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Hey /tg/, I've been gaming for a while now, and have always wanted to run a true blue old school hex-crawl game, where the narrative is more shaped by player action than anything else (or however its supposed to work). But I've no idea how really, how does one run a proper old school game? How does one manage a hex crawl? Is there still a plot?
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Hello! I've run games like this in the past. I'm starting one up right now, via Discord. You are free to join us if you would like an example of how it can be done. https://discord.gg/HzcQM

Anyway, the easiest way to do it would be to use an existing hex map like Carcosa (like I'm using) or Quelong (I hear that's supposed to be much better, but I don't own it yet.)

Basically, you have a hex-map with adventuring locations in each hex, and random encounters. Each of these is a potential plot seed.
Some of these should reference...
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>>48784423
I agree with >>48784562 but also ask on /osrg/.
>>
>>48784423
Here's a (very in depth) guide.
http://batintheattic.blogspot.com/2009/08/how-to-make-fantasy-sandbox.html

Remember that players don't necessarily have to interact with the hex system at all--it's just an organizational tool. In fact it can be fun to have them draw their own map (and deal with the consequences if they get lost or take poor notes).

I think one of the players at our game just caused a 2 on the Henderson Scale in our 5th ed game. And he did so by removing Tiamat, the goddess of evil dragons from the game world.

A bit of background so you can know how insane things went beforehand. During the game, the player gained access to the fates ability from the deck of many things, which removes the threat that the character is currently dealing with. It's supposed to only do stuff like teleport somebody out of the area or something like that, but things didn't go that way.

The character,...
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>>48784238
I would have never used a deck of many things again after the first fuck up.

Honestly, I have no idea what that GM was thinking, and no, I don't see how Tiamat being mated with anyone represents a specific threat. Did you miss some of the story?
>>
>>48784626
Yeah, probably. But the events I mentioned happened.
>>
Well they could still come back.

As cyborgs

Can murderhobos be explained by Dragon Sickness?

Also, general interesting afflictions thread
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>>48783852
Is Dragon Sickness "a thing" or is it merely a spook?
>>
>>48784400
>>48783852
I feel like cursed treasure hoards make for neat post dungeon adventures

Continually casts suggestion on nearby pcs
>>
>>48783852
>Can strange and hard-to-understand human behavior be explained away with a made-up mental illness?
Yes, but that doesn't mean it actually is one.

If a dismissive explanation for something can easily be found in any circumstance, including ones where it's untrue and inaccurate, then it's not a very useful one.

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>A mystical genie appears before you and offers to grant you any wish that you desire without any monkey paw effects.

>The catch is that you must get an obviouslt /tg/ related tattoo somewhere on you body this cannot be the bottoms of your feet and you cannot hide it with hair.

>What do you choose and where?
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>>48783841
thats pretty well done, and anybody who doesnt know about warhammer will just assume its 80s metal pop art style.

pretty baller

I already have a barbarian on my arm, so that counts right?
>>
>>48783841
WIZARD FIGHTING A CYBORG
>>
I wish for monkey paw effects.

Straight up wish granting with no caveats if a hella boring plot device.

I'd rather the genie just fuck my shit up.

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>ITT we talk about who the best bikers in the galaxy are
And why its the Ravenwing
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>>48783835
Lets see:
>more wheels than the Scars
>tanks, assault bikes, land speeders, darkshrouds and Nephelims, Oh my!
>a fucking jetbike
>baller bike wing antennas
>scions of the Lion
>servo ravens that puts Corax's boys to shame
>if they were chirstian they'd be screaming; "Dues Vault!"
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>>48784866
Man, what a bunch of Mary Sues.
>>
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>>48783835

>Mfw there are actual factions with old timey bikes that can't fly or go supersonic speeds
>They don't even use CC weapons that make use of their momentum
>Basically just have to go home if they have to fight by lava, sea, mountains or mud
>Laughing Spears and Windriders

>>48784866

>a fucking...
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So does anyone play this game still? The approach to time travel is PRETTY DOPE but some of the mechanics are odd.
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It's super dope, but the rest of the game doesn't seem all that exciting. I wonder what the writers of the game are up to these days.
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>>48784875
Yeah it seems as though it slightly falls apart when you reach the higher levels of Span. Still, I would like to see a new version of it, with some updated/fixed mechanics. Seems like having to record every jump you make would get to be a bit much.

