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File: 1608527995266.png (Spoiler Image,195.15 KB, 1440x500, leftytg.png)

 

Tabletop Games / Traditional Games
Wargames, Roleplaying Games, Board Games, Card Games, Drinking Games, and so on and so on.
What are you playing/running/home-brewing? What do you have to recommend or criticize?

Do Digital Card games count??I play hearthstone and recently tried out the closed beta of Legends of Runterra, which was reeaaaally good and fun, can't wait till beta starts again in november

Has anyone noticed that 4/tg/ took a massive, massive nose dive in quality after 5e's cultural stink started to fester into the tabletop sphere like a disease?

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Currently running my first ever campsign of Cyberpunk 2020 V2.0. I don't have any idea what the fuck I'm even doing half the time. The plot and structre of the campaign hasn't so much gone off the rails as it never existed in the first place because half the time I just wing it in terms of story events and dialogue and the other half is spent staring at the corebook trying to remember how pretty much everything from skillchecks to the brutally unforgiving fucking combat mechanics work. Just had our first fatality in the party last session too with one of the PCs getting their brains splattered across a shipping container cause they were too poor to afford head protection. Being taken out by a single lucky shot from a gang member with a basic 9mm pistol certainly came as quite a shock to the player in question before everyone else busted a gut laughing. Our sociopathic corporate-employed medtech healer is actually planning on rezzing the dead guy to serve as a cyborg slave-soldier in a future session because it was determined that the shot hit at an angle where the PC could be brought back but with serious emotional impairment to the point they can only feel a limited amount of them, mostly negative ones. But hey, at least everyone in my group still seems to enjoy it regardless.

Any anons wanna start a Dark Heresy game night?I wanna play Dark Heresy for the first time, I've played Rogue Trader before a long time ago, but A: I'm awkward af and can't meet people in person, and B: The rule books confuse me, especially since 2e dropped since I wanna play a tech priest and focus on being a Skitarii since I hear that's possible.

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Has anyone tried this game?

Anybody here play GURPS? Finishing up a heavily homebrewed D&D 3.5 game soon and want to switch my group to GURPS but I'm afraid it's going to be a rough transition.

>>3734No, I saw a little about it, I assume it's going to be reddit/leftbook cringe though. I also just don't have much interest in playing leftist themed tabletop tbh. Something about it feels especially weird and LARPlike, tho I enjoy leftist themed vidya and music and whatnot.

>>3732You planning on checking out the new one when it comes out, Cyberpunk Red?>>3734I checked out a preview on drivethru, and it seemed…reasonable. The intro said it's ideologically neutral, so there's no assumed ML or Anarchist themes. Which is good.

Anyone still playing Netrunner? The new cards the fan made are okay but link/Sunny cards were nerfed pretty badly with Underworld Contracts gone

>>3737If I can get a scanned version of it in pdf format like I did with 2020, maybe. It moves the timeline of 2020 forward by a couple decades from my understanding and hopefully also has weapons and other gear that actually looks like it could plausibly be from the future instead of what people in the late-80s-to-early-90s thought would be futuristic. Pics related. Not sure about how it differs mechanically from 2020 beyond overhauling the combat system, so I'll hold my judgement until release.

There are some pretty ridiculous weapons not illustrated here but that you can purchase including microwave guns and even a fucking infantry mortar. PDF related is a good sourcebook for weapons that was included in the torrent package that I downloaded in preparation for the campaign.

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Reminder that Monopoly was originally designed (by a Georgist) to own capitalism by simulating property accumulation in the most un-fun way possible. And burgers absolutely loved it.https://en.wikipedia.org/wiki/History_of_the_board_game_Monopoly

>>3741It is one of most lowly rated rated games in BoardGameGeek. So it is just plebs that love it

Here is a copy of Maid RPG. It's the first Japanese RPG localized in English. The game is simple so I'm sure a few horny weebs could have fun playing online.

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>>3743>It's the first Japanese RPG localized in English. >Not the Log Horizon TRPG

I've been wanting to run a GURPS space-esque game for the longest time. Maybe settling worlds or something

>>3733you still interested? I skimmed rule book and not sure if you can be skitarii with tech priest background. There are few workarounds according to these threadhttps://community.fantasyflightgames.com/topic/4757-skitarii/

>>3733A Skitarii would be easily made. I'm gonna assume you want to play something like a ranger, since the radiation-poisoned mcmotherfuckers are kinda… hazardous to everyone around them. Me, I'd go with the Quarantined World homeworld because it's fun to have some Mechanicus secrets locked away in your subconscious, the AdMech background for some machiney bits and bonuses & either the warrior or the assassin role. Either one would let you grab a skill-related aptitude from doubling up on ballistic skill - I'd personally grab either knkwledge or fieldcraft.If you're interested in playing a radiation-poisoned vanguard, you'll want to swing by the Ordo Discordia on Discord & grab a PDF of Imperial Automica. It's reasonably balanced homebrew with a whole lot of useful gear & mechanics for radiation related RPG goodness.

>>3747>radiation related RPG goodnessnot him but is it accessible game for newcomers? the last time I played any board game was 7 years ago and I didn't even get to finish it properly

>>3744I think there is a fan translation for that.

>>3749There is. It's so shit though, it may as well not exist

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>>3746I was reading that in the Lathe Worlds supplement it added combat focuses to Techpriests which is basically Skitarii, at least functionally anyways.>>3747Ya I heard Skitarii was kinda OP but I mainly wanna do it cause I've always been a huge Admech nerd even before they got their own codex, but also because I was told that it'd be a good """easy"""(relative in Dark Heresy but meh) beginning choice that just isn't a fucking Grey Knight that just ruins the point of the entire game I mean who thought the Mary Sue Marines were a good idea to add!? *ahem* But anyways ya I mainly wanna go Skitarii for the fluff and not the crunch cause that's my shtick. In all honesty something like a Magos Dominus would work better for me.>>3748Dark Heresy isn't really a board game, it's tabletop RPG as in it's closer to D&D and pathfinder but in a 40K setting and ISN'T Rogue Trader.Wait does this mean Dark Heresy night is happening?

