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

Do it, it's fucking gnarly. Become Mothman, fist fight a Dragon named B o r y s.

There's a very good chance that I will; if not the setting itself, then I will certainly be using it for ideas on making a character. I've actually been looking for a solid post-apocalyptic setting like this for a while now, as I was wanting some ideas for a specific character concept I had in mind, and it looks like Dark Sun is my best option.

"You can imagine anything, and you choose to imagine a world with slavery? Knowing the harm it does to BIPOC folx?"

You'd think that these tards would actually put as much "slavery is bad" stuff in their settings, for that exact reason; the fact that they're so obsessed with making "utopian" settings like the Radiant Citadel with absolutely no grit or conflict shows just how frail-minded these loons are.
 
You'd think that these tards would actually put as much "slavery is bad" stuff in their settings, for that exact reason; the fact that they're so obsessed with making "utopian" settings like the Radiant Citadel with absolutely no grit or conflict shows just how frail-minded these loons are.
Every time I had slavery as a major element in a campaign, it was viewed as utterly repulsive, paladins (who were usually the leaders of the party) absolutely detested it and absolutely forbade it.

It's the mere existence in your universe that means you somehow support slavery. Idiots.
 
You'd think that these tards would actually put as much "slavery is bad" stuff in their settings, for that exact reason; the fact that they're so obsessed with making "utopian" settings like the Radiant Citadel with absolutely no grit or conflict shows just how frail-minded these loons are.
Speaking of Radiant shithole, any suggestions for my rewrite. Should I just do the polar opposite of it or actually make it unique?
 
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Speaking of Radiant shithole, any suggestions for my rewrite. Should I just do the polar opposite of it or actually make it unique?
Depends on what you want to do with it.

You could go the dystopia route where you take the setting as written and show how it's not all sunshine and roses. Resources are redistributed by law, and if someone doesn't like it, their goods are confiscated by force. The ruling council oversees everything with an iron fist and can shut down trade and services on a whim, with a dragon behind the scenes manipulating events to her own ends. Wrongthinkers are reeducated and banished; sure, they say it's only those doing heinous crimes, but is that just a cover story? There's a lot one can do to fuck up wokeshit.

Or you could try and rewrite it to make more logical sense. As written, it's a location that bizarrely has no serious conflict, where everyone just talks about their feelings and that magically resolves any issues that arise. It also has utterly illogical features like the shield that requires fifteen people to be in the same room and unanimously agree to activate, which would make it useless if the citadel was attacked while the Speakers were asleep or otherwise incapacitated. Taking the time to flesh out the backstory, remove inconsistencies, and introduce believable conflicts would go a long way towards improving it as a setting.

I think that even a slightly talented writer could do something good with the Radiant Citadel. It's not necessarily a bad idea for a setting, a magical fortress world tucked away in the Ethereal Plane, it's just really poorly written as it stands. Just goes to show how shitty modern wokeshit writers are; infinite possibilities for fantastical worlds to write, and they come up with the most boring and stupid one.
 
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WOTC and Hasbro said it's slavery that keeps them from bringing back Dark Sun. See 5.5 D&D removing Egyptian and Arabian fantasy elements. Makes me wonder if the real reason why Dark Sun hasn't come back to 5E is because the woke culture in WOTC and Hasbro think desert means Middle Eastern-inspired settings. They are staying away from anything Conan-inspired.
I genuinely don't know why everyone keeps demanding WotC/Hasbro brings back Darksun. Not a single thing they have "updated" or "brought back" such as Planescape or Spelljammer benefited from it in anyway shape or form, no new or interesting lore, no new interesting mechanics, nothing worthwhile to add to the settings. In fact the only things I've heard is "Go grab the 2e versions to fill all the gaps of shit WotC left out."

Everyone should just be constantly rejoicing that Darksun remains unsullied to this day, nothing new will be added to it other than maybe a new Dragon Sorcerer named Grognald Grump who causes Global Warming.
 
