Tabletop Roleplaying Games (D&D, Pathfinder, CoC, ETC.)

You know what? That could work. I had avoided Meetup for the longest time since I live 20 minutes away from the GWB, meaning practically every event on there was either 5e related, in NYC, or both. I want to avoid 5e players for a while, and I’m not paying 15 dollars a week and fighting for parking space just to play wizard games. Now I need to try and find a public space to meet up.

It's worked consistently in my experience. There are two main features to this ad that drive away faggots:
  • Faggot losers see their D&D character as the special snowflake they never were. It's their sub-in for how pathetic their lives actually are. Such people are always firebreathing shitlibs because being leftist lets them feel heroic. When you make it clear their characters will die and to not bother with a backstory, they probably just won't even show.
  • It's full of positive references to D&D's problematic past. It doesn't matter what ruleset you are playing with. You could be playing 5e for all it matters. You're not allowed to say "slavery" at all because it causes blacks to reel in pain. You can't mention women as a reward (that's sexist). Fighting for riches and glory? Problematic. Maybe throw something in there about "conquering your kingdom and purging it of the evil, vile offspring of Gruumsh."
 
Is there any official race or group that's even really evil in current year DND these days? Genuine question, as it seems that the fags in charge of the game really can't seem to grasp the idea of conflict.
Yes, but not really there is lore for evil or dark races in 5e, but it's tame in comparison to the pervious editions. Try to implement anything that could be triggering for the current year DnD player base will just have them sling all manner of ist and phobes no matter what the bestiary says.

The current year and of course Critical Roll and all of the other pozzed TT podcasts out there have ruined any edge or attempt at make the world feel lived in. Daring to put any of the player characters in danger or a uncomfortable situation is pretty much impossible.
 
I'll be running a gritty, old-school D&D campaign where your backstory doesn't matter because one unlucky roll, and you're dead. Not for the faint of heart or weak of spirit, but full of endless treasure, wine, women, and song for those who dare to strike out against the slave lords and liberate the denizens of the Undercity.

DCC put it best:

You’re no hero.

You’re an adventurer: a reaver, a cutpurse, a heathen-slayer, a tight-lipped warlock guarding long-dead secrets. You seek gold and glory, winning it with sword and spell, caked in the blood and filth of the weak, the dark, the demons, and the vanquished. There are treasures to be won deep underneath, and you shall have them.

Return to the glory days of fantasy with the Dungeon Crawl Classics Role-Playing Game. Adventure as 1974 intended you to, with modern rules grounded in the origins of sword & sorcery. Fast play, cryptic secrets, and a mysterious past await you: turn the page…


You FOOL, that is already the case, in Dragonlance at least.

You DAMNED fool, have you forgotten the halflings of Athas?

latest-839022820.jpg
 
It's worked consistently in my experience. There are two main features to this ad that drive away faggots:
  • Faggot losers see their D&D character as the special snowflake they never were. It's their sub-in for how pathetic their lives actually are. Such people are always firebreathing shitlibs because being leftist lets them feel heroic. When you make it clear their characters will die and to not bother with a backstory, they probably just won't even show.
  • It's full of positive references to D&D's problematic past. It doesn't matter what ruleset you are playing with. You could be playing 5e for all it matters. You're not allowed to say "slavery" at all because it causes blacks to reel in pain. You can't mention women as a reward (that's sexist). Fighting for riches and glory? Problematic. Maybe throw something in there about "conquering your kingdom and purging it of the evil, vile offspring of Gruumsh."
I like that. I might add glory and justice (or something to that effect) into it. After all, not all players want to play self-serving mercenaries (based as they are). There’s no shame in putting your life on the line for something you believe is greater than yourself out of altruism, even if you are going to demand an equal share of the treasure during your raids on the forces of Chaos and Evil.