>>3751 YES

>>3752When Nibba, WHEN!?

>>3753 HOW ABOUT THIS HALLOWEEN? SHOULD WE HOST MUMBLE SERVER SOMEWHERE


>>3755Who's gonna be GM though? Also we should prepare some standardized character sheets ahead of time and get a headcount.

>>3756three unique users engaged in a conversation but not sure if we all want to play. I want to for sure

>>3757Make that four.

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can someone make dedicated dark heresy game night thread just to see how many people are actually interested & do basic polling?I'd rather do it on my own but I'm too green to handle this situation. Would be nice if that person could share his character sheet for starters too

>>3759by polling I implied basic datamining including timezone, preferred time frame, communication software/device at disposal etc

>>3759Err I don't have any actual character sheets I was just asking if that's something we should do.Also I'll get right on the game night thread.

Hello guys, I'd be interested in playing a TG. Only as a player though, I tried to DM a Genlab Alpha game a few months ago and I started dreading the times the game would come because I had never done enough work (or felt I hadn't) and I started hoping players would be busy so I'd have an excuse to cancel.Ahem… well, so, anyway, I'd like the opportunity to play a TG. Ideally a high-RP one with not too autistic combat but hey I won't be too picky.

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I'm interested in running a realistic campaign based around an insurgency/separatist movement in an Asia/Pacific area. My idea for setting is heavily inspired by West Papuan liberation movement but I would want to fictionalise it to grant myself more artistic license. I'm thinking of using GURPS for mechanics.I've never GMd before, only played a little bit of DnD. Any tips on how to get started writing a campaign? I'd like it to be quite sandboxy and open but I'm struggling on finding a starting point. Also because its heavily political I imagine it to be less combat focused, but then I'm concenred about me and my players' RP and improv chops because we're all very green to RPing.Has anyone run something like this before? Do you think the RP genre could work for something like this that is very non-pulpy?

>>3763Another thing important to point out: my motivation for creating this game is using it as a method of socio-political dialectical research. Essentially taking inspiration from real world events, current affairs, and geopolitical conflict and modeling and exploring them in an imaginary space through collaborative narrative with the RPG mechanics.If anyone knows of any projects similar to this which have been done before I'd love to know about it!

>>3763>I'd like it to be quite sandboxy and open but I'm struggling on finding a starting point.Start by outlining the broad strokes of the setting and situation. Then figure out where the campaign will start. Flesh out that area, going more specific as you approach the exact area where the players will start. Then figure out a few points of interest and flesh them out a bit to hook the players. The rest of it is best built as you go. Try to anticipate where they'll go with it and focus on building that. Save yourself a lot of work.Do have some idea of where the different sides in the fight are, what territory they have, and a few specifics. The more vague and in the background something is, the more leeway you have to change the situation as the plot develops. If the players only know that a certain area is contested between two sides, you can keep it that way or pick a side that won. If it's established who has terrain advantage, better armament, etc the story has to make sense in that context. Keep in mind that the more is known about an area, the more likely the players are to pay attention or get involved there. That's just using bait basically. Keep that in mind when deciding how much the players will know. If you give them a map showing different areas, they might know more about this or that town or base or what have you. Mystery is itself a kind of bait though. Don't go full on "nOBodY KnOwS wHaTs HaPpEnNinG hEre" with it, just say "This area is controlled by X and uncontested." Boring areas can become interesting later as the conflict progresses. Areas near the front line would be most dynamic naturally.>Do you think the RP genre could work for something like this that is very non-pulpy?For something that's realistic you are probably better not being too rules-heavy. Even something as simulationist as GURPS isn't that realistic and might get in the way of the story.>>3764If you haven't heard of the West Marches style of campaign you might be interested in that.

>>3765Thanks. I think I need to flesh out my factions and stuff to work out how the conflict will progress.Do you have any thoughts on rules lite systems which would work well for a modern setting like the one I'm describing?West Marches looks interesting, good inspiration I think for how to run a sandbox.

>>3763Focus on locations and factions. Think of the logical places PCs would go, and add interesting NPCs there. In D&D that's normally taverns and blacksmiths and markets, in your game it might be a barracks, a doctor, a rations distributor. Those NPCs should be fleshed out and have their own interests and conflicts, which you can tie into the different factions. Don't overdevelop shit, because it's probable most of it won't be used, but it's great to have a network of NPCs and locations mapped out and with about a dozen descriptive bullet points each so that your PCs can wander around and do what they want and the world feels developed and full. Don't be afraid to give immediate, pressing goals, it's not railroading or contrary to a sandbox, it gives more weight to the world and gives them more motivation to actually interact with the world and something to do with all that content you provide. If you want me to be more specific or need help with particular ideas or questions I'd be glad to.

>>3767Thank you anon. Would be good to bounce some ideas around. I'll have to put a bit more thought into the setting.

>>3767I found this simple generic system called FU which seems great for my purpose.

>AlfaBusa literally beat us to the Dark Heresy game>AlfaBusa>who takes 2 years to make vidyaswow

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>>3770Watching it rn and I'm fucking dying from laughter.

>>3771>railroading GM gets screwed by mythical 12 critical rolls in a rowstuff of legends tbh

Man 5e has got to be, and will probably make the tabletop games a much shittier experience than before. There is nothing good about the design in that shitshow of a game and people will take inspiration from that game and probably infect /v/ shit with it too when Baldur's Gate 3 comes out.

