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File: 1780320465953051m.jpg (146 KB, 1024x1024)
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How would you make it into a tabletop?
>levels
>monsters
>plot
>environment(s)
>gameplay loop
>end
>>
>>98139152
Sounds retarded, so I'd probably use D&D 5e to run it.
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>>98139152
Probably one of the top 5 lamest horror concept out there. Even a good old labyrinth is better.
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>>98139198
I'd rather make a campaign based of the David Bowie labyrinth movie than fucking backrooms
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>>98139152
The whole fucking point of the backrooms, before zoomers ruined it with SCP-lite retardation, is that there's nothing in there. There's not a game there.
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>>98139152
Just read the Mars Horror thread.
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>>98139244
>is that there's nothing in there.
>there are implied monsters in the fucking original post that is in OPs pic
Are you retarded?
>>
>>98139222
this but exploring the extra dimensions of the Twin Peaks universe
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>>98139152
I really don't think it would translate well to a TTRPG
firstly it relies heavily on visuals rather than mechanics
secondly the players will have little or nothing to do unless you turn it into yet more of the diet-SCP entityslop that's been murdering the whole premise
>>
>>98139152
Make it into a Delta Green one-shot or just some non-setting-specific horror one-shot
Not really worth making it into a whole separate game, especially since the whole concept is so reliant on visual aesthetics
>>
>>>/v/740009138

(you) are so fucking lazy OP.
>>
>>98139752
more (You)s
>>
>>98139152
Of course it's gonna be tile-placing euro with a goal to make meeples as separated/lost as possible. You place them in a starting 4x4 tiles and then each player adds new tiles around and inside the structure pushing starting tiles outwards. Each player can instead of placing a tile - place a shared monster from which meeple will "run" in opposite directions. In the end you count tiles around each of your meeple (up to three in every direction). Who has more tiles - win. Kinda like that.
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>>98139812
Credit where it's due, being trapped in a dimly lit infinite room and forced to play eurogames for the rest of the time does sound fucking scary.
>>
>>98139434
>one sentence of implication
>DOOOOOOD THAT MEANS THERE'S TONS OF CRITTERS AND SPOOKY GUYS AND MY SUPER COOL OC GHOULMAN THAT KILLS YOU IF YOU DON'T DO A HYPER-SPECIFIC ROUTINE AT ALL TIMES!!!1!!
I'd ask you the same question but I already know you're brain-dead.
>>
>>98139152
>a maze of randomly generated bullshit with no actual intentionality behind it and monsters that are incredibly out of place compared to their surroundings
That's unironically just a Daggerfall dungeon
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>>98139244
Even the movie changed that cause they realised that no one above the age of 13 would ever be scared of an empty office with no furniture
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>>98140041
It's not the place that's scary. It's at best uncanny, but you're still stuck in some near-endless office space with no way of getting home, no hope of rescue, and so on.
There would be some sense of dread if you had to actually live through that, but getting that across in a movie would take time and effort, and so instead it has to be crammed full of monsters for the audience members with 0 attention span.
>>
>>98139152
I know there's an artgame about being lost in the desert that's like this. It has a d100 roll table where 99 results are along the lines of "You see nothing but sand" and 1 is "You think you see something in the distance"
>>
I would riff off of Ten Candles and make the place get more and more fucked up and less brightly lit as the candles burn out, with the last candle also turning off the last dim red emergency lights in the backroom. Also there's a Grue and it does its thing to anyone caught in the dark. Everyone dies in the end.
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Not OP here
>>98139178
>one-sentence negative answer
>>98139198
>one-sentence negative answer
You guys know that if a topic doesn't interest you, you can simply ignore it, right?
>>98139222
>one-sentence negative answer
There's a counterproposition there, so it's an improvement
>>98139244
>TWO sentences negative answer
And this time there's an argument! Are we getting somewhere?
>>98139434
Theeeere you go, first constructive answers ITT.
It only took 5 posts before we got there. Is /tg/ healing?
>>
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>>98141235
Alright naggers, here’s how I would do it. I don’t even give much of a crap about the Backrooms or all that recent liminal horror stuff, but I’ll try to be the change I want to see in the sad current state of this board.
Plus, liminal horror is pretty en vogue at the moment. Who knows, if we could get our shit together, maybe something memorable could come out of this.
