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The local lord has had enough of your party's antics and dispatched his most seasoned wheelchair warrior to deal with you.
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>Actually having an ableist dungeon.
What a fucking bigot you are.
Ayo hol' up, you tryna say that the wheelchair itself is the real enemy? Not the guy on top of it?
>the wheelchair itself is the real enemy
In a meta-sense, yes, I'd consider the wheelchair more of an enemy than anyone riding it.
In a more immediate sense, the wheelchair just has an option for mechanical spider legs that can be activated to ignore difficult terrain and climb on walls/ceilings, for up to 1 hour before it needs 2 hours to recharge.
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The Combat Wheelchair(tm) has a magic control stone in it that lets you move it around like a modern-day motorized wheelchair with a joystick; you can even palm it while using a one-handed weapon. If that's not enough for you, there's also an option to spend a week of downtime enchanting it to work telepathically.

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>visiting the lower planes, you find a PC's secret benefactor!
>the demons, now for the first time hearing that one of their own made a pact with an adventurer, get into a pissy fight over their completely ruined party dynamic and unworkable separate allegiances
>What the fuck Frank? I thought this was a fucking Evil party, we can't be having you beholden to some nonevil unknown entity with ulterior motives!
Ha HA Get It!
The Demon Has A Mundane Name Ha Ha!
We're Modern And Above It All! Ha Ha!

Spoilers are here edition


>Current meta, complete with deck list

>Build and share casual decks

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John Cenagos, God of Revels
Guns, silver, knives and axes.
His art always appealed to me and his lore is good, he's like an in-universe shitposter who became a god just to own the libs. Shame he was killed by the fun police.

>Wizards of the Coast will become its own operating division withinHasbro, reflecting the wild success experienced by the game maker over the last five years.Hasbro will announce the news later today at an investor event.Under the re-organization, Wizards will become one of three Hasbro divisions and will be tasked with expandingDungeons & Dragons,Magic: The Gathering,and other existing games, creating new games and overseeing digital licensing for all of Hasbro.The news follows the announcement of a newDungeons & Dragonsbook,Van Richten's Guide to Ravenloft, which will greatly expand one of the game's most popular campaign settings.

>Under the new structure, which the company plans to unveil at an investor event on Thursday, Hasbro will be divided into three units. Consumer products will encompass toys like Transformers action figures and classic board games like Monopoly. Entertainment will be dedicated to licensing, distribution and production of film and television content. Wizards & Digital will house the assets of Wizards of the Coast and focus on expanding the existing games, creating new ones and overseeing digital licensing for the entire business.

The other two divisions wal be Kids/Board Games and Media.

WOTC is now demographically the home base for all of Hasbros teen , digital and young adult content. Makes sense given wotc became one of the most profitable parts of all of Hasbro the past few years.
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Honestly, Magic arena might be even more greedy than Hearthstone at this point, doubt a mobile port would do anything in the long run
Time for even more normies that think 5e can do anything and everything and that a typical game consists of running a published railroad.
D&D has had no "soul" since 2e.

What are some fun & interesting plots & adventures set in an optimistic & earthbound 50-60's Atompunk setting?
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The local greaser gang have stolen your nuclear powered hotrod and are planning on having it meltdown in the middle of the school gym!
AKA Retro Futurism, or actually no. It's not also known as. That's simply what it's called. Use proper terminology OP you ragging faggot.
Atompunk refers specifically to 1950s retrofuturism. It's completely different from 1920s retrofuturism or 1980s retrofuturism.

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DEYZ only cost 5 or so bucks plus 6-8 shipping
I made a stompa out of a metal flower pot...I will try to do it again in some time, as I got more ideas how to make weapons.

>What is Shadow of the Demon Lord?:
Shadow of the Demon Lord is a horror-fantasy tabletop adventure game that presents a world standing on the brink of annihilation. In this game, you and your friends play characters charged with fighting back against the spreading evil, whether that involves tracking down potent relics, exploring ancient faerie ruins, journeying into Hell to bargain with the Devil, or battling demons and the cultists who summon them. The system is setting agnostic and has a wide variety of possible details for your own world.

>What is PunkApocalyptic: the RPG?:
The world has gone to hell and nearly everyone who has lived through it has gone mad. In PunkApocalyptic: the RPG, you and your friends assume the roles of mercenaries who roam the Wasteland. In this bleak and radioactive land, you fight to survive, explore the ruins of what came before, and trade blood, sweat, and tears for the precious bullets that have become the land's currency. Explore the radioactive ruins, fight battle-crazed mutants, negotiate with bizarre cultists, bargain with junkers and scavengers, and unearth fantastic relics from the past.

>Trove Link:
r3br@nd<dot>ly /SotDL2

>Reference Table:

>Simulacra (5etools for SotDL)

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I recently started GMing a couple of games of SotDL, and I rather enjoyed it so far. One group I've ran 2 sessions for (one of them last night) and the other I have my second game on sunday.