Particularly funny Notepad Anon video.
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"That means that I can write that every single FIST member is part of a far right death squad that has its origin in the fucking Dirlewanger Brigade"
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Wtf?
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Good God, I'd rather be playing FATAL or Wraethulhu than this absolute abomination, because at least those don't claim to be inspired by one of my favorite FPS games.
 
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I think "min-maxer" is the proper term, or at least the one that I'm familiar with.
Oh I know, same with "power gamer," but the term I'm thinking of doesn't mean someone who mix-maxxes. It's purely for someone who only plays for the combat or similar mechanics. I think it might be something as simple as "Rollplayer."
You forgot "Munchkin".

Here's been my person breakdown on these types:

Munchkin & Min-Maxer: Just cares about the numbers, nothing else, and wants a brokenly powerful character. The difference between the two is while a straight min-maxer just tries to find the most powerful combinations, the Munchkin will try to drag in whatever wacky homebrew or off-brand splat they can find.
That is, a Min-Maxer will wear scale armor and wield a bastard sword because that's what has the best stats.
A munchkin will be a paladin with DEX 20, a Thri-Keen whip, and wearing dancer's silks despite this being set in Greyhawk.

Power Gamer: Doesn't always want the best number but wants the most powerful numbers. These are the people who the 5-paragraph descriptions on the limitations of Charm Person are written. Munchkins and Min-maxers are about broken characters, a Power Gamer want to break the system.

Anyway, there's little out there about it, but while there seems to be praise for it, details of what the setting is about is slim. I might have to pirate the 4e phb/dmg or whatever books it's in.

So far, it's relative obscurity sounds like the best thing about it. Supposedly it's a "points of light" setting, which @Gingervitis called it's own setting

I'm a huge fan of Nentir. Its an amazing below-10 sandbox with lots of interesting things to see and do, but with plenty of space for you to put in nearly anything you want.

Its fleshed out enough its not just "lol, idk, there was an evil king or something. figure it out" but not so overly heavy that its extremely easy to remix and change around to suit your tastes.

There's actually a lot of 4e info out there on it, but a decent amount of it is buried obscurely in splats, articles from Dragon, the 4e Novel Series (which I have not read but I've been told is "Good-side-of-OK, Not Great"), and in other 4e-related products. In fact, the only "official" world map is from a 4e-adjacent D&D Risk rip off. (which from reviews had a ton of potential but failed on delivering it + some balance issues)

Nerath_Map_HighRes.jpg


As another example, Nentir map has Gardmore Abbey and mentions its a fallen citadel of an order of Paladins, but Madness at Gardmore Abbey explains much more about the order and their effect on the region's history. Thunderspire peak has its very own things going on (the splat by itself isn't very good, but it has some interesting material to steal).
Hammerfast has a splat, but its nearly 100% fluff. There are some NPCs and monster/item stats, and some plot hooks, but no "campaign".
But the whole city was basically a worksite for Dwarven kings, think the Valley of the Kings, that got occupied and turned into a refuge when things went to shit.
On the official map, to the East there is the ruins of a Bel'Turthian city called Vor'Rukath that is detailed in another splat.

Right before WotC started to sunset 4e, there was supposed to be a huge Nentir vale pack that was to come out with tokens, dungeon tiles, maps, and collating all the obscure lore into a single place. But it never happened.

One of the other issues was PoL but Nentir specially was under a restriction that they couldn't deviate significantly from Forgotten Realms (I think it was forgotten realms; the 3e "default") because they wanted DMs to have players start in Nentir and then be able to step out into other settings.

From the videos, the setting not being properly fleshed out and then abandoned sounds like it's greatest strength. Again, I feel someone said this already, so claim your credit at the lost and found. Point is, either by design or by accident, what little is available is all gameable material, and there's a bunch of blank spaces to drop whatever you want in, if you're so inclined. I'm sure 4e scholars here can tell me if they were intended to be filled in later. But having unanswered questions is one of my favourite things about Eberron. eg. No answer for what caused The Mourning means it retains it's mystique, and it's possible to build campaigns around finding the answer.