> It’s a megadungeon, but light on monsters and heavy on puzzles.
> As with any good megadungeon, the gameplay is about “How far do you want to push it before going back to base?”, with an increasing risk of running out of [resource] and meeting near-certain doom.
> Obviously you can’t use torches as resources. Wouldn’t be thematic.
> You could imagine some sort of ward that keeps the monsters temporarily away, or prevents the characters from disappearing after a wrong turn. It could be magical incense, if you want to push an urban magic angle. But let me suggest something that could bring some strange new gameplay potential: what about Ariadne’s thread? A literal ball of thread that players can unravel behind them as they progress. Run out of thread at a moment when you need to flee, and you risk never being able to find your way back and getting lost forever.
> Puzzles are all about facing something made of mundane-looking material, but with a really strange property, then searching the Backrooms for something else that looks mundane but has another strange property that interacts with it and unlocks the puzzle.
(cont)
>>
>>98141251
> As per the greentext, monsters are more of a looming presence. When they get to you, the best you can do is run away or throw whatever you have at them to try to slow them down. They’re also a mix of mundane and uncanny. TTRPGs not being a visual medium can actually help here, since it gives us the freedom to create monsters with completely surreal descriptions, impossible to represent visually. Like: “It looks like a boring truck driver from the waist down, and that’s all you can see outside the bathroom stall door. But open the door, and everything above that is a chaos of insect limbs arranged like a torturer’s toolkit.” Or: “It’s a small child’s wooden toy, but it feels like it could crush you with its weight.”
So the gameplay loop is:
> Explore the Backrooms, looking for artifacts.
> Find puzzles.
> Explore some more to find the keys to those puzzles.
> Mess too much with the puzzles and you attract monsters.
> Go back to base when you feel like you’re pushing too far, ideally after gathering as many artifacts as you can.
> Expand the explored area step by step, day by day.
Alternatively, you could play a group of people who are lost in the backrooms and trying to find an exit. Perfect for a one-shot: roughly the same gameplay, except you only get one ball of thread to work with.
>>
>>98139244
The backrooms should have "something" there. Though I do agree that post-woke SCP shouldn't be allow in at all. I mean half of the shit they add in now is childish tumblr crap made by some teen who thinks it's trendy. The other half is knock off monster but you can tell the writer wants to put that this outworldly monster that kills and eat people believes in "trans/queer/women's rights" and all. It's just so bad.
>>
Delta Green.
>>
>>98139198
>ooOOooOoh it's a place that's usually full of people but it's EeeeEEeemMpppTTyy!!
Truly the greatest fear of this cursed generation; being unstimulated and alone with their thoughts for more than five seconds.
>>
I would run with procedural generation and high lethality. Where you clip (spawn?) in and have nothing but what's in your pockets (random roll on a table) and have to scavange and make tools and weapons from furniture, monster corpses, etc. Better hope you find some almond water.
>>
>>98139152
I was thinking about it the other day before I went to see the movie. I think I'd do a hexcrawl dungeon type of thing. Just a fucking massive labyrinth.
>>
>>98141280
I wouldn't want to play this, but it's the best take in the thread. OP should be ashamed of the terrible premise.
>>
>>98139152
The whole plot of the backrooms, that there is a real reality and this is a BS version, is the whole plot in Kult, so I would run this scenario in Kult. Probably connect it to the archon Malkuth since she's the architect of Elysium. But I have to be honest OP, the backrooms aren't a very scary place in an RPG. It would be, naturally, if it existed in reality. But transferring the break with reality into a tabletop game is difficult because the players have already accepted the premise that the game is a break from reality. And if you don't make it into a horror game, then what's the point of a clean labyrinth? It'd be no different from any other dungeon crawl.
>>
>>98139152
I actually liked what I saw of the Kane Parsons movie. "Silent Hill but it's a megastructure" is a kickass setting for something in the vein of Don't Rest Your Head.
>>
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>>98139244
The entities and levels that braindead zoomers keep adding in are worthless and more people hate them than want to see anything backrooms or "liminal space" themed involve them. It's just way harder to output tons of the kind of high quality, creative, thoughtful videos that would be needed to out-compete third world slop mill channels putting out countless videos about what happens when you get diarrhea in the backrooms and which entities will kill you the fastest for being racist.

