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File: IMG_6966.jpg (173 KB, 802x800)
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Are there any tabletop RPGs similar in style to the classic video game Baroque?
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Oh good, the 7 billionth
>what game for game or show
Thread we've had in the last week
I cant wait for the catalogue to fill up with six more identical threads over the next three hours
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Kult
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>>97364910
It's a thread that isn't puckee spam or /pol/ bait, fuck off.
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>>97364932
OP, your thread is shit.
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>>97365008
I'm not OP I'm just sick of shitstains trying to shut down legitimate discussion here for no other reason than that you saw the opportunity to ruin something.
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>>97364864
talk about it. you could be helped better
>>97364910
horrifying isn't it? a thread where people might talk about rpgs
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>>97364864
mork borg without the time limit
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>>97364864
Ah, OP, you are in luck.

I may be the foremost Western expert on Baroque. I don't even know how or why it happened, but I somehow ended up spending several thousand hours playing it, with something about its incredibly-player-unfriendly dungeon-delving striking a cord with me, alongside the insane amount of secrets that the game does nothing to explain and you have to take extraordinary risks to discover.

I could probably spend hours talking about this dumb game, all the little secrets I discovered that remain undocumented as people have barely scratched the surface of this black box nightmare.

To those who don't know, it's a random rogue-like, and when you die, you lose all your levels and items and start over with nothing. The same thing happens if you "complete" the dungeon. Eventually, you become able to send a handful of items outside the dungeon, and that's essentially how you progress in power, though it's an incredibly slow and far from guaranteed process. And, slowly, you gain access to more floors, with the dungeon being stupidly huge.

The insane part is how you progress the story, since it's absolutely nonsense. What little clues there are exists as esoteric fragments, and you are often asked to "throw" items, including items that only exist once per game, at seemingly random things, with anything you throw disappearing forever, regardless of whether you chose the right thing to throw it at. You can, completely without even realizing that it's even possible, lock yourself out of large amounts of the game just by not knowing how insanely hostile the game actually is.

The game actually has multiple endings that leave much unexplained, with each new one pretending to be the "true" ending and several being secret, and the psychotic thing is that different versions of the game actually have added secret endings, and none feel truly final.

You really couldn't replicate that sort of nonsense with a TTRPG, because the players would stab the GM.
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>>97365408
Well not what I expected, thanks for clarifying anon. Yeah, seems like one of those OSR under a sadistic GM while there's a storm outside and an EMP fried your cars so you can't go away.
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>>97364864
Similar in style according to what, the gameplay or the story?
>A literal Dungeon Crawl.
>Taking place entirely inside a Tower.
>Populated by Monsters.
>And all your equipment is RNG.
>You are meant to die a lot, because it's a Roguelike of sorts.
This is OSR D&D.
>The world is post-apocalyptic after a cult did experiments with the setting's God.
>Everyone is now a mutated abomination (to varying degrees).
>Some angel guy has chosen you, the super special chosen one, to fix the world by delving into the Tower (but not really), which contains said God (or something, idk).
>Your plot device is a cannon that shoots angel fetuses.
Yeah okay, I don't think you are supposed to play D&D with such a premise, although strictly speaking, I don't see why not.
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>>97364864
Paranoia has the Duncan Idaho clone thing but it's totally different otherwise
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>>97365430
The dungeons part itself could be done using just about any system, though OSR games would be ironically a bad fit because they have far too much in the way of random and unfair deaths. Baroque is not an easy game, and you're expected (and even required) to die a fair amount of times even just to progress the story, but you can reach a point where you will never unintentionally die unless all the worst luck hits you simultaneously, and it's actually important to reach that level of skill in order to avoid accidentally losing some item that you've been babying for several dozen dungeon cycles or some key item needed to progress the story. A more skill-based rather than luck-based system would probably be best.

The dungeon exploration is really not all that unique, and what makes Baroque special is the larger mechanics and structure. Ultimately, Baroque ends up being several different experiences for different people, so replicating it comes down to what kind of Baroque you're hoping to emulate.

At the most basic level, it's a few nasty dungeons cycles with some incomprehensible story floating above it. Not really that hard to emulate, and it's definitely a matter of style over substance.
At the next level, with players who really get into it, you'd have players who reached one of the more accessible endings. A DM would really have to plan and prepare some esoteric nonsense for the players to slowly unravel, with various moon logic puzzles on how to get further and further into the dungeon.
And, beyond that, you start diving into various guides and FAQs and discover that there are still unexplained mysteries, with inconsistencies between ports of the game (there's been 10 versions, thanks to different systems/publishers/regions/languages, resulting in people getting as far as to believe they have 99% of the mysteries solved only for another version to introduce a dozen new ones). No one should play a TTRPG like that.
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>>97364910
just stick to your pukee thread then
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>>97365656
I've heard of this game, but never about this game. Fascinating.



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