The best thing about the Nentir is that they did a very good job making everything interrelate, but also make everything very modular.
The Orcs of StoneFist pass in the Carigorms feature a lot in the lore, but you can completely ignore them or replace them with a Donut Steel threat with no issue. Hammerfast gets a lot of mention, but the party never needs to actually go there and you could easily replace it with another city.

The wost thing about the Nentir is they made a lot of things interrelate in ways that aren't apparent. The mention the area is technically in the territory of the Barony of Therund, but Therund is never covered anywhere. It/the Barony get the best mention in a splat about the Trollhaunt Warrens where Party hits Paragon and steps out of the Nentir.
The City of Sartel, which other than the "default" city of Fallcrest and Hammerfast is the other major city in the area, gets zero press other than that it was part of the Teifling empire and they do a lot of silver work until a sort of thin Dragon article. Same with the Eladrin's city in the Feywild.

The other problem is that while there is plenty of space to introduce new and/or hidden threats (i.e. Thunderspire connects with the Underdark) unless you do level scaling (which I loathe) you either have the issues of "all the city guards are lvl 20 so why do they need outsiders to deal with some Kobolds?" or "Why would we adventure? I'm level 15, I'm turning evil, enslaving the region, and no one in 2000 miles can stop me".
4e's utterly broken economy does nothing to help this.
But again, its 4e. Its expected there is a little RP talky-talk, some shopping, but the core of the session is the players just arriving at fight. Serious questions about how they got there is something only Grogs whine about.

I also have some issues with the timeline; in the official lore the whole region was aunder sway of a mostly-subterrean Minotaur kingdom as recently as 400 years ago. But given the Minotaurs are patterned on ancient Greece and the Minotaurs have all nearly completely vanished, that just seems obscenely short time for me.

My only dragon character who showed up from time to time was an ancient gold dragon task-assigner where it was always a running gag "why doesn't this near deity just go do this himself?" I always had an excuse though. He had to get a manicure on his claws. Whatever.
My usual go-to with the insanely powerful Patron is that their Patron is the servant of an even more powerful entity. Its had this task delegated to it, and now its delegating to the party. Sometimes with additional layers of management between them.
 
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Every time I had slavery as a major element in a campaign, it was viewed as utterly repulsive, paladins (who were usually the leaders of the party) absolutely detested it and absolutely forbade it.

It's the mere existence in your universe that means you somehow support slavery. Idiots.
I have the opposite problem. Every time I put slavery into a game and don't specifically make slavers antagonistic (to the party), they always want to buy slaves. It's not even like my players are /pol/lacks or shitposting, they either just like having indentured servants or make their slaves into party mascots.
 
Every time I had slavery as a major element in a campaign, it was viewed as utterly repulsive, paladins (who were usually the leaders of the party) absolutely detested it and absolutely forbade it.

It's the mere existence in your universe that means you somehow support slavery. Idiots.
The hilarious irony I've personally experienced with this was the group that ultimately kicked me out for political disagreements (I always knew they were liberals, but it only became a problem after covid mindbroke them and we moved the games online. The last straw was when I said the earnings gap between men and women was because women make different life choices than men, not some chauvinistic conspiracy) in the first campaign I played with them we encountered a hobgoblin slaver that we not only aligned ourselves with, we became active participants in overseeing a labor camp. I used my bard powers to make them work harder even, and the GM thought that was hilarious.
 
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A completely unrelated topic, is it possible to make petty villains compelling? Should I even be trying? I'm talking things like wife beaters, curtain twitchers, karans, that sort of thing. The closest I got was some wannabe gangsters or a particularly aggressive HoA (Hot Fuzz). The problem is these kinds of petty villains are bad at combat and usually don't have numbers to back them up.