>>3773
There are some good ideas like inspiration or advantage/disadvantage but they're copied from other things and not used very well.

Wierd RPG featuring Cherno Alpha if anyone is interested https://tvtropes.org/pmwiki/pmwiki.php/Roleplay/ChernoAlphaVsTheWorld

The Polish company D-Day Miniature Studio, which makes toy figures of military personnel, has released a new series called "Red Storm over Europe. Soviet Rear Troops 1944-1946".

https://preview.redd.it/46lp8sxf7kp51.jpg?width=500&format=pjpg&auto=webp&s=a6791990b95101f750175fc2f26013523b6565aa

The series includes four figures of Soviet army soldiers. Polish sculptor Pawel Krasicki depicted them as looters.

https://preview.redd.it/1px9f4nv7kp51.jpg?width=500&format=pjpg&auto=webp&s=7863fc610c99903554929c57764aa88762a10770

These miniatures reflect the main idea of modern Poland and the West that the Soviet army didn't liberate the country from the Nazis, but simply plundered it. Meanwhile, if it weren't for the Soviet Union, there wouldn't be any Poland now.

>>3773
It's sad that wizards has a monopoly on ttrpgs

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Does anyone here play this? The game designers are socialists, leaning toward anarchism.

>>5792
Always wanted to but time reasons never allowed me to.

Really a fan of the whole 'transhumanist after the collapse' theme, however. It has a lot of potential.

>>4530
Kinda unavoidable when TTRPGs are dying, kinda.

>>3731
No, I haven't. I've only noticed more masturbation-addicted /pol/tards and /v/ermin, though.

>>3773
I want to get into D&D, what's exactly wrong with 5e? Should I start with 3.5 instead?

>>5886
>what's exactly wrong with 5e?
&ltBounded accuracy (small bonuses to skills and attacks) makes it hard to feel really good at anything
&ltd20s are too swingy, and combined with the above problem it's way too common for characters to fail at what they're good at and succeed at what they're bad at
&ltNot many options; still only a dozen classes, and most classes have one subclass which is clearly the best
&ltTotally built around combat, can't really handle running a game based on exploration, intrigue, etc.
&ltMassive HP bloat makes fights take forever at higher levels
&ltRegaining all health, spells, and class features on a long rest means you can go from dying and useless to fully healed by sleeping for eight hours, incentivizing players to blow all their resources on one fight and then retreat and rest
&ltCaster supremacy; wizards have a million ways around every situation and lots of ways to fight, while fighters can only hit stuff
&ltLots of the game's elements, like multiclassing, feats, and magic items, are officially "optional", meaning the game isn't balanced around them even though 99% of DMs include them
&ltSupplements released at a glacial pace compared to past editions
>Should I start with 3.5 instead?
3.5 has its own problems. It's insanely unbalanced (caster supremacy is a much bigger problem than in 5e), and while it has a lot of options (unlike 5e), 90% of those options are shit.

But here, I'll give you the advantages of 5e:
&ltBy far the most popular game; probably over 90% of all games are 5e, so you'll never have trouble finding a group
&ltVery beginner friendly
&ltCompetent (not amazing but good) at what it's meant to do, i.e. if you just want to go into a dungeon and kill stuff you'll probably have fun
&ltFairly well-balanced; even though casters can do a lot more than martials, casters aren't really "stronger," just more versatile

>>5892
&ltd20s are too swingy, and combined with the above problem it's way too common for characters to fail at what they're good at and succeed at what they're bad at
&ltNot many options
&ltTotally built around combat, can't really handle running a game based on exploration, intrigue, etc.
&ltMassive HP bloat makes fights take forever at higher levels
&ltRegaining all health, spells, and class features on a long rest
Heh, just like modern video games.

>>5886
Even as someone who simps for 3.5, I will tell you that it's not exactly an intuitive system or anything. I just like it because of it's "intangibles" and the fact that it's a system with a lot of homebrew and a playerbase (nowadays) that will usually accept some version of homebrewing.
Basically it's an oldfag haven, the same reason why people play the older versions of dnd

What is your response to radlibs trying to shame you for playing fantasy RPGs because they're racist, colonialist, etc.?

>>3734
Well?

>>7361
who?

Anyone play TCGs or CCGs?

I'm thinking of running a campaign in an industrial/steampunk fantasy setting, a lot like arcanum.

The theme will largely focus on the societal aches of switching from agrarian to industrial, nobility struggling against growing capitalist influence, and the workers getting caught in the middle.

A huge emphasis will be placed on the 'monstrous' races, mostly orcs, as professional standing armies that can get around quickly on trains make the old nomadic raiding lifestyle challenging, forcing them to integrate, and be societies punching bag.

We'll have communist orcs, fascist dwarves, and Elven eco-terrorists.

I'm still trying to pick a system, but GURPS seems the most likely, despite the fact I've
Never actually ran a game in GURPS.

/tg/ is the most leftist kind of gaming available and should be promoted, dont have to spend a penny on materials if you dont want to, and best of all you can play your entire life without having to deal with the bullshit design philosophies or liberal/reactionary political undertones that some company is pushing. Download pdfs, find a printer somewhere, use diceapps or scavenge dice from other boardgames. Encourages actual socialization and building bonds among people irl, no capital owned media directly mediating your interactions.

Down with vidya, up the tabletop!

>>7361
my response is that i like tabletop games because me and my friends can do what we want without having to give a fuck about brands and brandcucks doing dumb culture war shit

>>3736
Agreed, it seems pretty silly. I'm not against weaving political themes into games in a mature way but roleplaying as le epic hero leftists feels like escapist cope for not doing much IRL.

