I've got 1920s CoC party that went full evil.To make a long story short they all died but their replacement characters.....
I've got two ghoul wannabes,,a guy with the deep one taint and a fucking hybrid spawn of Tsathoggua as party members.
Forget what anyone said about saving the world, i'm now stuck with half a dozen monsters as PCs.
So what do i do when every PC is a monster but they still want to be on the side of humanity? The Spawn of Tsathoggua can pass as human, do i just have her eliminate all their enemies while having the Ghouls... Comment too long. Click here to view the full text.
>>44222140 Their motivation is to keep themselves from getting discovered by the general public. Other monsters draw attention and make this difficult, so other monsters need to be dealt with, discretely if possible.
>>44222140 You dun goofed. In fact this is so out of bounds, it must have been a mess to start with. Sounds like heroic chargen and an uncompromised Mythos arsenal, both are signs of breaking the genre.
Now the rules have no problem with this. But don't turn to the CoC community and look for a fix. This is more DnD with some HPL tacked on than it is CoC. We don't play the game like this because it's really boring. But you do whatever makes you happy.
As for what to do... You could pit the characters... Comment too long. Click here to view the full text.
Okay, so I just watched this video, and while the guy in question is speaking in reference to a couple video games, I think it applies to traditional games if you're a game master trying to design a setting for your characters:
First, The guy says "balance" comes at the expense of "variety" (and vice versa). Then he asserts that variety is superior to balance. This bugs me because I'm currently trying to balance my own game right now, and I'm doing so because if there is one... Comment too long. Click here to view the full text.
>>44222046 >First, The guy says "balance" comes at the expense of "variety" (and vice versa). Then he asserts that variety is superior to balance. > That actually defeats any sort of variety you might have had and the rest of the inferior choices become just "vendor trash."
Yeaah man, I hate that shit too
>play WoW >comes the talent revamp >boohooo... Comment too long. Click here to view the full text.
>>44222046 Something I'll say for Balance vs. Variety. I can see where he's coming from, in that the more weapons and numbers you add, the harder it is to make all of those numbers even.
Instead, if you're going to be adding a wide variety of options, you need to make them less numerical. The trade-off between options needs to fall outside of pure DPS calculations and be something that's harder to judge.
>Valnyr awaited their resurrection with excitement. She looked forward to the reunion, eager to hear the voices and thoughts of her guard. Their bonds had been forged in the turbulent days of war against the treacherous and hateful eldar. Those bonds had only been strengthened by conversion as loyalty engrams had rewritten portions of the lychguards’ personality to ensure devotion beyond even that which they had exhibited in their mortality. These lychguard were Valnyr’s wardens,... Comment too long. Click here to view the full text.
What does /tg/ think about Ars Magica? Does anyone think about Ars Magica anymore? I just read the corebook and I love the setting and magic system, but I'm a little hesitant at how... extensive some of the rules are. Also, my group's never done troupe play before.
>>44221613 Yeah, it's pretty rare to see a game where the dominant, ruling power of the setting is unambiguously Lawful Good. I have no idea what that'll do for player agency, but it certainly gives the game a unique flavour.
Warmachine/Hordes Books, No Quarter, & IKRPG >textuploader <DOT> com / 5rkfo PP Youtube (gameplay tutorials, tournament coverage, and announcements) > https://www.youtube.com/user/PrivateerPressPrime List building at > https://www.forwardkommander.com >http://schlaf.github.io/whac_online/whac.html Latest Errata > http://privateerpress.com/files/WM%20MKII%20Rules%20Errata%20Aug%202015.pdf Steamroller... Comment too long. Click here to view the full text.
You're getting real tired of this creature conversing with itself as if you're not even here. “If you'll permit me a few questions, just what is this Paramatma, and what in Pani's name would incorporating my memories even entail?”
There's a long silence before the lower mouth speaks. “We apologize. It has been quite some time since we encountered a suitable mind. The Paramatma is our greatest work. It is, or rather we are, a collective composed of copies of the greatest minds to ever walk the sands of Pidjata. It was tradition for those greatest enchanters to journey to our temple and add themselves to us before their deaths. This orb was constructed to facilitate exactly that, mobile so that it might be brought to the most distant and secluded of our number. Incorporation is painful, we cannot lie. It is the last thing ingrained into all of our memories, one last moment of mortal struggle before ascension.”
You don't know if you like the sound of that. “What happens to me, to my body I mean? Am I just left a soulless husk?”
The bottom mouth speaks. “No, you are merely copied. For the rest of your brief existence there will be two of you, one joined with us and one walking the Gods' dominion. We understand that a connection to the cage which houses you is normal, but trust us. Once you have ascended you will not miss your mortal form. You will be as the Gods are, unconstrained.”
Okay, maybe that doesn't sound so bad. Still, he said it would hurt. They said? “Why are you even interested in me? I am barely past the age of boyhood, and inexperienced as an enchanter besides.”
