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

It's not the goblins creating the conflict, it's the humans' for valuing "their" possessions over the lives of the pure, innocent goblins (who graciously allowed the humies to use what is rightfully the gobbos'). They should simply allow us the goblins to take what they want; cities can rebuild, Zach.

You're all with me, am I right fellow humans? Especially the part about giving the goblins your stuff.
Goblins did not gangrape that fifteen year old monk girl and her party of equal age adventurers.
They had a sexual emergency and they were the only potential partners present.
 
Goblins did not gangrape that fifteen year old monk girl and her party of equal age adventurers.
They had a sexual emergency and they were the only potential partners present.
The goblins had to kill the fighter because he got in the way, and he should have known better than to try to intervene himself instead of getting the police (despite the fact where the incident took place was a negotiated police no-go zone due to issues with violence from the Goblin community because they were feeling oppressed and intimidated). And the Mage being poisoned was a very regrettable accent because in the excitement of their sexual emergency a goblin misjudged the dose; due to his unbringing in Gobslim schooling (and its illegal and racist to review the curriculum or to make them adjust it to contain facts) he thought that all Human girls liked poison and used it to party. And if she wasn't there to party, she should have known better than to go the Goblin area of town dressed like she was, she should have dressed more modestly worn armor if she didn't want to get one-shotted by a poison arrow.
Speaking of, we will be charging with felonies a bunch of humans who were arguing on line that they didn't want the local Tranny Slut Walk to go through the elementary school during recess. They will be fined and given a choice of reeducation or prison.
 
It's kind of odd - in every tavern you go into these days, there's some bard singing some song about a lonely human peasant girl and a half-dozen well-endowed goblins. Even when the patrons boo and throw vegetables, the bards keep doing it. I asked one, once, after buying him a few drinks to loosen his tongue, and he explained that he and other bards are being paid by a certain gnomish merchant to sing those songs, and apparently due to some strange magic get paid for doing so. He professed bafflement as to what the gnome's purpose could be.
 
Been trying to find other systems but I don't know where to look. More interested in "group storytelling with gameplay based on character progression" than the dungeon-combat sim stuff DND's based around. I don't entirely see the point in the latter during an age where we have hundreds of thousands of video games to streamline and enhance that experience for the friendless and/or bored, anyways. I basically only know, vaguely, of Pathfinder, Call of Cthulhu, WoD (all of them, oddly enough), ATLA the Roleplaying Game for its controversies, not its gameplay, Cyberpunk, and Shadowrun but haven't been able to find more than vague synopses of their premises.
Castles and crusades is pretty good uh the rift basically a rift opened up in reality and there was basically everything coming out of it it's a pretty fun setting.
Stalker RPG is pretty good space of the stalker video games.
Only war if you like warhammer it's pretty decent
I really like stories without numbers it's a pretty personable system if you wanna run space stuff.

All flesh must be eaten is what I use for zombie stuff

the older editions of dead lands of fun.


Also goblins are all disgusting and they will all be set on fire
 
...we Goblinposting now?
What do you mean "now"? Every post I make is a Goblinpost.
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I poured over the scrolls in the archives to examine the history of the city's culture, and I found evidence that goblins dis-proportionally commit far more crime than the other citizens of imperial lands. Crime has skyrocketed since the goblins have been allowed in the city gates. I brought it up to the head of the gnomish banking clan since he funds the city's town guards and he said it was nothing to worry about, and he insisted I encourage my dear virgin imperial sister of working at the local goblin pub as some sort of actress.
 
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This is another page from Forge of Foes, the third party Dungeons and Dragons book that preaches about colonialism being bad.

If I'm ever playing a TTRPG, and another person says "Goblin men's-rights activist" anything, I'm out.
I know this isn't supposed to make sense, because the point isn't to make sense: but I can't wrap my head around this style of play. If you happen upon a village under attack by Goblins. How would the party know what these Goblins motivations are at a glance? Why would any DM worth their salt just freely give that information away? Are the Goblins all shouting MGTOW!! at the top of their lungs while wearing fedoras?
If you just announce, "You see Goblin Cultists attacking the village!" suddenly people at the table are going to start asking questions. "What cult?" "How do we know this?" "There's a cult here?" "A Cult to whom? Why can I tell they are cultists but not which cultists?" It also robs the game of discovery, you're supposed to stop the Goblins from attacking the village, and while looting their bodies, you find strange talismans or what not, that allude to a cult, which starts an investigation.

Its also stupid, because even in a world where you *DO* have friendly goblins, if you happen upon a village under attack by goblins, it creates tension and world building. "Why are these particular Goblins evil?" "What makes some goblins friendly and others evil?" "Do they have different tribes? Different Gods?" "Can the Goblin PC in our party use their backstory to explain these things to us?"
 