>>7683
>feels like escapist cope for not doing much IRL

By that standard we have to get rid of all videogames.

>>7698
No theres nothing wrong with vidya or escapism in general, but channeling your leftist feeling into games and scratching the itch that way does seem fairly counterproductive imo

>>7703
Not him but I fear that forgetting about politics or leftism when I engage in a hobby will make me less resistant to liberalism in the long term

>>7703
Leftism is utterly fucking dead and buried, it makes no difference whether you play a videogame or go in the streets, it's the same effect on the world.

>>7361
"Excuse me but my fantasy setting is explicitly decolonial and all the fantasy societies have a rich and vibrant culture without being romanticized."

>>7665
Sounds neat. Most fantasy tends to sit in the medieval tech level though, so not a lot of systems would fit.

>>7680
True, also in my experience players like to do rebellious or revolutionary shit in roleplaying games for some reason.

>>7361
I haven't thought about it because I don't keep a radlib living in my head rent free.

Should've probably expected the lancer fbi.gov to be a stable "USSR/GDR/PRC/DPRK bad".
At least the game itself isn't unplayable.

>>7361
Tell them to get a fucking life and learn about historical accuracy of medieval-feudal settings.

Also I tend to incorporate various leftist ideas or factions in my fantasy stuff.

>>7665
>communist orcs, fascist dwarves
But anon, the Dwarves are the communists!

>>7665
I'd advise not to do x-race goes down y-ideology path. I'd recommend starting by thinking out a skeleton (doesn't need to be deep) of the lore that happened before the industrial revolution. Then choose where and by whom did industrialization started. This should give a good idea where it spread first, and who will become the "imperialist core". Then look at which races encounter it, when and how, and try to think out how in your mind they would react. Don't want to hijack the setting, but some ideas: elves encounter it close second, they are sceptical, but seeing rising power of [first to industrialize], they start industrializing as well, mainly by decree of elven elite, which then creates a massive societal schism as elven ecologist culture (and possibly also their magic) is thretened with extiction.

The youtube algorithm hath blessed me with this gem.
>it's 2022 and you're not designing your campaign according to smooth and striated space and other concepts found in A Thousand Plateaus by Deleuze and Guattari

>>16786
sounds a lot better than varg's tabletop

>>16786
Oh hey another one from this guy. This one about structuring adventures different ways including arborescent vs rhizomatic adventures.

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can any leftybros redpill me on magic the gathering? can i play it and git gud even if i'm a retarded faggot with brainfog? how much money do i need to spend?

>>18080
>skill required
To simplify it a bit, deck construction is generally the harder part rather than actually playing it. You can look up some champion's deck build and just copy it. Brainfog is a killer in games like these though so you might suck even with a stellar deck.
>cost
0 cent if you have access to a charge-free printer. All the cards can be conveniently found online and printed out.

>>18085
huh, you can just print out the cards? i didn't think of that
>Brainfog is a killer in games like these though so you might suck even with a stellar deck.
yeah that's what made me quit playing hearthstone, i just couldn't think a few steps ahead or i was sticking to my plan too rigidly. do you think it's a good idea to practice with the free online game before challenging people irl?

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Figured I'd rez this 'cause, eh, fuck it. I'll be running a Vampire the Masquerade Game (5th ed) with some buddies. Set in the Anarch Free State of L.A. Gimme some character ideas.

As it stands I've got:
Camarilla
>An ancillae Malkavian suffering from hypochondria of some kind, probably exclusively drinks the blood of fitness nuts.
>A Venture just a few years younger than him, fought in the Napoleonic Wars under the Duke of Wellington.

Anarchs
>A Gangrel couple living out of a dingy RV and selling meth to make money.
>A Brujah that was a Jacobin during the French Revolution
>A Toreador Catholic Priest who'll fall hard from Humanity 10

Any other ideas? Any VTM players here?

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>>7665
>fascist dwarves
I would've assumed they'd be the prime commie race. They're the ones working in the pits and fires for their own work.

>>19412
it's easy to make them corporatist or fascist.
just make the worship of ancestors translate into children being on literal debt bondage to "repay" their parents and "society". the distrust of outsiders etc will do the rest.
you can do a lot of things with them.

>>19412
>MRAP
>bolt action rifles

??????

>>18785
the jacobin sounds most promising to me

>>7665
>>19412
>>19413
Why not both? Why should dwarves or any race for that matter be a monolith? Why their society should be immune to class conflict?
Dwarves proles rising up against bourgeois dwarves who in turn prop up fascists dwarves.

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Every time there's a thread on /tg/ about how steampunk is just a boring meme genre compared to the themes explored in cyberpunk, and barely anything beyond aesthetics, ie gears on tophats. And every time someone suggests the obvious, that the abuse of working poor, class struggle, unions and revolutionary thought, and a industrial society built upon an existing nobility, royalty, and imperial wars of aggression, are all integral parts to a setting inspired by Victorian England. And every time, that posters gets called a commie and to fuck off and how boring it would be.
It's just interesting how people can easily accept cyberpunk including things like militarized police and powerful corporations that control most of society for the sake of profit and produce invasive dangerous technology, where the main characters are usually at the bottom of society, but refuse to see it in steampunk. Maybe because it's more obvious? Because steampunk isn't as developed so you have to spell it out for them?

>>19432
TBH, those themes are rarely explored in steampunk works from what I've seen

>>19412
relevant dall-e from the other day

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>>19484
>>19412
commie dorfs vs cappie p'orcs
MOAR DAPPA

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>>7665
>Arcanum
Is pic related real

>>19593
I mean there is plenty of racist references on the game since it is based on the century where "race science" was a respected branch of the sciences, but I'm not so sure whether that means the devs were nazis. In fact I'm pretty sure there are quite a few communist allusions, like a quest in which you help a labor strike and stuff like that.