I ran DDiLH for the first group, which they got through pretty easily. With a little bit of nudging in the right direction, they solved the mystery in about 3 hours and the last half hour was them nearly being wiped out by a few Fomors, and I ended up not bothering to run the prison escape section since it would've seemed incredibly arbitrary, seeing as the PCs weren't in town, had already finished their encounter against the fomors by the time it would happen and they hadn't visited the constable. Their second session, where we flipped over to Tales of the Demon Lord, proved to be a lot less successful. I had them start with level 0s again since it was a whole new campaign, and after maybe 2 and a half hours they ended up in the encounter with the thugs outside of the Moore house. Since there were only 2 players (and a mute NPC I gave them as a meat shield), I removed one of the hired killers yet still they very nearly got wiped. 2 of them were downed and the other was told by the bloodied killer to take his friends and back up, which is where we ended the session. Looks like next session will involve finding a new guise for the changeling after he got stabbed by an iron knife.

The other session was just running through the Queen of Gold, where they managed to get through maybe half of the first adventure and meet Anselm. I tried to include foreshadowing for the ghost ship later on, but kinda got caught up in the moment and long story short, it's now a Man O' War that was sent to pick up the pocket watch. So that's going to be a fun bit of extra prep to do

I'm enjoying the system so far. But, the lack of many particular mechanics (since I'm used to things like Ars Magica and GURPS) feels very strange to me
But why the caps? Just chill out, it's a game. Both are very pointy, long, and sharp thus hurt the same amount. I can't see an issue with it, but it's very easy for you to homebrew if it bothers you. You can also throw spears if you've got 11 Str.
Yup, if you found it gross then it is doing it's job. But SotDL really doesn't force any sort of tone or style upon you, if you see something that's too far for your group you don't have to use it. It's all just options and inspiration at the end of the day.
What Traditions should Strahd have if I want to run Ravenloft Domains of Dread with this?
You won't get the whole spectrum of spells Strahd had in that in SotDL, but I would go Death, and Necromancy as defaults. Then another 1 or maaaybe 2 that you think really emphasise the persona and role you want him to have in your campaign. He's got stuff in Storm, Fire, Divination, Arcana, Protection, Teleportation, and Telekinesis, plus more in his list. Storm and Arcana do get pretty decent showings though. You could drop Death for something too, but I think that works well for him.

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Valiant Vapor Edition

Discussion of the Towergirls CYOA, RPG, Setting, or Video Games welcome here!

Everyone is welcome.

Main Gens: https://imgur.com/a/9hzpx
Legacy Charts: https://imgur.com/a/IRtoHXh
Side Quests: https://imgur.com/a/7euVXRT

Alternate Costumes: https://imgur.com/a/xyF47FP
Fusions: https://imgur.com/a/ZlBCQbY

Fan V4 Gen:

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I support the evil princesses being friendly (or "friendly")
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>ctrl+f Vampire the Masquerade
>no thread
wtf guys? Creatures of the night get in here!

First Topic: What's the main theme of your Chronicles? ie political intrigue? Combat?
Secondary Topic: Is there any hope that bloodlines two won't be shit?
>Secondary Topic: Is there any hope that bloodlines two won't be shit?
They withdrew the project from Hardsuit Labs on Tuesday after Hardsuit fired their main writer.
So now it's probably going to be reworked by another studio.
That never bodes well.
>First Topic: What's the main theme of your Chronicles? ie political intrigue? Combat?
I'm not smart enough to write intrigue, sadly.
>wtf guys?
We usually do a CoDa + WoD general.
It's pretty bad but yeah.
>Is there any hope that bloodlines two won't be shit?
There is little hope it's gonna be anything at all.
>I'm not smart enough to write intrigue, sadly.
No worries, I'm shit too. I'm glad my players are just happy to play. Although I have no way of knowing how to prevent level 5 powers from fucking up a game.

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>If you confront the Black Lodge with imperfect courage, it will utterly annihilate your soul.

Would your character survive?
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I think my character can beat the shit out of that little midge and his lanky friend.
Also my character could easly take on BOB and Judy.
What now?
>I'm okay with watching the midget dance he seems like he has a good time doing it.
>I'm not really into firewalking either, just pretty unfamiliar with all this carnie stuff in general, but I'm willing to learn.
>Do you mind if I play my horn for you?
Never underestimate the stupid bard.
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Considering my character is a quasi deity and a living Vecnas phylactery I'd say I'm okay. Also I have take 12 on one roll per round. White raven tactics is broken.
I meant aura of perfect order, take 11 on one d20 per round.