Even though the original post implies there's at least one "something" wandering around, I don't think the backrooms works as a monster labyrinth. An impossibly large place that spawns or makes people into evil stick figures or smiley face murder monsters isn't scary. It's fucking stupid. The real horror is from the impossible equivalent of being in open water, but in a structure. Every direction you look offers no sign of escape from being lost and isolated. There is no food. There is no comfort. In most takes on the idea, the POV character is usually alone, but I don't think a group would make it any better. More ways for things to go wrong when exploring and traveling.

As for HOW you turn that into an RPG... Survival-oriented Hex crawl, I guess? Like the goal would obviously be to try and get out, somehow, but the need to find water and food take priority. The problems that springs to mind is that the backrooms is an extremely visual concept. Having to verbally describe every new stretch of hallway, every turn, every random misshapen offshoot or tunnel is going to get tedious and it's not going to communicate the feeling correctly. Additionally, no entities means no chasing or running, which is good because few systems really do that sort of thing well, but it also means that there's not much else for the players to do, besides trudge forward, grab any supplies they find, and then trudge some more. Not that they'd be able to successful fight entities otherwise
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>>98142563
I didn't read it so much as Silent Hill, but if you're a mentally ill asshole at the end of his rope, getting treatment from a therapist who is at least as insane and unwell as you, then finding the Backrooms is the worst fucking fate imaginable
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>>98141235
OP mad
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>>98142667
>third world slop mill channels putting out countless videos about what happens when you get diarrhea in the backrooms and which entities will kill you the fastest for being racist
only brainless anglos do this
>>
>>98141235
>One sentence negative answer
Your opening post was shit, OP, so that's all you get. Be less of a retard next time.
>>
>>98139152
>no or ultra-light system
>oneshot
>PC death is quick and always a risk
>if your char dies you get to sit the rest of the session out
>random bullshit my brain produces after rereading the og Backrooms post and rewatching the original Kane Parsons video
>only the "stinger" discovery is pre-planned
>max atmosphere
>let's see who makes it out
>>
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>>98139152
Do it as a little Exit 8-style dungeon.
>The first room is the baseline, allow it to be studied extensively for reference
>Whenever the players progress, the next room is a copy of the original one, but something is different: a trap, a monster, a condition, some odd anomaly warping the space
>Every copied room always contains a clue
>The looping never ends until the riddle is solved
You can rip off Silent Hill PT and have like a little phone (or whatever your equivalent is) ring every time they enter a new iteration. If the anwer is spoken to it, the dungeon is solved. If the answer is wrong, something bad happens and they get to try again in the next room (which will have complications)
Exit 8 also has a nice little fakeout where a fake exit 7 shows up, which resets all your progress if you take it - you can incorporate that if you're feeling particularly dickish.
>>
>>98139152
What an abhorrent post. Never make this thread again.
>>
>>98142667
>The entities and levels that braindead zoomers keep adding in are worthless and more people hate them than want to see anything backrooms or "liminal space" themed involve them.
it misses the point in the same way as when """lovecraftian""" horror just reduces HPL's writing to the superficial bits like cultists and space tentacle monsters
>>
>>98139152
I'd just run a Call of Cthulu/Delta Green game that's backrooms themed.
>>
>>98144452
yes, the dreadful fear of unknowingly being related by blood to the people you were racist towards all along is a crucial component too
>>
>>98139152
The premise is scary for the same reason that it would make a boring game.
You are trapped in an essentially featureless environment, implying a simulated reality on some level.
There is a thing hunting you, which inevitably, will get you, and you have only what you came in with, and the ability to move.
Sounds like a boardgame concept at best to me, where you move from empty grid space to empty grid space, and use "item cards" you start with as an ever diminishing resource.
Maybe throw in characters to play as in the form of abilities, like one character can run fast for a turn before having to rest. or another can force-swap item cards with other adjacent players.
The objective would be to survive the longest I suppose.
The monster's movement should be random or semi-random depending on the size of the board.
Iunno.
Like others have said.
There's not a lot to work with.
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>>98144973
You are assuming that people are racist because they believe >in racism<.
People are normally racist for practical or historical reasons, which have little do to with an ideological devotion to racial purity in and of itself, but with signs and signals associated with groups, and the values appertaining thereto.
