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>Earth is fucked
>Pollution up to hundred
>Gaia is sick of their shit, decides to recruit a bunch of champions to fight for the planet
>Only this time it's not a bunch of dumbass kids
>Instead she press-gangs a group of elderly billionaires - greedy, self-centered, completely amoral corporate douchebags
>Bestows them with her power but only in the interest of the planet
>Game will be mostly about politics, diplomacy, and cutthroat corporate intrigue, only occasionally whipping out elemental powers and Captain Planet himself to solve problems that can't be solved with talk

What's a good system for my grimdark Captain Planet game?
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>Environmental Billionaire Dirty Dozen
Ooo, me like.
depleted uranium rounds should do the job then.
You don't want to take him down, you need to capture him. Taking him down just means he'll come back later and destroy an entire military base.
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Captain Planet undoubtedly is has Immunity to Natural Weapons, but a crippling vulnerability to Toxic magic.

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How come we don't see more aliens that use magic? I mean, if magic exists in a setting with intelligent extraterrestrials, wouldn't the aforementioned alien races use it? It'd probably help a lot with stuff like artificial gravity and FTL, right?

Pic related is Krugarr, an alien sorcerer from a post-credits scene in Guardians of the Galaxy 2, and the only example of a magic-using alien I can think of off the top of my head..
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What about the remaining 1%?
How does 40k do a good job of it?
I started thinking a lot about what you were saying and I found something you might find useful or at least interesting. It's something I created a long, long time back.

set to expire in 1 week

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Wasted dubs. You have to be mentally handicapped of scientifically illiterate if you think mind over matter can be studied in any scientific way.
>If the supernatural existed wouldn't that make it natural?
A perfect illustration of the insane circular logic that underpins materialism.

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Fighting like family edition


The FF Beta:

5E Mantis stuff:

5E Character Generator:

FFG Fiction:

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Cool, that seems a good way to give the player's a wide choice of armaments while still letting the GM veto bringing a Zanbato along to attend someone's wedding. I appreciate the help, is there any other tips you would give to a newcomer on running their games?

I'm very interested in seeing how Paths of Waves turns out. With luck, we'll get some more schools to allow Rise from Dust characters access to all archetypes. I think a merchant style Artisan could be really cool.
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I just like seeing ladies in samurai gear
>is there any other tips you would give to a newcomer on running their games?
The social mores of Rokugan aren't there to trap players, they're to challenge characters. If your players don't know what the proper protocol for a given situation is and their character would, fucking tell them.
Too many newbie GMs became That GM and turned away a lot of potential players over the history of this game thinking that players not knowing proper etiquette was their chance to "GOTCHA" them.
Fucking gifts...

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Apparently there will be tons of reveals on Wednesday at the Nova open. What do you think or what are you hoping for?

Pathfinder 2e General /p2g/

What do you like most about 2e?

SRD: http://2e.aonprd.com/
Monster Math Medians: https://docs.google.com/spreadsheets/d/1VQdXIJMMeNlkL1ta_b9q_iImAHoujDCYs1WaBJP-Rjs/edit
Books: https://pastebin.com/7zeuvqwR
Fighter Guide (20% complete): https://docs.google.com/document/d/1YVbw12IESi9LqgHmhtmvkGFXl2lytpdv1YLCulTZiwE/edit
Ancestry, General Feat, Skill Feat Guide: https://docs.google.com/document/d/1COhn5B3cn4h7WDBx3XgxioOlnQD-O1SuULzwjQ3sMPs/edit
Lost Omens World Guide Mechanics and Background Transcription: https://pastebin.com/6a9VJ70H

Old Thread: >>67974894
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I just realized that Champion does not get Detect Evil anymore but gets this jank Sense Evil as a choice at level 8. That sucks, gonna miss my evil radar but the Magic people still get their magic radar? Boo ;_;
Well I would actually accept that as a thing where if you had the appropriate skill check you could use an alternative. Just like how you can use an appropriate skill check for your initiative not just perception only.

