The Curl of the Sea is an elegant but relatively small ship, slightly smaller than even the frigate Rubel captained before, measuring barely twenty-five meters, and not thicker than six at its widest. Still, it FEELS larger: there is a lot of walking space on the deck, which is unencumbered by the coils of rope and the complex rigging or the multiple masts of other ships: a single metal-and-wood mast holds a wide triangular sail, without any need for rope or knots.
Other than the mast, the stern castle, and the swivel mount for the prow cannon, the deck is clear... Comment too long. Click here to view the full text.
The tour brings you to the aforementioned cannon. Three crewmen stand by it, their brand new navy uniforms already heavily customized with bandannas and other loudly colored accessories in typical pirate fashion. No one bothers to salute Rubel, and he doesn't seem to mind it particularly, but they do get twitchy and nervous when they notice you and Tia following him, Unsure of how to react, they salute you clumsily.
The tour brings you to the aforementioned cannon. Three crewmen stand by it, their brand new navy uniforms already heavily customized with bandannas... Comment too long. Click here to view the full text.
>I'll see what I can do. >I'll see if we can add someone with Awakened Essence to your crew. >There are ways to grant or gain Awakened Essence. (m+t) >Well, for now Regis can help you handle the ship if there's an emergency and you need the powered paddlewheels. >(Other?)
>>44243838 >There are ways to grant or gain Awakened Essence. (m+t) We do have Zaan working on a formula for that, which if he gets down by the time we get back I wanted to Enlighten the captains at least to give them a set of Ashigaru for themselves.
Nice to see you back EF, you gonna be okay for the holidays?
So I had a thought recently. I asked my players why they never bothered to do even simple maintenance on their weapons, and I got the answer that it was pointless. Because most weapons are either magical as fuck, or disposable.
So I thought of some of the items they have, and what the story behind them were. Most of them are not really "crafted" magically, but have gained their power through the actions of their owner.
So I thought of doing something different for my next group. Magical artifacts are SUPER rare, to the point of ridiculousness, and they... Comment too long. Click here to view the full text.
Track a kill list. Once a weapon takes a hundred souls it gains some sort of power based on the lives it's taken. A weapon that's killed many orcs would gain a preference for them, while a weapon that's recklessly used against enemies and innocents alike may drive the wielder into a bloodthirsty rage.
Throw in some foes who are slaughtering innocents just to power up their sword in one of the early adventures while you're at it. That'll let you introduce the idea within the context of the setting and show them the consequences of abuse firsthand.
Number... Comment too long. Click here to view the full text.
If you throw it on the player, there's a good chance they're going to try to make something game breaking. The best thing to do is keep the respective character in mind. You said the growths depend on their actions, right? You can expound on this by also basing gains on their personality too. As for how often the gains should be awarded, that could vary with participation. Or, you could have them meditate/pray to get a new gain after a notable event. Like, a Paladin who stopped an assassination would gradually gain higher range and magnitude to his ability to sense evil intentions. You could come up with a chart to make things easier, but there's no surefire way of accounting for every possible combination of actions your players are going to take. This sounds like a really neat idea, though. The players are essentially forging their own weapons through their very being.
>>44243590 If you're going down this route (which is cool) you should probably have it so that everything can be explained to the player as to why the weapon is a certain way (at least to a degree). If a weapon is possessed with a desire to constantly shed the blood of any and all nearby, it should be relatively clear to all players that there is a reason for that (likely that it was used on anybody that moved for a long time). This isn't to say you can't have some "mystery weapons," but they should... Comment too long. Click here to view the full text.
No new model until january; fyreslayer will fight for ur-gold. What is ur-gold then? I think that ur-gold exist in 40k too; is that something important, not just a precious metal, like the shard of their god?
Hello everyone! I'm pretty fresh to GM'ing (Only been doing so for 3 months) And I have a question.
Have hosted 3 different campaigns, one of which is ended, one which is weekly, one which is biweekly, and I have a reoccuring problem.
My players are really interested in sandbox-styled campaigns, as am I. However, there's been a really large issue with character-to-character relations. My players (understandably so) wish to do different things from each-other, like, vastly different. I understand this is an obvious side-effect of a campaign without... Comment too long. Click here to view the full text.
>>44242824 What you could do is present a few hooks for overarching goals and see if there's anything they all leap at. I'm sure you can think of a few breadcrumb trails for them to look into.
Anything involving large-scale war should interest the druid. Forests are a great source of wood for siege weaponry. It should likewise interest the mercenary fighter for obvious reasons. Or, maybe they'll just find some of the plot hooks interesting as players.
If you ever figure it out let me know. I found it best to let them know that too much soloing on game night isn't allowed and to get their sandbox stuff out of the way 1 on 1 with me on Skype during the non game sessions.
>>44243069 That's what I had been attempting, and like I've stated, it's left the game in far better condition. However it doesn't seem to stick.
Since this game is a true sandbox, with me coming up with hooks as the players show interest, or sometimes forcing hooks into existence, I've also allowed any morality, as it has potential for excellent plot depth. However, I feel like this is beginning to hurt the party. We have one neutral-evil and one neutral-good, and they've fought on 3 occasions,... Comment too long. Click here to view the full text.
The last pathfinder game I played, we were all members of a mercenary group and the GM had us roll up 3 characters a piece. The "missions" we were hired to do were usually done in teams of 3 since there were three of us, but the band itself was much larger, so if one of our characters died (or we simply wanted a change of pace) we could switch to another, or even make up and add characters mid-game.
Loot and Exp was gained among all characters equally, under the assumption the ones we wern't using at the time were off doing their own missions.
>>44242392 >I was think of having a sliver age super hero game where in a player's each get a low level kid sidekick to take over in the event their man super hero dies. > >After at least 3 sessions of playing say Fallout boy they can decided to either bring the old hero back or continue with the hopeful now developed replacement character.