Anyone else have any experience with it?
>>
>>48784875
>>48784981
Played it a bit, it's pretty great. Having to record all the jumps can get to be a bit much but the most that usually means is eventually looking at the rats nest of time travel you've built for yourself in a particular region of space/time and saying 'I'm never coming back here if I can help it', marking off a few safe points in case you end up in a time combat that strays through the area and mentally fencing the whole thing off.

What's the most hardcore shit you've ever done in a tabletop RPG?

Bonus points for "my character made a badass choice/had a badass attitude" rather than "I rolled really well so my character looked badass."
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>playing Dark Heresy
>am an Imperial Guardsman who managed to get a shotgun
>don't know what kind of demon monster we're dealing with (it's a genestealer), but I took its baby and threatened over the intercom to kill the baby if it harmed another person
>come running into a room where it has some dude cornered and I see for the first time that it probably isn't even sentient
>it kills the guy in front of...
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>>48782945
It was really a thing you had to be there for.
Any description of my combat droid's exploits would be less impressive without me in front of you beating the table with my fists to simulate stomping sounds.
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>>48782976
Holy shit that's metal.
>>48783065
I have a vivid imagination. Tell me!

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Which popular games today will still be played in the 22nd century?
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>>48782902
DnD, or whatever incarnation has survived to that point.

Fallout 4 has a building, where several of of the monitors were being used by their former workers for a play-by-post dnd session. Pic related is one of the messages.
>>
>>48782902
Chess, checkers, etc. the tabletop games that have been going strong since the 19th and won't stop short of total human extinction
>>
>>48782902
Chess probably. It has survived for centuries already, it will probably still be played for a while yet.
And yes it's solvable, and computers already beat humans. But I doubt humans even in the 22nd century will be able to play optimally.

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Stat me /tg/
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Deus Vult / 10
>>
Cleric/Monk multi class with a high carisma
>>
LG
medium humanoid
10 hp
AC 10
Can use any cleric spell at-will as an epic level caster
Can use any divine abilities from Deities & Demigods at-will, as a greater god

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https://1d4chan.org/wiki/One_Roll_Engine

What does /tg/ think to the One Roll Engine?

A great way to streamline combat to a into single roll? Or an overtly complicated solution to a problem that doesn't exist?
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>>48782534
Basic it's work like poker dice

You roll a dice pool of d10s, the number of dice that match decide the speed and damage of an an attack while the face value of the matching dice (height) decide accuracy.

The main advantage is it's one of the few systerm to handle 'simultaneous' combat in a quick manner.
>>
>>48782534
Okay, but not revolutionary.

It seems conceptually elegant, but in practice you're still rolling a pile of dice and taking some time to crunch that into a result. For some games, a simple pass/fail is better.
>>
>>48784740

The genius is in making the dice mechanics integrally incorporate dynamic initiative, so everyone works out what they're trying to do, which is generally fairly quick, and then everyone rolls at the same time and begins working out how they did, so there's much less of that "and now everyone else at the table waits patiently for the slow dice roller to get on with things" as they're all busy seeing how they did and processing their rolls and how they want to apportion things.

Combat in ORE games is thus a lot snappier and less time consuming, fewer cases of the party spending the better part of an entire gaming session wanking away in a fight with low level goblins.

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Fellow blacksmiths, rejoice!
Let's all talk about magical and non-magical weapon ideas, how to use it alongside various powers and techniques, and just general discussion about dem weapons.
Actually, it's more of a ''I need sword ideas'' case, but as I couldn't see something like this, I though ''why not?''
Come on, let's all just forge some shit under one flag;
/spoiler/German's one.
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I came up with a weapon that when stabbed into an enemy, blade growths would pop out like a tree's splitting branches.
>>
Even basic +1 magic weapons can become awesome through fluff. Had one where it was a blunt sword that would have a magical blade form on the side that is being swung.
>>
Hmmm... But what about non-magical weapons? Maybe some metal work or something that can be done to make some strong ones.
Even just exotic weapons, like snake swords or some Killa-Kill scissor-sword-thing, right?