>>19604
I never played it, I just know a lot of altright types like it. But then again, there's plenty of times they misinterpret fiction and praise someone who's clearly meant to be in the wrong.

>>19625
You absolutely can play as a nazi-type asshole, which is what they must love about it; but that's the point: you can play like that, but you don't have to. There are lots of different paths, and afaik the game does not condone nazi shit. Sseth has a video about the game which is suprisingly in-depth, and also shows this racist side quite explicitly (given the /v/-like humor he is known for), so watch critically.

>>19627
I watched it when it was new, and discussion does pop up more when he discusses any game.
>(given the /v/-like humor he is known for)
Let's be clear, that's usually just racism, he definitely leans right and as do most of his viewerbase.
The usual thing I see being reposted is that orcs have a terrorist liberation movement and are also being bred by greedy rich gnomes who kidnap human women and have them raped to breed more orcs. You can see the obvious parallels here.

>>19593
they should add Friedrich Engels to this game for maximum lulz

>>19593
Weren't most of the books in the game and the gnome conspiracy questlines just parodies?

>>19635
Even if they are what's to stop someone from just being like "this, but unironically."

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>essentially still 5e but we're going to make whole new core books anyway
>no more editions, it's all one single non-edition that's going to be perpetually updated
>keep stripping away features, like the ability for NPCs to crit
>designed at its core to be used with a proprietary virtual tabletop, so enjoy getting monopolized bitch

>>21410
Good video on how much of a shift WotC is inducing by trying to define D&D as a virtual tabletop game first and foremost, both in terms of impact on the game and in terms of the business implications.

Gotta love monopolies.

Have you ever houseruled a system so much that it now barely resembles its original incarnation?

>>23114
Does it count if you understand the rules so poorly that you basically aren't following them? That's how I and a lot of other people started playing lol.

Am currently "homebrewing" a system that is actually more like building one from scratch, but I'd still call it a homebrew because it's mostly deriving components from several other systems.

>>23116
>Am currently "homebrewing" a system that is actually more like building one from scratch, but I'd still call it a homebrew because it's mostly deriving components from several other systems.
What's it going to be about?

>>19628
>The usual thing I see being reposted is that orcs have a terrorist liberation movement and are also being bred by greedy rich gnomes who kidnap human women and have them raped to breed more orcs. You can see the obvious parallels here.
Half-ogres, not orcs.

>>23121
>What's it going to be about?
Setting-agnostic or "generic" system, and some setting modules to go with it, including a fantasy one and a solarpunk one. Focused on broadly applicable mechanics and integration/balance between moment-to-moment and longer time scales (like OSR games). Core mechanics split between multiple pillars: action, roleplaying, exploration, and management. Meant to be simple and intuitive to learn but with modular depth.

>>23124
>Core mechanics split between multiple pillars: action, roleplaying, exploration, and management.
By "split", would you happen to mean mode segregation (character abilities for one of these neither depend on nor influence abilities for other modes)?

>>23125
Most abilities are associated with one of the four but usually have applications in other contexts. But IMO that's less about innate character abilities and more about the structure of how the game is played and when you prompt players to make rolls, e.g. do you ask for a roll to navigate to a location vs just assuming they do and skipping to the action. That's a distinct aspect of OSR games is restoring the old school D&D mechanics for the structure of adventures rather than just being rules for encounters connected by whatever the GM contrives.

What ways to differentiate [races/species/being types] other than characteristic/skill bonuses/penalties and special abilities have you encountered and/or implemented?

>>25589
it should play into roleplaying, species should have different speech patterns, cultures, religions, also they should be treated differently by NPCs. Of course there are people who break with their 'ancestral' culture but that should also be something that is RPed.

File: 1674655462851-0.jpg (64.71 KB, 526x397, Dwarven Steam tank.jpg)

File: 1674655462851-1.jpg (386.32 KB, 1417x1200, Orcish Demolisher.jpg)

>>25589
>>25593
Various design cues and approaches to technology that reflect their culture, history and technological level are also a good touch. An industrialist people like Dwarves would take preference mostly to utilitarian factory-produceable forged designs with little in the way of additional decor, while hardier and more craftsmanish Orcs would be using whatever materials sturdy enough for the task at hand including bones to create their machines, armor and weaponry.

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>>25589
You should probably distinguishe race/species/etc from culture. Bonuses and penalties to skills make more sense for the latter because that would relate more to things you are likely to learn in a given society.

Other than the answers given, I would say innate qualities work best when they are specific and distinct, like dwarves being better at resisting poisons or elves being able to see farther without range penalties. Think of what kinds of adaptations would suit this creature for where they live (whether they evolved or were created). Any distinct traits should probably be unheard of in humans but maybe not in other animals. You should also think about how these differences are likely to impact culture. Like the dwarves being resistant to poison could lead to pic related.

Another good question to ask is what makes humans distinct? Usually humans are treated mechanically as the most generic race without anything special to set them apart (often replacing that part of design with just "more choice" for other parts of character creation). But there might be particular qualities humans have that other species do not, and which should be reflected mechanically by reducing the "baseline" stats and rules below the human level on certain things. For example, in real life humans beat all other species at endurance running, so you could incorporate that by reducing the overland travel speed of most characters from the default and giving humans a boost that puts them back up at "normal."

With the players seemingly moving away from current edition D&D, one might say that tabletop RPGs are headed for… multipolarity.

>>25595
> so you could incorporate that by reducing the overland travel speed of most characters from the default and giving humans a boost that puts them back up at "normal."
Bonuses like that aren't very good because unless you are playing a party full of humans, you are not gonna see that bonus in action. Party travels at the speed of the slowest character. Bonus that doesn't work 99% of the time probably shouldn't even be considered as such.