Incidentally, I might just restrict classes (remember, BX) to human only. Half because generic races repel communists like a holy symbol, and half because it would be an interesting challenge for me. Especially since I’m looking to run a more open game in regards to character choice. (Sure, of course you can play a ninja! Your party members are a witch, a court jester, an amazon, a jedi, and a crusader!)
 
Incidentally, I might just restrict classes (remember, BX) to human only. Half because generic races repel communists like a holy symbol, and half because it would be an interesting challenge for me. Especially since I’m looking to run a more open game in regards to character choice. (Sure, of course you can play a ninja! Your party members are a witch, a court jester, an amazon, a jedi, and a crusader!)
If you really want to make them screech, give varying stat bonuses to different human ethnic groups. Maybe not the OG +2/-2s, but a +1 to STR and -1 to WIS if you come from the savage lands of Brutemyopia, or +1 Int and -1 Con if you're from the Sorcerous Kingdom of Nerdtopia. Shit like that. It adds some mechanical backing to whatever hat you have different nations wear (give the people with a tradition of trade a +1 to CHA, and the rugged woodsmen +1 to CON), and woke retards hate the mere concept of different groups of people being actually different.
 
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You completely lost me. Character race being an aesthetic or build value is the whole point, isn't it? Lore is a factor of that aesthetic appeal. I like the look and warrior/honour culture of Dragonborn. I like the northern England personality and craftman philosophy of dwarfs. This even applies to classes. I enjoy the Warlock class because of their gifted power or power-for-a-price backstory even though they're a bit crap mechanically. I like Paladins as an avatar of justice or vengeance.

Then you immediately talk about Dark Sun (take a shot) and that settings freakshit race. "I'm a sick lizard man!" vs "I'm a sick beetle mantis man!" is the exact same to me.
there is a big difference between oh be a dwarf but we gave you no outliers or a definition of a dwarf. take +2 from somewhere and +1 from other. you can be as good as an elf wizard on magical stuff. there is no racial tension, ne limitation therefore no definition of what you are. play as if you were playing a human but with a skin. vs oh you are a three kreen, by definition you have these things going out for you: you cannot swim, but that is alright because there are very littl water in this desert world. because of your phsyology you can do these, but can never do these or it is hard for you to accomplish these. your mouth is very different from other races therefore you cannot create these sounds, your people have certain instincts and habits that makes you harder to mingle with these races but you can overcome the situation by this this and this. your race cannot be these classes etc.

5e only looks from stats perspective, and that is just shitty build system. even statwise it is dumb. the other stuff would also affect the character you play, an elf and a kreen is an unlikely pair. kreens have abilities that are physiologically impossible to replicate that makes it more entertaining to create a character in a d&d game. where are the personalities you speak of in 5e? where does it write in phb that dragonborns are warriors with honor? that was in 4e. in 5e they are created by dragons, they love their clan, and they are proud to be dragon. where are the dwarves you spoke of? dwarves are also proud race that sticks to their clans. where in phb do you see what you told us? You can have +2 int dwarves, what are dwarves really? humans with skin. you are not playing a dwarf or dragonborn or paladin.

Put another way, racial ability scores reflect a tendency of that race towards certain traits, but not every member of that race is going to be exactly the same. The average example does not preclude extraordinary examples. Thus, if you want to play a particularly intelligent dwarf, you should be allowed to. This extends to other aspects like languages and proficiencies as well.
this is just idiotic. yes you can endure alcahol better than me yet all human race collectively endures alcahol better than cats. this is what those stats were representing. this is what we call ludonarrative. mechanics of a game and narration of the game is following each other. this is not a case for 5e. my people evolved/created to live in a certain way but i carry no trace of anything that can help me in that specific enviroments or way of living because every person is different eventhough our gods created us in a specific way and wants us to live in a specific way. Our god wants us to live in mountain, craft enduring monuments because they love endurance of a stone yet my dwarf is not enduring because i am a wizard is just a stupid backwards way of implementing mechanics because you are afraid that libs gonna look at your orcs and tell you do you think blacks are idiots?
 