Doing it right. I'd happily play in a game like this. You on Roll20?
'sup /tg/ newbie GM here. Trying to prep a simple treasure hunt adventure, where the PC's are trying to find the tomb of an old king and loot it for riches (Twist: tomb is actually prison for a wraith, said king's lingering soul).
What I'm trying to do is use the Three Clue rule/Node Based Adventure design to make finding the location of the tomb an adventure of its own. However, I find it hard to seed enough clues (in a way that makes sense) so that my players can derive the tombs location on their own, short of just handing them a map with a big... Comment too long. Click here to view the full text.
This is really simple, actually. You just need to answer some basic questions to help you figure out where your tomb is hiding:
>Who built it, and why? >Where is it relative to the player's starting location? >How much is known about it? >How much do the players start the game knowing? >How obscure would information about it be?
If your players are starting completely dry and only learning "You... Comment too long. Click here to view the full text.
>>44241818 How well do your animals treat your players?
Usually not well seems to be the general consensus I gather from the many years I think that animals don't generally like player characters, usually fighting to the death when spooked or when they feel their territory has been invaded.
>>44241818 Character 1: meh. Keep it away from me and we'll be fine. Character 2: has a cat which he got from an npc who died, and has followed him halfway across the continent. Character 3: Awww! Look at the little doggie!
Side note: seriously fuck those guys in your webm.
Sup /tg/, I come to you with a story, the story of my finally finished campaign. This is the story of how a group of dumb, shy beginners got from 3rd level to 20th and defeated a demon lord, and learned a bit about roleplaying.
The party received some addition by a couple NPCs, and eventually accepted an extra player in their midst, one of my closest friends and a talented roleplayer.
Now I must admit a few things before starting: I had been lurking /tg/ for quite some time before getting my hands on this newbie party and I had no one else to play with to experiment... Comment too long. Click here to view the full text.
-The Good Guy (we'll call him GG) - a kind, beta dude that presented the other players to me. Likes surfing weird shit and memes but remains a good-hearted fellow. Decided to play Odric of Hoberia, a human paladin of the goddess Azah, a poor orphan taken in by the Church-State of Hoberia and, not knowing any better, trained as a soldier of the holy order of the Hospitaliers. Despite not knowing, he was always the heart of the group he hanged out with, and so it became the same... Comment too long. Click here to view the full text.
>>44241662 -The TryHard (we'll call him TH) - a fit dude that plays lots of vidya, enjoys The Walking Dead and always tries too, too hard. Like, really too hard. Everytime someone said anything in or out of the game, he had to come up with a retort, a pun, anything to look cool. It was rarely funny, and even more rarely cool.
All he wanted was to make an expy of Geralt of Rivia, namely Garrett of Etorian, and he always struggled with all the rules not going the way he had imagined by playing vidya. I tried to arrange... Comment too long. Click here to view the full text.
>>44241709 -The Nerd Girl (we'll call her NG) - an actual nerd, not really charming or quirky like many attention whores I had at the gaming table. Actually it was quite the opposite, as she had trouble doing anything during the first sessions and whenever her character spoke, it sounded like he was reciting the grocery list. This problem eventually disappeared as her more emotional side kicked in. Since she was a big fan of the Silmarillion and could actually remember every fucking name in it, she decided to make a male elven fighter named Aegnor, but after rolling a fuckton of good rolls in physical stats, she changed her mind and made him a silent, gruff, STRONK human, a woodcutter enlisted in a war between nearby counties and soon MIA. She eventually leveled up as barbarian and ranger to get the right mix of brutality for what her character would eventually turn into.
-The Outsider (we'll call him OP2, since I'm obviously the faggot who opens threads, and he was, sort of, my good companion in this adventure) - this dude was a friend of mine, who had started playing rpgs only a year before, showing amazing natural skills in roleplaying, and, as we went ahead, a mind for powerplaying. He was at first just a spectator and a counselor, but after some time it was clear that he was craving a place at the table with the others, and so I allowed him to have it... but not immediately. I had told him the ways I was going to shape the campaign and the plot hooks I had in mind, so first I let him be a half-NPC and, as we reached the end of the story, a full-fledged character. If you are wondering which one of the characters in the picture he was, I'll tell you he wasn't there. I drew all illustrations of the campaign as we proceeded, and sometimes even before we got there, but he wasn't on the team yet, just an interference in their story. The goblin near the paladin and the elf in the background are DMPCs that I added by my choice and sometimes by theirs. We'll get there.
>>44241508 <You should be studying and training, not out in the field> Robert grumbles into your mind.
<Would you /shut up/ while I'm being given orders?> you plead. <This is important!>
The ghost lapses into silence as Brianna continues. " - This is recon only. Use your best judgement but two people aren't going to take on an entire town's worth of forces, no matter how sexy your new weapons are."
<Damn sexy> Robert comments, at the same time that Amy goes,... Comment too long. Click here to view the full text.
Depends on the system, but I'd generally say "not well."
If we're looking at D&D, which is going to be Lodoss' closest equivalent, he's pretty much a straight fighter, is the thing. So if there's a "fighter" or "warrior" class, that's him. Sadly, fighters tend to suck quite badly in the most popular editions. You might do okay with 4e, though.
I'm not sure why you'd want to roll Parn, though. He's pretty unremarkable... Comment too long. Click here to view the full text.
Hm, might fit in (Goblins has a way to cheat in fattie goblins with Lackey if I remember right), he just has to compete with Goblin deck's other 5 cmc finisher, Siege-Gang Commander. I don't think it stacks up favorably against that, as Siege-Gang lets you burn down your whole team for lethal whereas this is probably going to grab... what, a lightning bolt?
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