Thanks.

One thing I'm noticing from the videos and your description is a lack of hook to sell to players. The appeal of something like Eberron, Spelljammer, Dark Sun, or Ravenloft is obvious.

My only dragon character who showed up from time to time was an ancient gold dragon task-assigner where it was always a running gag "why doesn't this near deity just go do this himself?" I always had an excuse though. He had to get a manicure on his claws. Whatever.

YOU gotta do this thing for Goldy. (He was actually training up humans to continue Lawful Goodness after the end of the Age of Dragons.)
A friend who DMed had a gold dragon obsessed with puzzles. Goldy is busy doing his puzzle box. Or better yet, will help the PCs if they can help with a particular puzzle he's been stuck on for a while.

How to repel these weirdoes? Have slavery in your system! Have it evil. Almost everybody views it that way.
Or you get a different kind of weirdo.

You could go the dystopia route where you take the setting as written and show how it's not all sunshine and roses.
What you could do is have the actual communist dystopia form the same way they do in real life. Having to get checkpoints and secret police just to implement basic price controls. Or have it be like CHAZ where it's a shit hole where people are robbed and/or killed constantly.

Related idea in keeping with @Tri-Tachyon'sClown post of having it be the bad guys murder fortress. (remember, I've not read the original book) Go full WEF/Blackrock/Vanguard/Bridge/rainbow capitalism with it. That council that activates the sheild? Board of directors. The dragon? He can be your Schwab-like figure played like a Bond villain. Food is heavily regulated, so the plebs eat gruel and nothing else, the elite eat ultra rare stakes and elven wines. Cringe corpo new-speak and strict protocols for human interaction. Basically San-Angeles from Demonlition Man.
 
One thing I'm noticing from the videos and your description is a lack of hook to sell to players. The appeal of something like Eberron, Spelljammer, Dark Sun, or Ravenloft is obvious.
This is Grey Hawk not Ravenloft. The players aren't really there for the setting, they are there for a normal Tolkien-esque fantasy adventure and the Nentir lets that happen with lots of space for the GM to do what they want. The Keep on the Border Lands isn't inapt: You are adventurers going out to the edge of civilization. in the stock setting, that's it. They are either with this premise or they are faggots.

But that's stock. The real draw is you can easily have your own world and slot the Nentir into it; it wouldn't take much to rework the Nentir into a Dark Sun region, or have it be a quiet corner of Barovia. It practically drops wholesale into Eberron. You could even make it a moon in Spelljammer.

I guess what I'm saying is that the lack of hook would only be due to a lack of GM imagination.
 
I think that even a slightly talented writer could do something good with the Radiant Citadel. It's not necessarily a bad idea for a setting, a magical fortress world tucked away in the Ethereal Plane, it's just really poorly written as it stands. Just goes to show how shitty modern wokeshit writers are; infinite possibilities for fantastical worlds to write, and they come up with the most boring and stupid one.
It just hit me, these people didn't create a setting. They created a hub city from a MMORPG. You know, the places where PVP is disabled and everybody teleports back to after their daily dungeon is over.

They have written what they know and like (standing around a perfectly static town, ERPing at the tavern) and completely neglected to actually make a world to go along with it.
 
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Ah, Dark Sun; was thinking about getting into that setting recently actually, post-apocalyptic and similar settings are my favorite.
I highly recommend it. I have been running a campaign in it for about 2 years now and it's great fun. Although the hard part will probably be finding people to play with that aren't going to cuck out on shit like slavery.

I'm personally running it in 5e using a couple of older third party documents. Though I wound up home brewing a lot as well as translating some things from the 2e source books and some community made stuff for 3.5. Check out Athas.org. It's an unofficial community site with tons of resources for all your darksun related needs.
 
