for length of something like 4-6 sessions max.
Take the players that have the time, and those who don’t can skip this one. Or come to ”hang around and listen only” if they’re interested and you play online, but they don’t want to commit to it. Game goes faster with less players anyway.
>>
>>92213963
run games that have faster, maybe episodic even, progression
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>>92213963
>posting slop outside of /slop/
Didn't read lol
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>>92213963
Not at all, all effort should be put toward immediate content only. It doesn't matter if a culture on the otherside of the land worship a radio tower that picks up signals from extra terrestrials. The players aren't gonna make it over there for at least several sessions, IF they even head in that direction at all in the first place. Instead the closest town out from the wilderness they're traveling has a corrupt mayor, with several named body guards, and they tax the shit out of the local farmers, with completely knowable interiors.

don't do lore
do environments
characters
dungeons.
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>>92213963
I play weekly I can barely keep up with scenarios for them


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