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What types of Adventure/settings you always wanted to play in, but never had the opportunity?
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>>97963840
For awhile now I've wanted to do an unironic "everything is taking place in a VR-game" type fantasy campaign complete with all the shitty tropes of the genre like respawning, in-universe health bars, designated PvP zones, etc.

I normally hate this shit in anime and manga, but the urge has been eating at me for awhile now after several super serious grimdark games. I just wana an MMO-slop campaign now.
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>>97963840
I would love to play in a Westmarch-style game inspired by Dungeon Meshi or Made in Abyss where my character shows up on an island and delves into a sprawling megadungeon from a home base on the surface to map it out and learn its secrets along with the other rejects who found their way there.
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>>97963962
I mean, pitch it that way. If you position it to your group as a more beer-and-pretzels, palate cleanser type of romp between more serious excursions, you're more likely to get buy-in. The trouble is people acting like it's something clever to be taken seriously.
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>>97963962
>Players optimize into broken min-maxed munchkin builds
>Next session you release "patch notes" that nerf their meta builds

The true MMORPG experience.
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>>97964182
> "patch notes" that nerf their meta builds
And I get no respec, no respec at all.
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>>97964315
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>>97963840
I'm a forever GM but if I had a chance to play I'd like to play in a world like Berserk. I want My character to feel threatened in a violent, fucked-up place with monsters that want to butcher Me and I can hack them apart with a zweihander.

As a GM I tend to run My games like this, but I also exclusively run sandboxes, and for literal YEARS until I just started with a new group My players had gone out of their way to avoid any sort of danger, quest, or potential means of advancement/achievement. The new guys I have now (which, ironically, consists of 1 of those older lazy players but he's smartened up) are settling in to My style of game as they're more used to railroads and stuff, and I haven't had as many "fair" opportunities to present toe level of violence I want. I say that because I'm not going to just have demons randomly show up to start ripping people in half and slurping out their organs like spaghetti, but I will have a demon at the end of a dungeon do that if he kills a PC - they need to get to the dungeon first though.

Our next game is Friday, they'll be going through a dungeon that they have no idea is an old, long-abandoned dwarven temple filled with dwarf skeletons. I'm planning to go into detail with the descriptions of bugs, rats, and the smell of rotting corpses to help sell the vibe.
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>>97963840
I know there isn't much of an audience for it, but I crave playing in a cyberspace setting. Something like Code Lyoko, but without the time travel, and a little less influence involving the real world (some of the scenarios were very silly, but I get it, kids show and all). Also, without the "escort mission" factor; Aelita was one of my early cartoon crushes, sure, but nobody likes escort missions.

Cyberspace as applicable to fantasy has always been a hyperfocus of mine, I've been working on a non-game cyberspace setting for over 20 years now, but this setting would be impossible to make a game out of, at best I could make a collaborative storytelling system from it.

I'm trying to make a cyberspace game loosely based on Berserk (the Atari game, not the manga/anime), but I don't work on it more than a few bits at a time, and often times I'll scrap the whole thing for a new mechanic, so it seems more like a pipe dream than a project.
That aside, I'd really want to play in a cyberspace of someone else's creation, so I wouldn't have to spend 90% of my time rolling for random generation and NPC behaviors.
Can you imagine a Lyoko-esque world, in which the players plug in "avatars" of their own creation, fighting off viruses and adventuring in gonzo-tech worlds fused with D&D's setting concepts?

I get it, it's totally slop, but I think if I could make a character who could make a difference in such a world and explore its weirdness with other people engaged with the setting and gameplay, I think I'd actually have fun.