"Yeah umm, it was the Sand People who attacked this village" *roll Sand People Lore* "Bitch I went to college. These blast marks are to accurate and precise for them."
"Where did you go today?"
"I went to the mall today with some friends"
*rolls Mall Lore*
"Bitch! The closest mall was closed today and the next closest is in the next town over!"

NPC "I did not steal the Sapphire Gem from the Museum. I was planting some beet root seeds in my garden."
Player 1 *rolls perception* "I think that he is-"
Player 2 *rolls Jewelry Lore* "OBJECTION! To the public, the gem was only known as the Blue Gem! Only true avid people in the know know of its true name as the Sapphire Gem!"
Player 1 "Um, guys?"
Player 3 *rolls Farming Lore* "GOTCHA BITCH! Any true farmer or gardener knows that beets do not, can not grow during this time of the year!"
Player 4 "Hah! Using detect magic, I was able to discern that he had the magical Saphire Gem on his person!"
Player 5 *rolls Thievery* "And now I have it in my very hand!"
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Boy anon, it's like you're being purposefully dense or you don't play RPGs or something.
I was just purposely exaggerating how you could use alternative skills to catch out someone on a lie with a cringey dumb scenario without having to use perception.. IDK what you are referring to.

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Is there a system that combines gumshoe's investigation system with pbta's frequent mixed successes and "failing forward" style of failure? Something like monster of the week, but with less randomness for investigation and less of the "set questions for investigative rolls" system?
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Failing brings to more action and never grinds things to a halt.
Usually, in a fail forward system, a failure always brings additional problems and things to worry about, so that it's not just a bland "ah... Nothing happens I guess" type of result. Failure makes the story interesting even though it makes stuff harder for the characters.
Also usually there are a lot of mixed successes, but they are not just "you succeed but just a bit", instead it's usually something like "yes it works fully, but also something bad happens, so you now have this additional problem to think about".

If you mean that all failures are mixed... That's not it. Although I'm not sure what you mean, that definition is vague.
Have you ever heard of a movie called Cast a Deadly Spell? It's interesting and along the lines of what you're trying to do.
I feel like Video Games are your best bet for this kind of thing. Except that they've never seemed to have gotten it right.
no. there's tons of great games for that. and they've been mentioned here
Videogames are literally the worst at this.

Hello darkness my old friend edition.
>What is /awg/?
A thread to talk about minis and games which fall between the cracks, or peoples' homebrew wargames. The Historical Wargames General doesn't entertain fantasy (for good reason) and the other threads are locked to very specific games, so this thread isn't tied to a game, or a genre, let's talk about fun wargames.

Any scale, any genre, any company, any minis. Skirmishers welcome. Rules designers welcome.

>Examples of games that qualify
OnePage Rules, Mighty Armies, Dragon Rampant, Of Gods and Mortals, Frostgrave, Ghost Archipelago, Hordes of the Things, Songs of Blades and Heroes, Freebooter's Fate, Dark Age, Beyond the Gates of Antares, LotR, Warmachine, Epic and anything else that doesn't necessarily have a dedicated thread (gorkamundheim).

>Places to get minis

>The Novice Troves

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I disagree. The market has abandoned Dinosaurs because they've lost their initial shock and appeal, but I think there are still so many fans out there that go unappreciated. There is a distinct lack of Dinosaur product that isn't geared towards super little kids. We have amazing advances is articulation, sculpting and paint detail, and yet we STILL suffer from 5 or less POA and lazy fucking paint apps of uninspired color palettes.

In the manner of Dinosaur game miniatures, there hasn't been a breakout Dinosaur game is really the issue. I'm hoping to change that one day, with a little game I think people are really gonna love. The hard part is figuring out how I'm going to produce the miniatures, of course...
I am an idiot then
Want to play on TTS?
Wasn't the challenge to paint a leader? Or has that been and gone? I'm confused.
Conquest: the Last Argument of Kings has some art with Orcs riding dinos and they are planned to be released after first 4 factions are ready.