>>25614
That's a fair consideration, but it was just meant to be an illustrative example. A more practical implementation might be giving humans resistance to any fatigue-related effects. However, the main reason for that particular advantage is bipedalism and temperature regulation through sweating, so it probably wouldn't be unique to humans among fantasy races.

Some other ideas:
<Humans are more social than others, maybe by having reduced penalties to communicate without a common language or across cultures.
<Humans make better connections, getting a bonus to making people like them or faster advancement on the reputation or similar social track.
<Humans are better at learning, earning bonus experience points for certain things like observing others gain XP or by tinkering with things.

>>19412
>fascist dwarves
Come to think of it, how would you present a race that's above capitalism, feudalism, communism? The only thing I can think of is having a race that lives in a post-scarcity via magic - they can just conjure whatever they want (except for services from "lesser races" and each other).

>>25629
Now that I think about it,faerie creatures already are like that in pathfinder,they also lost empathy because they're immortal and unaging,so think murder is a fun side activity. (they just respawn in the fae world,unless killed there in the first place,then they're dead)

>>25629
>Come to think of it, how would you present a race that's above capitalism, feudalism, communism
They never developed a class society or developed something different. For fantasy races it makes the most sense to do this based on the aspects that make them different.

Elves live forever so the original elders hold onto power indefinitely. Instead of producing heirs they just keep having offspring, who they keep loyal to them. Controlling reproduction is still important but for different reasons - only the elders get to reproduce, because the more generations removed you are the less loyal you are.

Dwarves are so focused on crafting by nature that they don't need class to emerge for them to start producing a surplus, and because they all bond over their common drives to mine and craft, they naturally lean toward a planned economy accumulating treasures and devices. Their greed might make them vulnerable to the kind of people who became early capitalists in human society, but without an already-existing feudal state to seize, the wannabe capitalists lack the power to do primitive accumulation or to proletarianize other dwarves, making capitalist production at most an oddity on the periphery of dwarven society. Through their tendency to tinker and dig, they are most likely to start burning coal and to develop the steam engine, leading to steampunk communism. However, they also tend to be insular and knowing the kinds of things that the capitalist dwarves get up to, are extremely protective lest early industrial technology proliferate among other races who lack the worker-centric ethos of dwarven society.

>>25694
>who they keep loyal to them

By means of?

>>25698
That's up to them, but probably the least resource intensive is infantilizing the kids emotionally and making them desperate for parental approval that motivates them. Maybe that's why elves reach maturity at a much older age, too. The more kids you have the more they have to compete for attention but also the more opportunity for rebellion, so there would be a balance to strike.

The thing about being immortal is you have plenty of time, and you don't need to have a high birth to maintain your population because nobody dies of natural causes. So the leaders of the society can personally keep raising a new generations of mommy's boys and daddy's girls as necessary. You don't have to rely on some ideological apparatus or state institution if you can personally raise your people the same way generation after generation. Elves would have the least dynamic society by far, and probably be continuously speaking basically the same language and holding the same ideology with thousands of years of continuity.

Elves tend to me more magically inclined as well, which means the elders would have more time to master magic than entire civilizations of other species. They wouldn't even need mundane psychological abuse. They have charm spells and such. In a really extreme version (like the drow perhaps) they might dominate person so much that younger generations don't even form individual identities and their society is more like an ant colony than a human-like culture.

In Spirit Island, does the fact that we play as wondrous spirits, as opposed to the island's inhabitants proper, detract from the anticolonial struggle?

My friends want me to run a campaign but I've never played any TTRPG. We decided on a space setting, like firefly or farscape.

Is SW5e good enough? Just a little homebrew so it's not just a starwars campaign.

File: 1693848469163.png (943.12 KB, 778x1000, ClipboardImage.png)

>>30261
The Star Wars system is pretty easy to work with from what I've played of it, but it uses special proprietary dice. Might be awkward to use if you don't have those, but you can use standard polyhedral dice and convert the numbers to symbols using a table.

If you are new to games then just reflavoring things like you suggest is a good way to go. Keeping the game mechanics as written is best if you don't have experience with how they work, but the flavor/fluff can be whatever fits the story you want to tell.

>>30262
We're going to be using tabletop simulator, so the special die should be on the workshop somewhere.. I'll check when I get home.
It'll be a learning experience for everyone because nobody has really played a ttrpg before. I suggested something like traveller or stars without number, but they insist on having "ebin nat 20s" so it's good to hear that sw5e is a good choice.

>>30267
>We're going to be using tabletop simulator, so the special die should be on the workshop somewhere.. I'll check when I get home.
IDK you might need to get a pack for that. Maybe there's a community plugin for it that's free.
>but they insist on having "ebin nat 20s" so it's good to hear that sw5e is a good choice.
…well the Star Wars RPG doesn't use a d20 or have you rolling numbers. It does have a critical system though.

>>30270
>>30267
>>30262
Oh nvm, SW5e is something different from what I thought. It's just a D&D5e hack. You should be fine, you are still playing D&D. It's going to probably be more or less the same experience as any general D&D game. I would guess that's no better or worse an entry point into TTRPGs than 5e is in general.
>but they insist on having "ebin nat 20s"
You may be struggling against bad attitudes toward the game if they're coming in from watching "actual play" streamers. Even if those productions are improvised, they usually have professionals planning out a narrative for a show behind it, and it works very differently from a typical game. If some of the players flame out because it's not what they expected you may talk to the ones who remain about switching to a system that was actually built for the setting you are playing.

>>30267
>but they insist on having "ebin nat 20s
I feel bad for you anon this is gonna be a dogshit group I have met this type. :(
Please don't let it dissuade you to future groups most tarot gamers are not like those weird redditors.