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Am I the only GM who has come to relish the moment that overconfident players poke the sleeping dragon? You have a enemy, one that the players have knowledge both in and out of character is out of their league, and they antagonize then. I have come to enjoy these moments, the moment where the players realize that being a PC doesn't save them from stupid decisions and their actions have consequences. It is even better when you don't kill them, capture them instead or something similar, and have them wallow in their defeat.
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Maybe? My goal is to have fun with my friends and that can be a really awesome funny moment.
>>
Yes. I am a sadist.
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>>48781499
Kill yourself.

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Exploding dice.

Are they good or bad?
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D'pends on how you roll
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>>48781340

Depends on the system.

They get god damned wacky at times. Savage Worlds for example, might have a grunt get a raise on an attack (only one raise on attack rolls, because people forget that god damned rule all the time) for an extra d6 of damage with an Aced attack.

The resulting damage roll might have an explosion or two that could cause a bunch of raises. I had a basic fat security guard cause 32 points of damage in a single attack roll because of exploding die and one shot murder a player once.

I...
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>>48781405

>Savage worlds

A game where a kitten can roll well enough to one shot godzilla and farmer can punch a giant in the toe hard enough to knock it off the end of his foot, up through his ballsack and out the top of his head.

Shit gets wacky. On one hand, it is a terrible, terrible flaw, on the other hand it makes for such awesome gaming sessions that playing without it is blasphemous.

The chaining exploding dice aren't very common, but ho-boy do they make for some fun stories.

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Gork is cunningly brutal and hits you really hard while you're looking, whereas Mork is brutally cunning and hits you while you're NOT looking.

Anybody who disagrees is a dumb git.
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So what you're saying is the best way to defeat them is to only ever look at Mork, so that he won't hit you, and so that you're not looking at Gork meaning that he won't hit you either.

Thanks OP. Never knew defeating Orks was this easy.
>>
No u iz dumb git.
>>
>>48781171
This. Seems like a "one twin is lying" scenario with even less thought required

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I was asleep so I couldn't bump edition.

What is the World Ends With You?
It's a strikingly original Square Enix action RPG from 2008 for the Nintendo DS about trust, collective consciousness, desperation, imagination and fabulous outfits. Characters are swept into the Underground, a parallel dimension linked to major urban centers, where they run through a 7-day gauntlet of tasks and trials by higher-plane beings called Reapers. Band together and win the Reapers' Game and you have a shot at returning to the Real World. Fail, and you face erasure.

>What is this?
This is a /tg/ Homebrew RPG based on the above game. It's designed to be fast, simple and exciting, and it adapts virtually all of the mechanics from the source game to a form optimized for a tabletop experience. Most importantly, we've striven to preserve its core themes of cooperation, psychic powers and elaborate fashions.

>What system are you using?
We've adapted the core resolution mechanic from another Tabletop game Tenra Bansho Zero into our system. Roll a pool of dice based on your Stats, and count each die that's under your Skill or Psych as a success. It's fast, easy and dynamic. Characters only have four Stats based on your strength of will and mental condition, and only 9 Skills; mixing and matching Stats with Skills creates unique actions, such as rolling Protect:Rhythm to block a punch or Protect:Flow to dodge out of the way.

To flesh out your character, you come-up with free-form Tags like "The Gambler"or "Street Smarts" which describe unique elements of your character's personality and background which fills in the gaps in your Skills. Altogether, character creation takes all of five minutes.

