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What are they for you?

For me it is floating islands and prosthetic limbs from fantasy to sci-fi.
Can’t get enough of it. Never will.
>>
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Flying islands and airships.
Nothing screams ADVENTURE more than airships.
>>
>Always
There's cultist lurking somewhere and whatever it is they are up to will certainly be funny to watch.
>Occasionally
The continent/landmass the game takes place on was once are gargantuan living being.
>>
>>98230414
https://www.youtube.com/watch?v=T3iHxLs5maM
>>
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Holes in the ground. The darker and less inviting the better.
>>
>>98230447
I love steampunk stuff so much.
I always try to insert something like airships or zeppelins in my settings even if they don’t fit with stupid excuses like the work of an eccentric inventor.
>>
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>>98230414
Warforged Cleric that crafts Magical armaments. Gotta love that dude!
>>
>>98230561
I'm running my players through caves right now and they have access to the Underdark, if they so choose. That would be bad though, because at this level, fools would die.
>>
>>98230561
The classic dungeons being dangerous dark underground places never get old.
>>
>>98230414
Based and Avatar pilled
>>
>>98230414
Actually alien aliens, as in completely non-humanoid body type AND mentality, possibly to the point where even establishing communication is a challenge in itself. If fantasy, it gets toned down a little and refluffed as magical/extra-planar beings.
>>
>>98230414
Corrupt Government Organization/Feds that insist that they are doing things for the greater good and are always just blatantly wrong about that and also evil enough that killing them on sight is a guiltless action.
>>
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Gnolls. Nothing is as scary to players as a motivated Gnoll.

>>98230447
>>98236675
I hate steampunk and everything related to it.
>>
>>98241998
It is okay to not like steampunk.
But I am curious as to why. Is it the fans of it or how it is just used for aesthetics alone or something else?
>>
>>98230561
Holes in the ground. Holes to reach into. Holes with one singular highly-visible clue as to what's inside (dense webbing, large scratch marks around the entrance, piles of bones). Large, still pools of murky water of indeterminate depth. Large bodies of water or slow-moving rivers with the surface obscured (dense wetlands/tall reeds/pond scum/bubbles). Pools that contain an underwater tunnel to somewhere, but it's not clear how long the passage is. I love totally normal features that could conceal any number of nasty things, and I love putting nasty things in them. My players are rightly cautious whenever they encounter anything even remotely resembling any of the above examples.
>>
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>>98242166
All of it.
· The aesthetics are overly complicated and genuinely shit to draw and design. Brass and gold are a pain to draw.
· Steampunk settings always evolve into this high fantasy+scifi shite where you apply cogs and pipes ontop of [insert magical and/or mech technology] which I find extremely lazy and uncreative
· The people who like steampunk are genuine cancer. They are overly uneducated about the age of steam and generally not interested in the thing that defines the steampunk - the steam engine. They only care for Weimar tier cabaret degeneracy and drama.
>>
>>98242204
>The aesthetics are overly complicated and genuinely shit to draw and design. Brass and gold are a pain to draw.
Skill issue. I'll agree on the aesthetics being very hit-or-miss, though.
>Steampunk settings always evolve into this high fantasy+scifi shite where you apply cogs and pipes ontop of [insert magical and/or mech technology] which I find extremely lazy and uncreative
Once again, skill issue. The lazy cunts that do it are bereft of creativity, otherwise there would be some reason for those things to be there.
>The people who like steampunk are genuine cancer.
Hit-or-miss, but generally you're closer to being right.
>pic
That's closer to dieselpunk, no? And while we're at it, do you hate it too? Art Deco a big good, fite me.
>>
>>98230414
Traditional games?
>>
>>98230414
Weird dreamscapes that defy conventional reality
Friendly dragons or other monsters that team up with the party (I let one of the party members take control of it)
>>
My go to character is always a cartographer. Gives me an excuse to go adventuring without a sob story background.
>>
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>>98230414
White-haired androgynous men because I like to self-insert. I'm a forever GM so I mostly use them as villains, but if I had a chance to be a player you can bet your tits he's gonna look like some JoJo/Griffith/Drag Queen hybrid.

And I mean the HOT kind of drag queen not the crossdressing fags with beards and body hair.
>>
>>98244149
>Gives me an excuse to go adventuring without a sob story background.
I don't get why you need one at all to begin with. Not everyone's cut out to tend the same land his father, and 10 generations before him have tended.
Some people are mold-breakers by their nature, and it is the wanderlust, not traumatic or sordid past, that puts them on the road.
At most, I'd see it as an explanation why you have all/most of the travelling gear from the get-go, possibly having rest of the party along as bodyguards/hirelings/friends tagging along for the journey.
>>
>>98244149
I usually just have the human male fighter I play just be down on his luck and just joins the party. Then adventure ensues.

>>98242956
Is this a clanker or a dedicated autist?
>>
>>98246508
It's not consistent enough to be a clanker. I'm pretty sure it's one single guy who gets his panties in a twist about anything that's not a general or a literal board game.
>>
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I really like to do new spins on my and my player's old characters in new campaign settings.
>>
>>98230414
>>98230447
I like flying islands and steampunk, but also like flying massive maze-like castles

>>98241998
What's scary about a motivated Gnoll?
>>
>>98246895
>massive maze-like castles
I love the colossal scale of most dark souls vidya game structures.
Like they give off the pyramid effect of making one wonder how they could have been built at all.
Love it.
>>
>>98247238
Forgot pic because I’m a tard.
Image source is allegedly concept art.
There’s a lot of sources of inspiration I use for my settings.
>>
>>98247238
>Wonder how they could have been built at all.

There are a few ways, could simply say it's the result of centuries of the castle being built bigger and more complex for attackers

Leave it as a mystery, sometimes it best to not have a explanation, just small hints here and there

Or my personal favourite. It was built with magic, my DM last year did something like this with a massive castle, but it was in a pocket realm made by some illusionist to hide his wealth and knowledge and all the while this illusionist was constantly changing and shifting the castle and interior around to mess with us
>>
>>98248108
You’re right mystery can make it better.

>Or my personal favourite. It was built with magic, my DM last year did something like this with a massive castle, but it was in a pocket realm made by some illusionist to hide his wealth and knowledge and all the while this illusionist was constantly changing and shifting the castle and interior around to mess with us

Your DM has great tastes.

I have loved the idea of massive medieval/renaissance era architectural city scapes. A kind of “urban hell” but ancient architecture wise. Especially when the city is colossal in scale.

I think the warhammer fantasy drifting castle is what made me love it.
That and the castle stick figure series.



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