File: 1693938057482.jpg (104.71 KB, 960x1620, low on friends.jpg)

Is there anything that's good to play alone?

>>30292
Yeah there's a whole category of solo RPGs, just google it. Alternatively if you want a group there are places you can look for that and even a gig economy with places like startplaying.games

File: 1693953875700.png (3.81 MB, 1259x1755, card mock upv63.png)

What do you think of this card design?
Been working on a tabletop game for several months now, without too much context, what do you think?

Also, note that there's extra margins on the sides for printing reasons, ergo the final card will be a bit smaller.

>>30296
tl;dr overall looks good but you have several relatively minor "user experience" things you should tweak.

Pros:
>good overall layout, no notes except the credit/copyright would fit better at the bottom
>distinct and fairly consistent aesthetic (the symbols are simplistic compared to the grungy detail of the art and "frame" but that helps with recognition)
>thematically distinct and eye catching art
>design of the dice for stat display is good conceptually and easy to read especially the white pips

Cons:
<all of the text and symbols should be bigger (readable at card size) - do some test prints to see how it looks at the size you will use and adjust to make sure it's easy to read anything important
<red color is more attention grabbing than the other colors used besides white and yellow, making the purple, blue, and green details stand out less, and the red text especially harder to read (lower the saturation and/or darken to more neutral color and that's fixed).
<color associations are usually pretty strong, and your main stats don't really need to be distinguished that way on a card (assuming they'll use a consistent layout). Unless you have some other feature that specifically uses color coding it's extra information that may distract or confuse players and increases the complexity of the design. Distinguishing with the symbols is enough unless you are doing something that won't use the symbols and needs the colors to match with it.
<symbols next to the dice have different alignments, which is a little inconsistent and makes it feel "noisy" and the middle one looks like it's being emphasized - pick one (top left, top right, above, below, whatever) for all of them
<dice pips use different orientation for the 2s for some reason, which makes your brain take slightly more time to process than if it was the exact same symbol (your 2 and 3 pips should also use opposite corners to make them quicker to distinguish)
<Black and white concentric circles in the art's background is very distracting, from the foreground of the art and the rest of the card. Stark black and white is going to draw the eye more than almost anything. Keep that for text or important symbols. The pattern also draws the eye but wouldn't be as much of an issue if it was 2 similar shades of gray or something.

Other suggestions:
- Make all the text bigger and white so it's easier to read (maybe do a few iterative draft prints in black and white at the intended size to help you adjust)
- Consider making the "attack" stat red, since it's an easier association to make, and avoid using yellow except on some feature that's particularly important and unusual since that's a very noticeable color.
- Darken (don't desaturate) the colors of the dice a bit to increase contrast with the pips further.

>>30292
https://en.wikipedia.org/wiki/Steve_Jackson%27s_Sorcery!
There's also a mobile/pc adaptation that's pretty good

>>30298

We plan on using different colored cards to indicate different types of cards, like Yu-Gi-Oh!
Here's an older mock up (still rough, unfinished, alpha state) for an item card.

The symbols are used here to indicate what the item does to your stats. In this case it's
>It gives you +2 to your attack stat
> X means it doesn't effect defense (need to change this bc X is a variable in most contexts like this)
>It takes -1 HP each time it's used

It also has these traits:

| Cursed | Must pick up if slot is empty; can't drop
| Virulent | +1 Attack, +2 vs Akasha |

We dropped the Augmented ability so ignore that.

>>30298
thanks for this constructive feedback, we will be discussing this during our next team meeting

>>30300
My father actually has a bunch of these books, maybe I'll borrow some.

>>30262
I actually own the Edge of the Empire books and ran a campaign with an Ewok star ship Captain which was the funniest shit because he talked so much shit in Ewok no one knew what the hell he was saying, a Twilik that got roped into trying to carry out an assassination of a crimelord on Nar Shadaa hiding a gernade in her boobs, I forgot what the other two were but it was good time. Although I hate the properietary dice Table Top Simulator is a god send.

On another note there is this TTRPG that I thought was cool was called Forgotten Lands.

>>30358
As trash as proprietary dice are, I actually really like the principle of having polyhedral dice work differently than a number from 1 to [size of die]. It's just bullshit that it requires you to buy several alternate sets. In communism we will have gaming halls with dice people can borrow like at a library so we can have all sorts of dice with minimal plastic. I don't care about owning my own dice just to have them sit unused 99% of the time.

>>30359
Honestly I agree, if we going to have polyhedral dice we could make them out of light weight metals and give them different colors based on the metals used. But I actually like your idea game halls where no one has to worry about bringing their own dice and can borrow the large array of dice.

Would anyone here be, by chance, interested in learning bits of obscure-but-not-really russian wargaming?

>>30720
You mean like the actual game rules? Maybe if we can play it somehow. Or drama/general trivia would be fun.

>>30379
Metal dice are nice but there issues with them including damaging tables. Even lightweight ones are relatively rigid compared to plastic ones, so they have less give to them when they hit the table. Plastic also tends to roll better because it has more bounce. We can create biodegradable bioplastics too, plastic isn't inherently bad and has applications that other types of materials just can't match.

>>30721
So, among other things, about two years ago i have attempted to translate STAR HEROES: THE CHRONICLE OF BATTLES TO COME - the setting book for the world of СТАРСИС ("STARSYS"), mostly known for the tabletop game of БРОНЕПЕХОТА ("Armoured Infantry") by ТЕХНОЛОГ; the translation is still incomplete (missing two descriptions of exemplary battles), and its formatting could use a pass or more.

I am, however, unsure on how to share it; the site doesn't seem to allow attaching MS Word files, and the PDF of the untranslated original seems to be too heavy for the site to handle. Where should i upload these?