This also raises my problem with the purists, because to me, players can lean into or away from their races stock traits, and that's a good thing. Otherwise you run into the Klingon problem, where if everyone is a warrior searching for honour, how are they technologically advanced, since someone would have to be a nerd inventing computer systems and the like.

Put another way, racial ability scores reflect a tendency of that race towards certain traits, but not every member of that race is going to be exactly the same. The average example does not preclude extraordinary examples. Thus, if you want to play a particularly intelligent dwarf, you should be allowed to. This extends to other aspects like languages and proficiencies as well.

The problem is that WotC basically gave up on actually providing any kind of baseline for new races they released, instead operating under the assumption that players would just be using the TCE rule anyway so there was no point. They could have given players an idea of what the typical example of a race is like, but no, easier to just shrug and tell you to do whatever you want because it'd be racist to imply that most orcs are strong, or most elves are dexterous, or most halflings are abominations unto God and man. And hey, it's less work not to bother writing this stuff down, so two birds with one stone.

So yeah, I don't really have a problem with players taking their characters in a different direction from the norm, but without a defined norm in the first place, how are they supposed to know how to do that?

this is just idiotic. yes you can endure alcahol better than me yet all human race collectively endures alcahol better than cats. this is what those stats were representing. this is what we call ludonarrative. mechanics of a game and narration of the game is following each other. this is not a case for 5e. my people evolved/created to live in a certain way but i carry no trace of anything that can help me in that specific enviroments or way of living because every person is different eventhough our gods created us in a specific way and wants us to live in a specific way. Our god wants us to live in mountain, craft enduring monuments because they love endurance of a stone yet my dwarf is not enduring because i am a wizard is just a stupid backwards way of implementing mechanics because you are afraid that libs gonna look at your orcs and tell you do you think blacks are idiots?

A solid racial stats of things like +2 INT/-2 CON lets that happen, espeically with random rolls. Just because Elves are -2 CON doesn't mean you can't roll an 18 and still have 16 CON, it just means Elves are less beefy than other races.


I posted about this before
This is why I think Race should be three parts:
Race
Bloodline
Background

Race is your starter template. Then you pick a bloodline/ancestory (or use a default) to modify that race: do you lean into archetypes? Do you fight against them? Are you from a line of Elves who focused on getting swole and neglected learning? Or maybe they were so busy lifting and learning they turned into low-CHR douchebags?
Then you pick a background to expand on that further. To the point about "The Klingon Problem", maybe you just a normal default Orc, but your Orc was chosen to be a shaman so is much less meatheaded than his peers.

Race/Bloodline/Background also would let settings redefine what a "Default Elf" is by changing the default bloodline without requiring changing the system.
i.e. if the system defines "Elf" in more a high-elf bent but you are making a setting/module and want your elves to be Legolas, you can just decide the default elf in your setting is "Mirkwood Elves" instead of "Rivendell Elves" - but if anyone wants to bring their character from a base game that's a Rivendell Elf, they don't have to rebuild the character.
 
where does it write in phb that dragonborns are warriors with honor? that was in 4e.
If I'd known you were trying to autism in bad faith, I wouldn't have bothered. I'm not going to dig through phb for page and line numbers for you.

Even if I take you at your word, I've never read 4e. So if it's not in the 5e phb, I must have made a bloody good guess.

there is a big difference between oh be a dwarf but we gave you no outliers or a definition of a dwarf. take +2 from somewhere and +1 from other. you can be as good as an elf wizard on magical stuff. there is no racial tension, ne limitation therefore no definition of what you are. play as if you were playing a human but with a skin. vs oh you are a three kreen, by definition you have these things going out for you: you cannot swim, but that is alright because there are very littl water in this desert world. because of your phsyology you can do these, but can never do these or it is hard for you to accomplish these. your mouth is very different from other races therefore you cannot create these sounds, your people have certain instincts and habits that makes you harder to mingle with these races but you can overcome the situation by this this and this. your race cannot be these classes etc.
I've ranted about this before in the thread, but I'll do a quick repeat.