You have been tasked with redesigning vampires based around a different blood consuming creature. What do you choose? personally I'd go with leeches
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is fine too.
why does the crocodile emit a very smug aura and why do i suddenly feel inadequate
It knows it's more fabulous than you.
This. It's wearing a crown of butterflies for fuck's sake. Might as well just give up.
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Seven Vaganyas

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Wouldn't morgues be better for necromancy than graveyards? You wouldn't have to dig anything up and the bodies would still have most of their flesh.
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>Most kings probably have some courtiers who at least know something about necromancy, so they know when it's being used.
Definitely, you'd expect a court wizard to, at a minimum, be able to recognize signs of necromancy, and what sort of tools necromancers use.
Can't afford the cleric or alchemist, can pay the necromancer in unclaimed bodies. I think the choice is pretty clear.
I like necromancers and they are rarely spoken about it seems on /tg/, don't take my consistent questions as me just bouncing from one thing to another for no real reason, I'm just trying to keep the thread alive.

So have anther one.

An evil king has a spot open for a minion, yet has given you leave to choose one, who do you choose, and why?

>A hag who knows how to make numerous different 'of necromancy' items and has an uncertain number of levels of necromancer
>A tragic opera-clown bard level 4 with 3 levels of necromancer
>A mid-hierarchy demon who has some dominion over necromancy magic and knows how to make instant-lemure potions and a small amount of gold per month (gold made ex nihilo)
>A level 7 lich who is the king's great-grandfather
>A level 4 witch level 5 necromancer drow elf who has a charisma of 22

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Well, sure, but most Necromancers exist in settings where morgues don't exist. I imagine it comes up a lot more in urban fantasy.
No. There are significantly fewer corpses in a morgue than a graveyard. Bodies only pass through morgues, they pile up in graveyards.

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>What is Exalted?
An epic high-flying role-playing game about reborn god-heroes in a world that turned on them.
Start here: http://theonyxpath.com/category/worlds/exalted/

>That sounds cool, how can I get into it?
Read the 3e core book (link below). For mechanics of the old edition, play this tutorial: http://mengtzu.github.io/exalted/sakuya.html

It’ll get you familiar with most of the mechanics.

>Gosh that was fun. How do I find a group? Roll20 and the Game Finder General here on /tg/.

>Resources for Older Editions

Resources for Third Edition

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Is that a monogatari?
Aye, that it is.
2E version of him, maybe.
Sure. Lunars have some pretty good Charms. A Solar would have an advantage but not an overwhelming one.
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>he fact that he also got pissed on is a minor inconvenience in comparison.
I'm pretty sure he's into that.

>Plot focuses around a mysterious dungeon that runs into the very core of the Earth because reasons.
>Dungeon is heavily inspired by Bitterback Isle from Dragon's Dogma. Where all the loot is cursed to be unrecognizable to the point where you can't tell the difference between a pair of boots and a helmet. So it has to be purified to be usable.
>And all the monsters are fucking terrifying but tend to have major weaknesses that make them easier to deal with, complete with ones that show up the more you kill things that have less obvious weaknesses and can still rip you a new asshole even if you're well prepared for it and know it's weakness.
>These are called carrion monster because of the "has a better chance of appearing the more things die" problem. They also show up because they eat corpses of said monsters.

How do you balance the carrion monster system? Should I approach it mechanically and roll dice to see if one appears or handle it narratively?

If narratively, what can be some good ways to imply such a thing is getting too close?
Shit wrong pic
Genesys: Use despairs and threats to make bad things happen. Perhaps have it take d4 dispairs on combat rolls to summon a carrion monster (don't tell the players just how many) as the sounds pf combat act as its dinner bell. When trying to describe or convey things run through a checklist of senses. Many GMs use sight and sound, few use smell and touch. A malign odor on the stale dungeon air would be a signal it's getting quite close. Remember we're in the realm of fiction and larger-than-life too. It's entirely acceptable to have accurate gut feelings and chills on the early stages.