Combat is fast and emphasizes cooperation. Players fight as a team, sharing their a common pool of HP and passing buffs to one another so that a different Player gets to the the superstar of each Round. Range is abstract, numbers are small and the action is lightning quick.
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File: da pdf of where we is.pdf (1 B, 486x500) Image search: [iqdb] [SauceNao] [Google]
>What have you done so far?
Here's our main document, which contains all of our ideas recorded en masse. We're currently in the process of transcribing this into a properly composed PDF.
>https://docs.google.com/document/d/15kJXvBVinsbst0tMWmzwaUj5ddk0hotd3nifw3Hs720/edit

PDF is file if this works right. We're slowly filling out more sections of it.

>What's on the agenda?

I'm glad you asked, imaginary person in my head! Basically, what...
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>>48772848
Rolling below a number is just easier to keep track of, especially when you know the number you have to match or beat. Saying a Rank 4 Protect skill is saying you have to match or get less than 4, as opposed to having to do math to get to rolling 7 or higher.

It makes life slightly easier for people who are not good with numbers, like me. Also, it's from TBZ.
>>
>>48785085

How is Fight! the Fighting Game RPG?
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>>48780619

Anyone got a copy of it?
>>
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>>48780796

>FIGHT!.pdf
http://www27.zippyshare.com/v/VdKmOFl5/file.html
>>
bamp

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>BBEG has undead forces up the wazoo and is crushing any and all resistance
How do you stop a villain like this without falling for the "he got arrogant" meme?
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>>48780618
join him, then betray him
>>
Inspire dissidence in his upper ranks, or rally support among his enemies to form a larger ally of convenience.
>>
>>48780618
merc the bitch
The end-game for most classes in the og was some kind of private army. A: Because adventurers regularly amass an insane amount of wealth, and B: because the only realistic answer to a giant monster or an evil army is indeed: your own army.

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Is there a pdf of OD&D floating around anywhere? Like, the first book(s) published back in 1976?
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>>48779716
Yes, torrents of them exist.
>>
>>48779716
Look in the OSR general trove

>>48722805
>>
>>48779934

I appreciate it and pardon my ignorance/obliviousness

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I was thinking about DMing a Megadungeon, but I wanted something very diference and weird. So I came with the idea of CTHULHU DUNGEON!

The players are explorers in 1920ish that got clues about strange findings in the South Pole. Getting there they find the Dungeon that was explored before by other expeditions, but most if not all past explorer are crazy, dead, eaten, imprisioned, slaved or escaped to never return.

I want the dungeon to begin somewhat normal, with strange, but harmless fidings, then it becomes weirder and scarier. Monster are few and far between,...
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Moon Dragons - ''Draco Fengari''

All Moon Dragons start their livecycle as foot long larvae, called Earth Moreys. These silver-grey, eyeless and eerie eel-like critters crawl out from the carcasses of animals and swiftly burrow deep in to the cthonian depths of the earth, where they'll spend their larvae-lifestage by voraciously hunting anything alive with their pharyngeal jaws and feeding in preparation to the next stage of their lifecycle.

Once an Earth Morey has fed and grown enough, reaching the length of three to four feet in size,...
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Gargoyles are Night Gaunts reaching towards the last stage of their livecycle, that of a fully mature Moon Dragon. They hunt alone by climbing on top of cliffsides and peaks, and remaining completely immoble, blending in with their environment and waiting for unsuspecting prey to walk, crawl or fly by or underneath their cyclopean observation post. Using a form of echolocation and other more outlandish sensory means to detect a potential prey, Gargoyles soundlessly swoop down on top of their kill, in perfect darkness, as light would provide no assistance at all to these eyeless...
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The females, once fertilized by a male, begin gather their strenght and prepate for another awesome flight from the moon back to earth where they hatched, this time with their bellies full of eggs. Upon earth the female Moon Dragons will search for a body of a large animal, living or otherwise, to plant their eggs in; the perfect incubator and first meal for the larvaes that will hatch from them.

Mastodonts and the carcasses of beached whales are particularly favoured as likely vessels for the eggs, each cabable of housing as much as a hunred eggs, but when pickings are...
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>A single large shatter-proof potion bottle for the healing needs of the whole party.