I don't like the whole fantasy racism thing. It's either a tolkien purist thing, or it's an American thing. I'm sick of American racial bullshit on the internet, I don't want it in my fantasy dice rolling game, and I don't care for Tolkien purity as I find it boring and played out.

What's more, it doesn't work in practice and I've yet to be convinced otherwise. eg. This shop keeper hates elves and will charge them double. So the elf either uses disguise self (thus turning off the whole racism thing and wasting a spell slot) or just waits outside and has the party buy his gear (thus turning off the whole racism thing and meaning a player character is not part of certain scenes). The idea that having the guy stand outside could lead to other plot hooks is a niche use case and not worth the trade off.

Even as a source of inter-faction conflict it falls flat, because if dwarves hate elves because race, there's no reconciling that fact, there's not much to really drive the players. If the elves and dwarves hate each other because of some other external factor, that's an adventure.


To the point about "The Klingon Problem", maybe you just a normal default Orc, but your Orc was chosen to be a shaman so is much less meatheaded than his peers.
Republic Commando does that. You're clone troopers with individuality and abilities above and beyond a typical storm trooper.
 
I've ranted about this before in the thread, but I'll do a quick repeat.

I don't like the whole fantasy racism thing. It's either a tolkien purist thing, or it's an American thing. I'm sick of American racial bullshit on the internet, I don't want it in my fantasy dice rolling game, and I don't care for Tolkien purity as I find it boring and played out.
D&D is not a tolkien inspired thing. the races comes form other fantasy materials and a cultural, historical backround that was worldwide. this in not an American thing. i am not from America. It is not played out or boring it is as it should be. on the contrary, the notion of no race is more american than you can believe.
What's more, it doesn't work in practice and I've yet to be convinced otherwise. eg. This shop keeper hates elves and will charge them double. So the elf either uses disguise self (thus turning off the whole racism thing and wasting a spell slot) or just waits outside and has the party buy his gear (thus turning off the whole racism thing and meaning a player character is not part of certain scenes). The idea that having the guy stand outside could lead to other plot hooks is a niche use case and not worth the trade off.
the ability to adabt to a situation (meaning roleplay) is not a woth trade of in a roleplay game? first of all the races that are elves, dwarves etc are literally tolarable and friendly with each other in ad&d. there is no enmity between them. so the exapmle you gave us does not make any sense. replace it with kobold, and you get a situation where a city, from old times to recent history have been actively fighting against the kobold manace. so when a character sees a kabold, what they saw is a japanese soldier in ww2 america. what do you think they will do? they will call the guards, they will not sell any item.
selling an item in an ad&d game is not about your race but your charisma and certain classes and races may gain modifiers to the role. when a person looks at you (wheter in dungeon, in city etc.) can assume stuff from your individual demeanor. if they are hostile to you, there is a less chance for them to be friendly but if you are charismatic, they might try to give it a shot. if you are not, they might dislike you, think you are naive and try to use you (double prices, giving you false info etc.) or just outright dislike you. this is not racial play, this is charisma stat at work. race only comes as a sacondary. a charismatic kobold can gain the trust of a city, it is just harder for the kobold then an elf or a human, because ot stereotypes, recent history, living memory cultural differences and bias etc. ad&d let you play gnolls, orc, half orcs, kobolds, goblins, but you cannot magically erase anything easily, because the world is not working that way and simulating it is the whole point.
Even as a source of inter-faction conflict it falls flat, because if dwarves hate elves because race, there's no reconciling that fact, there's not much to really drive the players. If the elves and dwarves hate each other because of some other external factor, that's an adventure.
again never happens. from complete book of dwarves : "Elves should know better, but they lack the simplest virtues of patience, diligence, and consistency. They are renowned for wasting their lives enjoying themselves instead of producing lasting goods." this is all. their culture and therefore habits are different,so their worldviews are different. there is no conflict between elves and dwarves in no official d&d setting, magazine, tsr edition. your whole assumption therefore argument is hollow. players driven by adventure, gold, fighting evil etc. it is just that world view of elves and dwarfs differ. theat might provide a conflict on what to do, how to do etc. but it is never outright enmity if the players are not retards.