- t. Chud.
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>>98139152
this is shit
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>>98145190
i didn't assume or even mention any of that, i was talking about lovecraft's sense of horror
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>retarded zoomies thinking they invented the idea of a having populated area be eerily empty
Lol.
Also just use delta green. Why is this even a fucking question.
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>>98145390
It was implicit.
Now Lovecraft was essentially, a xenophobe, but it was probably catalysed by moving to NYC for two years, which were evidently not great for him; he moved there upon marrying, and the relationship fell apart, and he moved back home to Providence.
>>
>>98145176
bonestly, it reminds me of the old D&D electronic boardgame, where you moved your token on a grid full of invisible walls to find an invisible treasure before the invisible ghost, who can move through walls, finds you and kills you.
>>
>>98139152
>>98141235
OP, you have to be 18 to post here.
>>
>>98139152
Megadungeon
>>
>>98144452
Finding yourself in a strange place that gradually reveals itself to be impossible large, larger than any human civilization could build is Lovecraftian enough. It implies some aspects of reality are not as consistent as we believe and that powers far greater than humanity exist. Lot of Lovecraft's stuff actually focuses on that idea. Not going mad because the monster is big or hard to look at, but realizing that the reality the protag thought they understood was actually far more complex and terrifying than they can fully conceive of.

Even that original post says that the Backrooms are over 3 times the total square mileage of the entire planet Earth. It's a place too fucking big to be real. I don't think that should necessarily be insanity-inducing, but if someone told you that you would potentially need to navigate a labyrinth as big as the entire fucking world three times over to have a chance of finding an exit, which might not exist, you might be filled with a profound amount of dread and anxiety.
>>
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Alright I'll ask. Is the movie fun? I can't imagine posting some random idea you had once on the chins and then seeing it zoomerified, slopified, and turned into a movie without you seeing a cent or even credit for it.
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>>98139152
>>98144369
A little possible expansion for this on how to potentially seed it if you don't fancy random noclips.
>Choose one of the players and look for good ways to occasionally isolate them
>Every time they are alone, the nearest door to them (you can temporarily manifest them if needed) will lead into the endless corridor which they can clearly see, regardless of what was originally on the other side
>If the player doesn't interact with it, it will slowly, creaking, open ever so slighly ajar in invitation
>When the full party is present, the effect doesn't trigger
>Eventually, when the player either walks through voluntarily or gets snatched by something on the other side, the door will become permanent, awaiting for the rest of the party to follow
Think of it as a predatory dungeon that picks a hostage mark and uses it as bait for more people. It's a patient, waiting curse that attaches to someone and follows until it gets its victims.
You don't find a dungeon, you're hunted by one.
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>>98146940
I liked it, but it could have used way more exploration of the backrooms itself. It's also not really about lore or explaining anything (which is good, imo) and more focused on exploring the parallels between the two main characters, their mental issues, and how that kinda parallels the way the backrooms creates degraded memories of places
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>>98146940
Tbf I don't like it but I also don't like indie horror movies where "the real monster was our psychological issues the whole time", so it's probably was never going to win me over. I did enjoy how I could actually see the movie though, too many horror movies these days are literally too dark to watch.
>>
>>98144973
if you're referring to the shadow over innsmouth, then I'd argue that it's more just HPL expressing anxiety over his family history of mental illness
what I meant was that much of his writing can be boiled down to an interbellum atheist trying to come to terms with an uncaring meaningless existence without just giving into mindless hedonism to fill the hole: my theory is that a big part of why imitators often fail at capturing the same spark is because they've been raised in the age of consumerism where filling the hole with mindless hedonism has become the established norm, and so this element goes right over their heads
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>>98139152
I don't think it's suited to tabletop, but if I had to...

Something like Dark Messiah/Hellknight on the PS1.
Series of mazes to get through with some safe areas and NPCs in between and just one enemy. It can't be killed and someone is dead if it corners or catches you, but players can use their abilities to stun it temporarily or otherwise evade it. Have to navigate the mazes and complete puzzles and objectives while evading the monster which starts slow and shambling but gains more powers of its own as things progress.
>>
>>98139152
>Procedurally generated dungeons
That sounds fucking HORRID nigga



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