PenDragon Pass edition;
PenDragon Pass is an old attempt to combine Pendragon with Runequest, to play a multi-generation clan during the colonization of Dragon Pass by early Orlanthi settlers.
It’s the campaign that preceded and inspired the King of Dragon Pass PC game.
Partial rules are in “Tales of the Reaching Moon #6” full 30pg rules can be found in “Enclosure 1” in the Magazine and Fanzine section of the trove
A few people seemed interested in it, I’d love to hear if anyone plays it

old thread >>77529573
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The character advancement cycle works like this:

GM presents challenge >> Players overcome it >> skills improve as they are used successfully >> conflicts allow characters to collect COIN (which I will use for cash, treasure, valuable objects, or adventurer-created outcomes that will be rewarded in coin or which have cash value (like freeing a captive) >> characters take things and buy improvement from communities

That's a very simplified version of it. But to become a really advanced and capable character you must take this path:
Adventurer1.0 overcomes conflict for COIN >> Adventurer1.0 buys improvements from generic organization (e.g. Thieves' Guild) >> Adventurer1.1 (the upgrade) overcomes challenge for COIN >> Adventurer1.1 approaches cult for particular skills and battle magic >> Adventurer 1.2 overcomes conflict for COIN >> Adventurer1.2 joins cult for really specialized skills and potent magic>> Adventurer2.0 (an initiate) overcomes conflict for COIN >> Adventurer2.0 commits to cult and can borrow Rune Magic >> Adventurer3.0 (a devotee) overcomes challenge for COIN >> Adventurer3.0 becomes a Rune Lord or a Rune Priest with access to divine gifts and stupendous Rune Magic

You can get slow skill increase through use but to get anywhere, and to get really cool skills, you have to engage with cults and temples. Gaining skills and treasure is just the first step to character advancement.
What is the reward cycle?

Players overcome GM challenges >> They have interesting interactions with the Gloranthan world and people >> they associate their characters with fictional agents (from animal to the divine) >> they gain power from and responsibility to those GM-controlled fictional agents (cults, communities, gods) >> they work to have their characters become shapers of Glorantha themselves.

This is not the approach of anygame. It's not even the approach for all BRP systems (Call of Cthulhu, Mongoose's genericized versions). It's for running that lovely little game I have carried around for the better part of 3 decades. It is also the product of someone who has realized this with the benefit of hindsight and sporadic and disappointing engagement with the game. Ignoring the logical implications of the character advancement cycle and the implicit reward cycle will lead to heartbreak.

You can play Runequest like anygame.

But the rules, the beautiful supplements (Cults of Prax, The Big Rubble, Borderlands, Griffin Mountain) all depend on this framework, and the legendary campaigns discussed on fora etc. grew out of it, consciously or not.
The reward cycle involves challenge but involves so much more: exploring, interacting with, and shaping a detailed a consistent fictional construct called Glorantha. And doing it better than Stafford or Perrin did -- if you can. That's why I love the original! I am not proposing that you take a dive into Gloranthaphilia! You don't have to know all of Stafford's fictional world to play the game. Look at the text: there are 2 cults and models and a description of 1 or 2 guilds. All you need is to do as Johnstone suggests: make a map with neat spots. Now come up with 2 positive cults, 2 weird cults, and 2 evil cults for your bad guys to worship. Make up details about initiation and Rune Lord/Priest status as needed for your characters. Put their temples on your map and bang! Your players can choose to react with those however they wish. Let them set goals in this fictional space. Do NOT have the temple of truth COMMAND them what to do. Religion and magic are ways to advance characters and have fun NOT for the GM to railroad.

"That fits with many of the other things included in the game--especially a cool two page map of the Kingdoms of Sartar and Prax which, although not on a hex grid, is exactly right for exploration style adventures. "
This is all you need. Look at that 2 Page History of Glorantha! That is all you need to set up a little campaign space and make an adventure area as Johnstone suggests. Look at the runes. All you have to do is look at the rune as say "humh, what rune-related stuff is there?" or "what opposing rune would want to mess around there" or "what would this guy way over here find of interest in this opposing rune way over here?"
1. Look over the character sheets and make note of their skills.
- set challenges high to make advancement hard
- set challenges low to speed up skill advancement
- given them communities there to help them advance their favoured skills IF they do such and such or IF they will join up. But give choices.