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Post how you shamelessly inserted your magical realm into your games and were spotted (or maybe weren't).
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Speaking of which, I once forced my brother's character to crossdress due to the needs of plot. Good thing he was only 1w years old back then and never asked any questions about it.
>12 years
All of my settings have a race of cute boys in it but I am always vague about describing them as such.
No matter what setting I make there is always a group of tall strong amazonians, doesn't matter if the group will ever interact with them or will.
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Race of canine beastmen that have softer features and things like Plantigrade feet, human-like hair, and human body frames that are a result of human men mating with gnoll-like beastwomen on a large scale.
Don't tell anyone.

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A group of acolytes are sent into the depths of Old Terra. What do they find down there?
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Excuse me but, SAUCE?
>/tg/ of year 2019
>not recognizing GreenMarine
how the mighty have fallen
I apologize for I am a relatively newfag. I wzs wondering who the artist is my friend
I haven’t heard that name in a while, I hope he’s doing well.

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Given everything that magic can do in a lot of fantasy settings, namely transmutation of matter, etc, how would the economy in a fantasy setting work? Heck, what about things like dragon hoards or dungeon loot, how does that affect the economy? How do mages who don't go pillaging dungeons and the like support themselves with their abilities?


Previous thread hit the bump limit.
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Money is your share of the world's human output. It's a step up from the favor-based economies, but the principle is basically the same.

In a world of magic money exists just fine, as long as favors can be owned and traded with sapient entities.
*owed, not owned.
Like Bitcoin?
Trash based economy
Trash? How would that work?

D&D and similar games have popularized the concept of there being different types of magic users some simply have different specialties and/or ways of tapping into the same source/type of power, others drawing from completely different sources of power, with vastly different abilities, like the difference between mages and clerics, etc. How does this apply in your setting/system? If you have different sources, what are they and why did you choose them? Can a person tap into/use more than one? Why or why not? How do the different sources/types interact with each other?
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It'd be handy for ceramics, too.
You're both missing an obvious use.
I haven't linked it to a system, it's more a vague concept at the moment. Though I unconsciously design in GURPS as I like it and the freedom it provides in bringing ideas to life. Magic being able to do so many things but requiring serious amounts of effort would play hell with a lot of game systems.

Not sure how much more to say, as I said it's a vague idea at best.

Spirits tend to 'clump', so if you have a big old tree in your garden that your family has cared for, got marriage under and had picnics under it's branches it has a spirit. It'll have generic tree spirit likes and dislikes but also maybe personal ones as well related to it's history.
Conversely the "Spider Forest" is one big spirit made up over time of it's many tree spirits and due to it's massive spider populations the spider spirits as well, so it could have likes and dislikes common among tree, forest and spider spirits and powers that reflect that. If a family lived in and tended and paid tribute to it for generations, woe to any who tried to cross the forest who is their enemy.

Alternately, "Spider Forest" could be on a mountain and be "Spider Mountain" and add mountain aspects and powers as well, making it potentially more powerful. If on Spider Mountain there was a tribe of goblins that 'worship' and pay tribute to the spirit, they'd have easier time raising and training big spider mounts, hear whispers of incoming attacks and can call upon the mountain for defense.

Again though, the more powerful the spirits, the more effort it tends to take to move them into action. The Spider Mountain Goblins, having kept up the tribue rituals for centuries probably have lots of subtle benefits (+spider handling? +perception and stealth on the mountain?) and their shamans would have an easier time calling upon it due to it being pre-disposed as well as the goblin shamans knowing just what rituals and sacrifices the spirit likes. A human shaman passing through the mountain and needed something... say he was starving and wanted some food, would be harder to rouse the great spirit for help. He's have to try for a smaller spirit not linked to the Spider Mountain spirit, like a rabbit spirit or something.

And what would that be?

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