If I'd known you were trying to autism in bad faith, I wouldn't have bothered. I'm not going to dig through phb for page and line numbers for you.

Even if I take you at your word, I've never read 4e. So if it's not in the 5e phb, I must have made a bloody good guess.
i literally dug the phb before writing it. here the full info on dragonborn (aside from statistics):

"Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life.

Proud Dragon Kin​

Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. The first dragonborn had scales of vibrant hues matching the colors of their dragon kin, but generations of interbreeding have created a more uniform appearance. Their small, fine scales are usually brass or bronze in color, sometimes ranging to scarlet, rust, gold, or copper-green. They are tall and strongly built, often standing close to 6½ feet tall and weighing 300 pounds or more. Their hands and feet are smiting, talonlike claws with three fingers and a thumb on each hand.

The blood of a particular type of dragon runs very strong through some dragonborn clans. These dragonborn often boast scales that more closely match those of their dragon ancestor-bright red, green, blue, or white, lustrous black, or gleaming metallic like gold, silver, brass, copper, or bronze.

Self-Sufficient Clans​

To any dragonborn, the clan is more important than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each dragonborn's conduct reflects on the honor of his or her clan, and bringing dishonor to the clan can result in expulsion and exile. Each dragonborn knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position.

A continual drive for self-improvement reflects the self-sufficiency, of the race as a whole. Dragonborn value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of that particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a dragonborn.

Though all dragonborn strive to be self-sufficient, they recognize that help is sometimes needed in difficult situations. But the best source for such help is the clan, and when a client needs help, it turns to another dragonborn clan before seeking aid from other races or even from the gods."

the honor in question is clan honor. aside from clan honor and clan proud, there is no warrior culture.

here be dwarves:
"Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs-these common threads unite all dwarves.

Short and Stout​

Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.
Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth.
Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully.

Long Memory, Long Grudges​

Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. For example, some of the oldest dwarves living in Citadel Felbarr (in the world of the Forgotten Realms) can recall the day, more than three centuries ago, when orcs conquered the fortress and drove them into an exile that lasted over 250 years. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack.
Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don't abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge.
Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf's entire clan, so what begins as one dwarf's hunt for vengeance can become a full-blown clan feud.

Clans and Kingdoms​

Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can't find in their mountains, they gain through trade. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them.
The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors' names in oaths and curses. To be clanless is the worst fate that can befall a dwarf.
Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty.

Gods, Gold, and Clan​

Dwarves who take up the adventuring life might be motivated by a desire for treasure-for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan's lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled. Or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago."

Dwarves are hateful against goblins and orcs. so the thing you disregard (racial pricing and conflict) should happen with a dwarf city and a goblin pc, or just orc pc and a dwarf pc right? also look how well written are the dwarves. They gave us how they feel, behave, do stuff and their perspective in much detail because unlike dragonborn, this race was with us from the first days of D&D.
 
I agree with a lot of your post but this is 9000% false. Halflings were hobbits until they were made to change it, and D&D "heroes" were directly born from the desire to do things like the "battle of the 5 armies" in Chainmail.
i mean, the elves, dwarves, gnomes etc are much different in their implamentation. Yeah Tolkien inspired fantasy in general but specifically d&d was inspired by appendix n. the elves are not wise and tall, but short and chaotic. if we go fantasy genre, you are right, if we go by the game gygax wanted to play and the world he builds, it is much less so.
 