Until that day, though, it's just the harsh reality of plugging away at solo games, because my friends only like normalfag /tg/ like UNO and Cards Against Humanity, which I can't stand.
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>>97964923
>this setting would be impossible to make a game out of
Why's that?
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>>97965052
Telling yourself something is impossible is the first step of not having to do anything at fucking all. Your procrastination has to start somewhere, and this is one of the best ways
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>>97963840
>Semi-hard sci-fi, like Cowboy Bebop, with a focus on day to day ship operations
>Monster (demons, vampires, werewolves, etc.) hunters in the 1920s
>Modern day espionage with psychic powers
>Post-apocalypse with STALKER-esque anomalies and paranormal phenomena

And for specific pre-existing settings:
>Exalted campaign about Dragonblooded Exalts from Lookshy doing missions across the Scavenger Lands
>Exalted campaign about Siderals. Any kind of campaign, I just really want a Sidereal game.
>Persona campaign using The Velvet Book RPG
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I'd love to play in a Western one day, weird or otherwise.
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>>97963840
The game I've always wanted to play is a resistance-style guerrilla warfare game. Falling Skies or X-Com 2 style vs aliens seems the safest, if only because knowing my group if we tried a WW2 resistance the 'Allo 'Allo jokes would Juist. Never. Stop.
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>>97963962
>Dark Sun
>Eberron
>Glorantha

Rokugan has been on the list, but managed to cross it off.
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>>97964792
I feel you. Horrid monsters that aren't just a CR-appropriate challenge, or some weird animal. I want vile, horrid monsters, that just exist to harm humans, and their death is an objectively good thing. Not shades of grey, or a matter of economics. Fighting and hunting them is an all-out war for the fate of human civilization to stay on the planet, and it is something where every trick in the book has to be utilized, because stand up fights are really not in our favour.
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>>97963840
I really like melancholic/decadent but beautiful settings, even romantic or dreamy a bit.
Also want to explore some themes of performing great works, rituals, magic in modern/postmodern world.
I guess I just need to play WoD/nWod gamelines but unfortunately in my country people only play vampires (which I don't like) and I don't even have a company to play with.
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>>97966113
This guy gets it.

We're playing PF2e and I mentioned in our chat at some point that werewolves are immune to practically anything that isn't a silvered weapon. As intended, this was terrifying to one of My players (who's been with the system longer than I have and far better with the rules). RAW, you can just... kill a werewolf. They're only level 3, they have a slight weakness to silver but otherwise can be harmed by anything you throw at them, and they don't even have regenerating health or anything like that. It feels more like a bestial furry than a horrific monster.
Some monsters (usually fiends) have abilities that let them straight-up devour souls, but those boosts are usually pretty shit like a simple +1 for a couple rounds. You'd think eating someone's entire existence would do more than a +1 for 1d6 rounds, but apparently souls are dirt cheap in Golarion. Thank God for My homebrew setting.

I like the rules of PF2e but I haven't run a single creature straight from the book yet and I've made tons of custom stat blocks to fit the kinds of creatures I need (although many I haven't gotten to use yet).

And that's not to mention the brutal violence, rape, torture, ritual sacrifice, and other dirty disgusting things humanity (by extension, elves, dwarves, et al.) inflicts upon themselves.
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>>97966484
>werewolves are immune to practically anything that isn't a silvered weapon
Should've specified, werewolves in My world. RAW the other stuff applies.
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>>97965052
Properly representing how code and energy work (these affect how everything works) would create numerous complications, including having to come up with systems establishing how the complexity of an object's code can exponentially increase its upkeep of energy. Code is like properties of matter in our world; conductivity, mass, density, hardness, etc. Then, to get into making an object actually function, that would require establishing more complex systems, especially since the "laws of physics" of that cyberspace are different from our own world, I would need to establish how cause and effect is demonstrated through a given action.
All of this would be required for things of low mechanical complexity, and higher complexity would require even more systems.
That's ignoring numerous techniques for manipulating one's own energy, spread across categories of powers, or even using Neon, which draws energy from an "overlapping" dimension for psionic-esque abilities.
The handbook for what players can do would be more akin to a textbook on a school subject, made further complex when introducing progression, determining how usage of a given ability will strengthen both that ability and some of the user's own power and resilience.