>>30723
You should stop using fucking MS Word for a start.

>>30723
Print to .pdf upload

>>30729
>>30723
The English is quite probably not as good as it could be, and the writing itself is of debatable quality, to say the least.
Anyway, here it comes; maybe i could manage to finish and enhance the translation later.

What really gets me about the "you don't need systems, just adhere to the world and your prep" types in RPG spaces is that they're all also frustrated writers so the stuff they make is all empty twee vibes that are useless for actually basing any rulings off.

>>31910
Possibly related: how comes "this is a narrative game" seems to mean "we have an excuse for not actually writing rules" at times?

>>31941
because it is about egos and group dynamics, not games, like a cult or a disc0rd server. if it was a narrative exercise, you wouldn't need the player-character pair

>>31910
>>31943
>>31941
I feel like you guys are getting too offended by stuff that has literally nothing to do with you

>>31944
I feel like you are getting too offended by a conversation that has literally nothing to do with you
offended enough to try to shut it down

in a very bitchy, passive-aggressive way, of course

>>31945
Well I am annoyed by your statements that narrative based games are a 'cult', I dunno what else you want me to say.

>>31947
exactly that, but instead your first response was
>uhm you are looking offended sweetie, stop talking, okay?
would sect be a better euphemism? I think that's precisely why this type of game is so popular among self-proclaimed socialists, specially the easily influenced and not very smart ones, that, more often than not, end up in ultra-left cults or terminally online circles

>>31948
You are deranged.

>Hasbro/WotC lay off 1100 people two weeks before Christmas
They are really determined to kill the D&D brand huh.

>>32500
Isn't D&D the only thing making them money besides MtG?

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>>32502
Yeah as mentioned in the video, not just WotC but Hasbro itself has been buoyed by D&D's popularity surge.

I'd like to run a game for anons but a certain gamer chat app is frowned upon here and roll20 lags my computer
I was thinking The Fantasy Trip, it's like GURPS but stripped down for old school fantasy adventures, fairly intuitive once you grasp it (and, as an aside, the creator Steve Jackson isn't a reactionary twat)
Three possible issues (aside from the issue of what app to use):
1. Game assumes the use of proprietary hex maps for combat, running it theater of the mind is possible but annoying because the game references hexes (or "megahexes") for distance rather than actual distance
2. The game, like GURPS, is lethal, taking a "realistic fantasy" stance, and finding ways to give players a way to feel more powerful is hard even being generous with XP (like GURPS, every humanoid is squishy)
3. This is my own personal stance but, like GURPS, I feel the game is fundamentally broken, the notion of "balance" may as well be non-existent, this all stems from the aforementioned "realistic fantasy" stance that makes simply the idea of adventurers stupid, as well as questioning how a D&D-esque setting could exist at all with such scrawny humanoids not being wiped out by bigger monsters
But these issues aside, the game has a certain old school charm, and appeals to the inner strategy player with how tactical fights can get, as well it's super simple to make characters (bonus points for effectively being classless) and as mentioned is fairly intuitive to play once you grasp it

>>32500
>Christmas layoffs
This is disgustingly common, yet there's never any solidarity. Everyone left just thinks "at least it wasn't me". I was at a web development firm that got dismantled by private equity scrappers. The first round of layoffs were right before Christmas. I made the cut, but we were left without any QA on our team. I wish we had stood up for the people who got laid off that round because in the end, the only guy left was the one with 10 years of tenure.

>>32503
WotC revenue is mostly cardboard crack.

>>34932
What's the hook? What sets it apart from other TTRPGs?

>the creator Steve Jackson isn't a reactionary twat

no but his games tend to have some galaxy brain logic in the mechanics to facilitate making things more proprietary.
>running it theater of the mind is possible but annoying because the game references hexes (or "megahexes") for distance rather than actual distance
case in point lol
Sounds like a job for homebrew. If hexes are a consistent size it shouldn't be that hard to convert to distance (and maybe angle). If the abstraction is more important, then a "zone" system might be a better alternative. Knowing what solution is best would require familiarity with the whole system though.
>The game, like GURPS, is lethal
>finding ways to give players a way to feel more powerful is hard even being generous with XP
Playstyle preference tbh. Games like this are less of a straight power fantasy and more about trying to be clever.
>this all stems from the aforementioned "realistic fantasy" stance that makes simply the idea of adventurers stupid, as well as questioning how a D&D-esque setting could exist at all with such scrawny humanoids not being wiped out by bigger monsters
Adventurers make sense as long as the rewards are worth the risks. IRL you have a long history of grave robbing and hunting big game. Going back further, stone age people were exploring caves and killing ice age megafauna. The only unrealistic part is maybe how people didn't manage to kill all the monsters before reaching a medieval tech level. Another Steve Jackson galaxy brain moment.

>>34936
>What's the hook? What sets it apart from other TTRPGs?
Tactical combat, flexible and simple character creation that can cover many possible concepts, ease of play.

Trying to find info about a dice based tabletop game - Haywire. It's supposed to have strong political themes. Anyone heard of it?

File: 1718751910202.jpg (30.05 KB, 279x358, Paranoia2nd.jpg)

>>36261
Search is turning up nothing but https://boardgamegeek.com/boardgame/302307/haywire which doesn't match the description. You probably got the name wrong and strong political themes is pretty vague. Maybe Paranoia (Cyber-McCarthyism) fits the bill?

I wanna run a oneshot (or a short chronicle) about the Spanish Civil War in WtA. Problem is, I dunno which edition is better, since I never played/dmed Werewolf before. Is it Second or Revised? I kinda want to utilize Wod Combat rules, so Second Edition makes sense. Am I right?


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