I know this isn't supposed to make sense, because the point isn't to make sense: but I can't wrap my head around this style of play. If you happen upon a village under attack by Goblins. How would the party know what these Goblins motivations are at a glance? Why would any DM worth their salt just freely give that information away? Are the Goblins all shouting MGTOW!! at the top of their lungs while wearing fedoras?
If you just announce, "You see Goblin Cultists attacking the village!" suddenly people at the table are going to start asking questions. "What cult?" "How do we know this?" "There's a cult here?" "A Cult to whom? Why can I tell they are cultists but not which cultists?" It also robs the game of discovery, you're supposed to stop the Goblins from attacking the village, and while looting their bodies, you find strange talismans or what not, that allude to a cult, which starts an investigation.

Its also stupid, because even in a world where you *DO* have friendly goblins, if you happen upon a village under attack by goblins, it creates tension and world building. "Why are these particular Goblins evil?" "What makes some goblins friendly and others evil?" "Do they have different tribes? Different Gods?" "Can the Goblin PC in our party use their backstory to explain these things to us?"
You will know by their warcry, "Maglubiyeh is great!"
 
I know this isn't supposed to make sense, because the point isn't to make sense: but I can't wrap my head around this style of play. If you happen upon a village under attack by Goblins. How would the party know what these Goblins motivations are at a glance? Why would any DM worth their salt just freely give that information away? Are the Goblins all shouting MGTOW!! at the top of their lungs while wearing fedoras?
If you just announce, "You see Goblin Cultists attacking the village!" suddenly people at the table are going to start asking questions. "What cult?" "How do we know this?" "There's a cult here?" "A Cult to whom? Why can I tell they are cultists but not which cultists?" It also robs the game of discovery, you're supposed to stop the Goblins from attacking the village, and while looting their bodies, you find strange talismans or what not, that allude to a cult, which starts an investigation.

Its also stupid, because even in a world where you *DO* have friendly goblins, if you happen upon a village under attack by goblins, it creates tension and world building. "Why are these particular Goblins evil?" "What makes some goblins friendly and others evil?" "Do they have different tribes? Different Gods?" "Can the Goblin PC in our party use their backstory to explain these things to us?"
This is where the terrible advice is accidentally good: If you want enemies to be rounded out, you should come up with ways of visually distinguishing groups of them. (LOL THE GOBLIN MRAs ARE WEARING RED HATS, PAINT THEMSELVES ORANGE AND SPEAK RUSSIAN LOL YOU GET IT? THEY ALSO HAVE VERY SMALL HANDS LOL I AM THE MOST CLEVER PERSON EVER NO ONE HAS EVER THOUGHT OF THIS)
 
So revisiting that idea for a Kiwi farms campaign setting I set out for some rules for myself.

1. limited area: doing worlds is a lot of exercise in futility, Im going to say a land mass the size if Arizona or Hokkaido is big enough.

2. Environments first: Dungeons and keeps, towns, villages should come later and be up to the referee to populate.

I want Atolls and swamps, with giant dragonflies and bugs, because giant bugs are cool in that theyre alien yet a real thing as opposed to most monsters. How do the various farmers grow their Kiwis? Environment dictates everything.

3. References should be subtly written: I want it to be a calling card to whomever has their eccentricities browsing the farms and the greater internet culture ( those who grew up with web 1.0 as kids) to have a little smirk, not being super overt and beat the players over the head with memes, because thats what faggy redditors do.

Alright now to break rule number 3 right off the hop my imagination is also running wild with surrealism and goblin hatred.

The Kiwi itself, the bird not the fruit should be native to this area with the larger varieties used as beasts of burden, with their back sides opening up like feathery trunks of a car to carry your valuables (because of the natural kiwis ability to create and carry an egg larger than itself) these animals are inportant to the economy of the region and everyones standard of living is dependent on the noble Kiwi.

When i have time Ill post a hex grid if you guys wanna help populate it for fun
 
I think the best way to do a KF setting is using WHFantasy and just assigning the lolcows to whatever seems most appropriate out of the various chaos worshippers, beastmen, greenskins, ogres, drukhari, chorfs, vampires, skaven, and tomb lords.
Yeah thats cool and all but I like the idea better of trying to make something new. I am not saying i dislike making your bog standard ogre and slapping on a fresh coat of paint and giving a great sword instead of a club.

I think its more fun if we could make something up and then intuit it as an urban legend might form, or some sort of folk tale.
 
I poured over the scrolls in the archives to examine the history of the city's culture, and I found evidence that goblins dis-proportionally commit far more crime than the other citizens of imperial lands. Crime has skyrocketed since the goblins have been allowed in the city gates. I brought it up to the head of the gnomish banking clan since he funds the city's town guards and he said it was nothing to worry about, and he insisted I encourage my dear virgin imperial sister of working at the local goblin pub as some sort of actress.

 
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