Beyond that, there's the issue that such a game would have to be a sandbox, because of all the factions and organizations, all of the different power levels and logistics.
It wouldn't be something like "the king has requested you slay the dragon and save his daughter", the players would have to either agree which organization(s) to work for, or to work freelance. Working freelance would pose its own levels of complexity, as there would need to be systems in place to determine how reliable intel would be from any given source at any given moment for every potential task.

People thought it was "too complex" when I was making my silly fantasy game based on NES and Genesis, but this is something that would make even GURPS players give pause.
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>>97965126
There's a huge difference between writing something with one set of events (even tied to multiple characters) while maintaining internal consistency, and writing something that can be used for whatever anyone desires while still maintaining consistent cause and effect, while also providing challenges and overarching win/lose conditions.
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>>97963840
high-tech fantasy. if i wanted to play it i would need to run it, but there isn't any system out there doing it properly. so one would need to stitch something together in an universal system
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>>97970526
I see. I admire your passion Anon

>>97970770
Do you mean schizo tech like Adventure Time, Afro Samurai, Gintama, where there's medieval/renaissance elements alongside futuristic ones, or like straight science fiction with elves/dwarves/etc.?
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>>97971133
well science fiction with magic would describe it better. but schizo tech would come naturally from just visiting less developed planets.
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>>97964182
only if you have to respec every time you switch between pvp and pve for 500g each time
and it doesn't save your hotbars either
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>>97971289
Ah. I've read that Starfinder is sci-fi and has magic (but never played it), have you given that a look?
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>>97970526
Complex crunch gets me hard
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>>97971402
>hotbars
That actually seems like a neat balancing factor for abilities. You can get a bunch of them, but you only have so many hotbar slots to use them quickly with the rest having to take time to menu dig to use.
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>>97971523
starfinder would be the obvious call, but all i play is dnd and the fighting is boring me to death.
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>>97972027
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>>97972058
yeah that's what i'm trying you dummy
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>>97972130
Godspeed, Anon
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>>97963962
>>97964072
The biggest hurdle for this type of game, and why I haven't run one yet, is 'what are you actually doing?'
just some lighthearted, beer and pretzels gameplay? That can be fun for a one-off session, let everyone really lean into playing tropey nonsense.
Is there some greater hook, i.e. trapped in the game? Some mystery to solve within the game? Trying to build a great guild or compete in a in-game event?
I'll run one if I can figure it out.
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>>97972507
This is a big reason I haven't done it, yeah. The "trapped in the game" thing kinda ruins the lighthearted mood, and anything else doesn't feel compelling enough to last for more than a one-shot.
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A Cold War game where it either didn't end or was more violent than it actually was. The setting would be Europe for the most part, and the games would consist of stealing secrets, shifting people/information, assassinating other agents, and working as mercenaries for hire. It would not be a gun battle-every-session type game, but rather one where if a gun battle erupts, something has gone wrong. If the setting is Africa, Asia, or Latin America, combat would be more common. But if in Europe, keeping a low profile would actually be part of the game.

The mission flow would be you are given a task, either in East or West Berlin (or other areas of Europe), and as you work to carry out that task, you have to roll against being detected. The more you are detected though, the more heat comes down on you by Stasi/NATO/Warsaw Pact, to where if you really fuck up, cops and soldiers roll up on your position. Game over would be either dying or being captured. But other than that, characters would be persistent. Their gear, wealth, and experience would carry over, and they'd become more capable agents (and attract more attention) the longer they stayed active.

Notorious agents would also be "made" the moment they hit tarmac, making their activities more difficult to perform even if they have better skills. Thus ensuring difficulty scales.
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>>97974668
>Trump is still the best president of my life time.
I was going to joke about you being under 18, but real-talk, "best president" hasn't exactly been a high bar, even if you go back 50 years.
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>>97963840
underwater adventure
of course we'd all need to be sea people of some sort, but it is going to be fun



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