When does this make sense?
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>>48778144
>that pic

Oh gosh they're adorable
>>
How would you know when to stop drinking--wouldn't want to overdose?
Count the gulps?
>>
>>48778288
Obviously you stop drinking when you feel yourself get to full health

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which of the black triangles produces less drag?
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>>48777141
yes, spoilers work on /tg/
>>
>>48777141
The lower triangle would have more initial resistance, but create less of a wake.
The top triangle would generate an area of turbulence behind it that would form a "cushion" at significant speeds that would serve to reduce the resistance.
Someone wanting to take advantage of drafting would do better keeping close to the top vehicle.
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>>48777141
bottom one as it's got a high surface area in contact with the winds.

Unless these are the winds of magic, in which case the pointier one will go faster cuz it's roight sharp like.

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In games like D&D, you get more skills by levelling up. The fastest way to level up is to kill things. And since those skill points can go ANYWHERE, not just in skills that make you better at killing Orcs then why do you need, say, a Dwarven language teacher when all you really need is some Goblins and a broadsword? You somehow just pick it up between levels 1 and 2, right?

Like, give Little Jimmy a sword and a room full of tied-up Orcs. He's going to come out of that room with a PhD. Schools are just basements with chains and weapons. The better schools are...
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>>48777063
>The fastest way to level up is to kill things.
Oh, look. It's this thread again.
>>
>>48777076

When was the last time anyone reached epic levels via backbreaking subsistence farming, anon?
>>
>>48777076

I mean, it's not entirely wrong - systems with an XP base to their level progression do tend to reward the more dramatic actions. It's more of an OSR thing to literally assign XP values to monsters and the more modern design aesthetic is to reward dramatic actions - defusing the bomb, solving the mystery etc - as well as flat sums just for being at the table and roleplaying based XP.

So rather than killing a monster to level up, your school could conceivably just generally imperil children in a dramatic fashion, and teach them theatricality so they can really ham up the OH MOTHER SAVE ME FROM THE DRAGON because that's how you learn physics faster in games.

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>we're playing chess
>they're playing checkers
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>>48777033
We ought to have an overwhelming advantage, what with being able to stand on a color they can't access. At the very least you can force a draw by keeping the king on a light square indefinitely.

Also, isn't that double jump illegal?
>>
that would actually be interesting
>>
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>>48777033

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Recently got into it, seems far better than chess imo.
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I am not a fan of pure strategy games. You are either better than your opponent and will win or they are better than you and you will lose. The only time they are fun is when you find someone on the same level you are, but that is kind of trickey unless you are going online.

About the best mix of luck and strategy in a classic board game IMHO would probably be backgammon which I prefer over Go and Chess immensely.
>>
>>48776697
Go is much better than chess but takes longer to teach people who don't know it and fewer people you just meet on the street know it, so finding games is harder
>>
>>48776753
Go has a detailed handicap system. There's a rank to you determined through your games (similar to elo). A difference of one rank is considered to be equivalent to a free move at the start. So with a difference of one rank, the weaker player would take black (which moves first), with a diffrence of two ranks, weak would take black again, but he could place two stones in the board instead of one before white plays and so on. This is officialy sanctioned and doesn't destroy the game like chess handicaps,...
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http://theunspeakableoath.com/home/2016/08/unspeakable-episode-25-delta-green-at-gen-con-2016/
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>>48776656
bump
>>
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INTRODUCTION. Hosted by Shane Ivey with Dennis Detwiller, Adam Scott Glancy, Kenneth Hite, and Greg Stolze. Cruelly laughing at characters’ misfortunes, or the catharsis of tragedy. Agent’s Handbook and Need to Know are shipping now. In the pipe: The Fall of Delta Green; Control Group, an introductory scenario collection; Impossible Landscapes, a campaign about the King in Yellow; Delta Green: The Role-Playing Game, formerly Case Officer’s Handbook, in PDF probably late 2016; PISCES; Deep State; PDF adventures — “Kali Ghati,” “The Star Chamber,” and “Lover...
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>Be Marty, not Rust.
Without Rust, Marty wouldn't have done shit.

what is your favorite race in warhammer40k? mine is the tau (i know they are space communist weaboos, but they are the only race in 40k which doesn't commit genocide most of the time)
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>>48776434

Easy! Itz da orkz.