This time it's the top mouth that speaks. “Over the course of the past thousand years I have determined only six eligible candidates.”
The bottom mouth takes over. “Yes, Mikhael. You must understand that we thrive on new ideas and new insights. Fresh minds are perhaps the most valuable contribution a mortal could make, and it seems as though in our time dwelling outside of the Gods' creation the arts of enchanting have been forgotten, or at least the traditions of the Paramatma have been lost to time. We cannot afford to pick and choose.”
You're... Comment too long. Click here to view the full text.
After a brief pause the bottom mouth speaks again. “We believe that you ought to be able to weaken the thread by weakening the husk and the shell to the point that pulling the thread will not shatter them, merely strain them. A tenuous balance must be achieved, for if you weaken the shell too severely then you risk shattering the shard in your attempts to save it. You might try mending the cracks in your shard, but that is a lengthy and time consuming process. You might also attempt to sever the cord at some intervening point between you and the interloper, but you would need... Comment too long. Click here to view the full text.
There are two main schools of health system in RPG: hit points, and what I'm going to call wounds. Wounds includes FATE stress boxes, Savage Worlds, and the Harm from Apocalypse World, for the sake of this discussion. Hit points includes GURPS, D&D, Star Wars d20's Vitality and Wound Points, and so on.
The defining difference (and trade-off, in my view) between these systems is that hit points allow more flexibility and simplicity, at the cost of having to track them (which slows down mass battles). Wounds systems generally involve very little bookkeeping;... Comment too long. Click here to view the full text.
>>44220937 I'm a fan of the hit point system because it lets me fluff the damage as... for example, overexertion. In real life we would typically go down in one or two hits but hit points seem contrary to that... but if you fluff it different, your halfling who scurries around and "attacks" by getting enemies to accidentally hurt themselves will start running out of luck, and your graceful swashbuckler will get tired of sidestepping all the enemies blows. This has the added bonus of making warlord style heals... Comment too long. Click here to view the full text.
Cause I talk to people about these two words and what I gather is:
Narrativist indicates your game follows principles set down by the ideas of the genre it is attempting to emulate while simulationist indicates your game follows principles set down by ideas of the setting it's in and that these two are intrinsically opposed to one another.
But isn't a good narrative something consistent with the rules established by the setting anyway? And isn't a good setting one that understands its genre and... Comment too long. Click here to view the full text.
it's a real fucked-up state of affairs when I see a civil and relatively well-thought-out statement like this and my gut reaction is "this is probably someone trying to bait people into a screaming match"
>>44220379 >>44220379 >And this obviously not accounting for setting agnostic systems which have to basically pull double duty of providing both in general assumption. but this is generally where the "intrinsically opposed" part comes in, so I'm leaning slightly with >>44220466 here.
Hey /tg/, can anyone give me and idea of a system that I could use for run a Fate/Stay Night campaign? I'm searching for something not to complex, at least in the battle system and adapting the statistics and noble phantasm thing. I was searching for some system but I can't find any for a campaing like this and well I'm new at DMing so using something like Anima (in my opinion this is a very interesting system but too complex for me) isn't something that i want to do because i lack the experience and i don't want to bother or bore my players looking... Comment too long. Click here to view the full text.
>>44219611 Fate campaigns are a topic that comes up pretty often (and, a bit less frequently, Nasuverse campaigns as a whole), and to this day there really isn't a single defining answer. I've played one in Mutants and Masterminds in the past, and that worked pretty well. I remember seeing Wild Talents, GURPS, and the FATE universal system (unrelated to FSN or the Nasuverse) come up in the past as well. Whatever you do, though, stay away from that one Nasuverse homebrew that's also called Fate, from the Heaven's... Comment too long. Click here to view the full text.
Soul is a very real and a very importan thing in W40k, so I was wondering - what happens to one's soul when said person is transformed into a servitor?
Remember that they are portrayed differently in different sources, but basicaly they are lobotomised humans, not just robots with fleshy parts.
I kinda feel that asking when does a sevitor stop being a human and becomes a machine, amd his soul departs his body, is similar to asking when does a fetus become a human and is killed, not aborted...
It's still very much there. Hell, it's probably there even when living tissue is used in lieu of computers in various tech. While the "machine spirit" might only get about as smart as a dog that's probably the ultimate source of it. They have living parts inside them, it probably attracts or grows a soul (or however souls form in 40k) and warp magic takes care of the rest.
You could ask the same question about, say, any member of the adeptus mechanicus. They love replacing their own bodies with machine parts. I think the answer is really, "when... Comment too long. Click here to view the full text.
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Current /tg/ fan projects - Noob Guide &FAQ, and a Podcast https://drive.google.com/open?id=1eD3nkA51ddl3nmltKg0zsnfrOUhlWgcc4h5aqz-RFqw Quick Guide on all present FOW Books: http://www.wargames-romania.ro/wordpress/wargames/flames-of-war/flames-of-war-starting-player-guide-the-books/
Archive... Comment too long. Click here to view the full text.
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