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I agree with a lot of your post but this is 9000% false. Halflings were hobbits until they were made to change it, and D&D "heroes" were directly born from the desire to do things like the "battle of the 5 armies" in Chainmail.
I mean, devil’s advocate- I have no source, but I believe Gygax was more inspired by sword and sorcery fiction, and that elves, dwarves, and hobbits halflings were added because tolkein would sell more.
 
Dwarves are hateful against goblins and orcs. so the thing you disregard (racial pricing and conflict) should happen with a dwarf city and a goblin pc, or just orc pc and a dwarf pc right? also look how well written are the dwarves. They gave us how they feel, behave, do stuff and their perspective in much detail because unlike dragonborn, this race was with us from the first days of D&D.
Everything you say just pisses me off even when I agree with you because you're just spewing absolute psychobabble in enormous quantities that nobody can or wants to digest. Just calm the fuck down bro.

Also everyone is hateful against goblins and orcs because they are inferior creatures. They should be killed.

So don't talk shit about dwarves and call them hateful.
I mean, devil’s advocate- I have no source, but I believe Gygax was more inspired by sword and sorcery fiction, and that elves, dwarves, and hobbits halflings were added because tolkein would sell more.
The original Chainmail was mostly about medieval simulations. These mostly came about as a form of tabletop wargames. I think it was Arneson's idea to make it about individual combat rather than unit combat, and then the idea of fantasy wargaming came about.

I think it was Gygax's idea to make it about actually playing roles as individual heroes, and that's where we ended up with actual RPGs.

It's kind of hard to figure for sure considering their rather notorious falling out.
 
Hope the patrol is offering to help in transiting to were and was though if a Drow is offering to help you and you do not know how it benefits them should be the biggest red flag.

Though if you really, really wanted to have a Underdark Drow that Transitioned from male to female have it happen at birth and it be because the family wanted a female. Pretty much reverse China with the one child policy. Have it be a secret that eventually gets found it which leads to his entire family getting killed than them barely escaping with their life. I can accept that I can totally see Drow families attempting to try to turn boys into girls.
It's all fun and games until initiation night and the Glabrezu wrecks the bussy.
 
DCC put it best:

You’re no hero.

You’re an adventurer: a reaver, a cutpurse, a heathen-slayer, a tight-lipped warlock guarding long-dead secrets. You seek gold and glory, winning it with sword and spell, caked in the blood and filth of the weak, the dark, the demons, and the vanquished. There are treasures to be won deep underneath, and you shall have them.

Return to the glory days of fantasy with the Dungeon Crawl Classics Role-Playing Game. Adventure as 1974 intended you to, with modern rules grounded in the origins of sword & sorcery. Fast play, cryptic secrets, and a mysterious past await you: turn the page…

It's incredible how woke Goodman Games got. Like fire-breathing woke.

The original Chainmail was mostly about medieval simulations. These mostly came about as a form of tabletop wargames. I think it was Arneson's idea to make it about individual combat rather than unit combat, and then the idea of fantasy wargaming came about.

I think it was Gygax's idea to make it about actually playing roles as individual heroes, and that's where we ended up with actual RPGs.

I think Arneson was the first to have a small band of heroes wander through a maze of monsters.
 
If you really want to make them screech, give varying stat bonuses to different human ethnic groups. Maybe not the OG +2/-2s, but a +1 to STR and -1 to WIS if you come from the savage lands of Brutemyopia, or +1 Int and -1 Con if you're from the Sorcerous Kingdom of Nerdtopia. Shit like that. It adds some mechanical backing to whatever hat you have different nations wear (give the people with a tradition of trade a +1 to CHA, and the rugged woodsmen +1 to CON), and woke retards hate the mere concept of different groups of people being actually different.
Eh. B/X doesnt really do ability score bonuses. That was an AD&D thing.
 
Eh. B/X doesnt really do ability score bonuses. That was an AD&D thing.
So what? If you're already changing the game to remove non-humans, you can do whatever you want with what's left.

Either way, that general idea applies to a bunch of other systems if you want to gatekeep idiots.
 
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