They literally cannot lose, by orky logic. And they're big and green and killy and cute.
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>>48776434
None of them; they have all been ruined for me by both GW's impossibly bad writing and rule-making, and the cancerous fanbase that ruins everything it touches. I hope that one day, the memories of me enjoying it will leave me permanently, so that I may stop mourning what has been lost. I pray that the setting dies, and the community is sundered, so that no reminder is left to me. All that is left in my heart for this game is bitter, sour regret.


I guess my favorites were Necrons
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ORKZ

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Day at the beach edition!

>Previous thread: >>48639588

>Character sheet
[Designation] [Name] [Race]
HP: #/# Str: # Dex: #
Act: # Mov: # Aff: #
[Basic Skill] (info optional)
[Skill 1] (info info preferred)
[Skill 2] (info info preferred)
Equipment:
-Hand 1
-Hand 2
-Bag

>Note: Monsters do not have Inventory space until they acquire it through normal means. You're stuck with...
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>>48776252
Updated to show the latest additions, and some new discoveries?
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>>48776363
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>>48776378
Don't forget that a new class has been added! New players may join in as a Bruiser now!

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Could you create a generic fantasy setting with a feudal world?
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Yes.

Could you create a more interesting thread?

Sage.
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>>48776426
Could you create a less predictable reply?

Scholar.
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>>48775595
If you can't, I think you're stupid enough to apply for some kind of government grant.

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Hi /tg/
I've tried to get my players involved in a sandboxy campaign, tiring of the previous two campaigns we've played (GM'd by others) which were pretty much completely linear.
I didn't skimp on prep; I have a starting area with moving factions, developed NPCs, different locales to go to, and took cues from the session zero PC concepts.
I also asked the players to come up with defined goals for their characters (i.e. become a great X, attain noble status, etc) and split those up into sub goals they could pursue. There are things I've left in the setting to help them along, and I'd be receptive to any plans they come up with outside those I've seeded.

The problem is that they all just listlessly drift from occurance to occurance and drink their money away in-between. The random encounter table I made for travel has generated more interest than anything else.

I'm losing the will to live here, /tg/ pls help. How do I get my players to drive the plot a bit?
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/tg/ pls help
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>>48775332
>How do I get my players to drive the plot a bit?
Drugs and/or waifus.
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>>48775332

You can't. At best, you will have ONE proactive player who drags the rest in his or her wake. But as far as I can tell, that kind of go-getter in absence of an obvious path to take sort of player is born, not made. And if you have them, sandbox or not, they'll be looking for things to do, or rushing to meet your sorts of challenges instead of waiting for an NPC to outline a plan for them or whatnot.

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So, I got my copy of the rulebook the other day, and so far it seems pretty alright.

I'm not sure how I feel about some of the lore, having gotten into the original after the Montaigne revolution and the Ussura upheaval stuff, and I really don't know where to stand on SUPER DEMOCRACY POLAND, but it's fun to see some familiar faces.

Anyone played it? Got any fun stories yet?
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>>48775314

I was horribly disappointed when I saw there were nearly no rules for sailing ships. And what little rules there were made every ship functionally identical.

I mean, I was expecting light rules (Which is good) but not threadbare. My hopes for roping some friends into a "Sid Meier's Pirates!" game were pretty dashed.
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>>48775483
I'm praying to Theus that the Pirate Nations book changes this. Otherwise, fuck Wick with a cactus. Half of 7th Sea is fucking swashbuckling, and half of that require somewhat reasonable fucking ships.
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>>48776203
While, of the announced books, it would be the best one to introduce more detailed ships/rules, it won't happen. It's the first book out after the core and they've been working on it since before they sent out the previews of the core rulebook to crowd-source typos/errors. Basically not enough time for them to figure it out or to see if they should even consider changing their design philosophy on the subject based on complaints/requests from non-backers.

Not to say they might not change it...
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