2. Treasure. So maybe there's loot hoards in monster-infested dungeons, or maybe there's just financial rewards for being a judicial champion or recovering falcons.
- financial rewards are all you need for the game mechanics
- to reinforce the fiction have communities approach them for their good deeds OR have opposing communities take them to task
- at least have the characters see the responses to their actions -- you don't always have to present them with drama every time they take an action

3. "The chance to die," of course means danger.
- Or crippling! Beginning characters in Runequest are fragile. Limbs get chomped all of the time.
- That means that characters need help from communities/organizations/temples/guilds. You want healing spells, you have to make nice with the healer cults, and make big contributions if you want resurrections. You need to get relics that contain healing spells and into which you can devote your personal power. (The idea that you cathect your own personal drives into magical items is very close to the psycho-anthropology of magic).
- To have real heroes there has to be real danger. Keep death meaningful in Runequest.
4. This usually goes without saying, but I like that it's called out in the text. Put in fun stuff! Try to make exploring this map and pursuing treasures and other opportunities as fun and exciting as possible.
- And meaningful.
- And hooked to reward and advancement.
- Advancement: skill use possibilities, items of special interest to temples and guilds that could get you skills and spells, COIN
- Reward: seeing your character get to use specialized skills successfully, interacting with allied magical powers (followers of the god of principles that the character follows), interacting with enemy magical/mythical forces, and CHANGING Glorantha. That can include participating in initiation ceremonies, undertaking the great challenges that one must pass in order to rise to higher levels like devotee, Rune Lord, and Priest.
Do all of this on your own. Do NOT try to wade through Gloranthaphilia to get your answers. Make stuff that will engage players. And provide POSSIBLE routes of progress, not railroads.

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I got into werewolf for all the fun of playing heroes who can turn into awesome monsters to fight evil but was really pushed off by all the apathetic sadness of the W.O.D mythos.What are some games with a similar premise to WTA but wich weren't written by deppresed people who wanted to kill themselves?
Sounds like you want a super hero / capes type of game? That's the only thing that comes to mind for transforming and fighting evil.

Also you can play werewolf with less of the mopey whiney shit. The mood can be set in whatever way you want. I've enjoyed an almost high fantasy umbra jumping game about finding lost relics from our ancestors.
You can always just take the mechanics and ignore the WoD lore. That's what I did back when I tried running the system, and it ended up being a buddy cop drama about a vampire and a werewolf hunting down ghosts and vampires. Makes navigating the books a pain in the ass, but that was already the case.

I like caves, but I don't really like the underdark. Other than being underground, it just doesn't feel much like you're really in a cave. What I mean is that, a lot of the difficulties and aesthetics of normal caves are handwaved away because muh magic, muh planes, in favor of fantastic setpieces. This is fine on its own but I want something that makes you Feel like you're in a cave.

So, I'd like /tg/'s help in experimenting with creating a more "realistic" underdark, with environmental hazards and creatures more aligned with real cave exploration, which can then be peppered with magic once the groundwork of the environment is solidified. The most basic stuff would be bigger cave systems and larger creatures to dwell in them, along with environmental hazards like pockets of poisonous gas, unstable terrain, and crevices to get stuck in. Some of my own thoughts:

>the fauna, judging from my own research, seems like it would be primarily be composed of amphibians, fish, and invertebrates, with reptiles and mammals being much rarer or restricted to surface-level caves
>flora is nonexistent except for the entrances
>guano from bats (along with other things) could be carried through cave systems via underground rivers, providing a steady supply of nutrients in the same way marine snow provides for the oceanic abyss, a distinct difference between "brothy" rivers (filled with organic matter) and "clean" rivers (very pure with not much besides minerals).
>fungus can also be found at very deep levels recycling decomposing matter into nutrients

I want to keep the basic ecosystem as in-line with real cave ecosystems as possible, just on a larger, somewhat more active level. Stuff like miniature suns, geothermal energy plants, etc would probably radically change the way things worked down there to the point that it would be nothing like the cavern ecologies of the real world.
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Cave fauna is cool. The idea that fucked up weird bugs live inside rocks is cool.
>You probably shouldn't tell the few people you appreciate here to leave unless you plan to go back where you came from and stay go. Which you should do.

Probably, just look at all the creative and cool content /tg/ has contributed in the past few hours.

oh wait.
anon i really can't conceive of a thread in which grimlocks would be more on-topic than this one to be fair.
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> Warhammer 40k crossover
> full LotR set

Your hopes and thoughts?
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Why wouldn’t they want to leverage the much more popular property? Try having an actual thought once in a while
Pretty much all of them
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>Bike Lock
>0 artifact equipment
>Equipped creature has +2/+0 and deathtouch.
>Equip 2
>"Just don't let your mask slip."
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Where is the leak that confirms black Aragorn?
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So I guess this explains why the commander RC didn't ban any of the walking dead cards, Wizards literally could not allow the cards to not be playable since they had all of this in the works.

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Have you ever run a game set in pic related?
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What would be some good starting locations?
I swear to god, It's like a monstergirl anime before monstergirl anime with how most of the plot is spent waffling around without any suspense.
I enjoyed it a lot as a teen. I'm half scared to try reading them again as a grown man.
I'm also worried about the same thing. God bless my uncle for buying me spell for chameleon when I was young as fuck
Tampa Bay. It's cozy there.

Also, I kinda did in my own setting, but mixed it with some other cultures

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