You'd think that these tards would actually put as much "slavery is bad" stuff in their settings, for that exact reason
They've already communicated that by refusing to even imagine a world where it exists. Wokies have turned imagination itself into a moral act, and there are ever-shifting rules for what you're allowed to imagine and what not, and it's really more about demonstrating you're part of the cult by knowing what the rules currently are (imagining things from the long-dead Egyptian civilization is cultural appropriation, orcs in sombreros shaking maracas is not).

What you could do is have the actual communist dystopia form the same way they do in real life. Having to get checkpoints and secret police just to implement basic price controls. Or have it be like CHAZ where it's a shit hole where people are robbed and/or killed constantly.

It's already sort of going that way. Much like the USSR officially told you it was paradise while beating you bloody if you stepped out of line, they deal with criminals by mind-wiping them and have a dozen powerful wizards on standby to absolutely nuke anybody that causes trouble. Imagine if law enforcement in the USA consisted of only three options, doing nothing, giving lobotomies to criminals, or dropping JDAMs on their houses.
 
Make it how communism actually was rather than how Seattle trustafarians think it would be.

A place where no one wants to be the first one to stop smiling or clapping.
Should it lean more into Chinese or Russian communism? They're both equally fucked but in different way.
You forgot "Munchkin".
Oh wow you reminded me of the card game. And by Munchkin I assume it's the other side of the horseshoe?
I like the idea of Radiant as some hilarious shithole to invade if you want to go pure evil and just rape hippies.
Reenact Karsus' pro gamer move.
Go full WEF/Blackrock/Vanguard/Bridge/rainbow capitalism with it. That council that activates the sheild? Board of directors. The dragon? He can be your Schwab-like figure played like a Bond villain. Food is heavily regulated, so the plebs eat gruel and nothing else, the elite eat ultra rare stakes and elven wines. Cringe corpo new-speak and strict protocols for human interaction. Basically San-Angeles from Demonlition Man.
God I love you guys, you fuckers are hilarious. :story: The Demolition man part nearly killed me, I'm just imagining Wesley Snipes just beating the shit out of a bunch of Paladins or some shit in the Citadel while they go "We're Paladins! Tyr didn't train us to handle this kind of violence!"
 
Oh wow you reminded me of the card game. And by Munchkin I assume it's the other side of the horseshoe?
Munchkin card game is named such because of the Player Type.

The term was in use in the 70s, the reason Munchkin was chosen is because of the Wizard of Oz; shrill annoyances. But also because even less than a decade after D&D was published the 'old guys' were interested in playing the game as intended. Trying to break the system was viewed as childish behavior - hence 'Munchkin'.
 
Or you get a different kind of weirdo.
No, I do not mean attract Goreans. Although I had a parody of a Gorean as a villain you got to kill. Like a lot of kids we found Gor books early, because they were fantasy and had boobah on the cover, and then were astounded that anything with boobah could possibly be that comically bad.
God I love you guys, you fuckers are hilarious. :story: The Demolition man part nearly killed me, I'm just imagining Wesley Snipes just beating the shit out of a bunch of Paladins or some shit in the Citadel while they go "We're Paladins! Tyr didn't train us to handle this kind of violence!"
I would not tolerate paladins like this. Paladins had to be badasses. They often ended up party leaders even in mixed parties with chaotic and evil characters because even some chaotic evil asshole would realize the paladin would be fair even to them.
 
They've already communicated that by refusing to even imagine a world where it exists. Wokies have turned imagination itself into a moral act, and there are ever-shifting rules for what you're allowed to imagine and what not, and it's really more about demonstrating you're part of the cult by knowing what the rules currently are (imagining things from the long-dead Egyptian civilization is cultural appropriation, orcs in sombreros shaking maracas is not).
And it really is Rules For Thee And Not For Me. Because D&D worlds can't have slavery or anything bad because "think of the pee-oh-cees", yet their own PbtA abominations are full of Nazis and Fascists for them to punch.
 
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