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

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I have been re-reading the first edition of the furry RPG Iron Claw rule books. I never noticed how triggering Iron Claw would be to the woke crowd. They would accuse Iron Claw of being alt-right pro-racial realism propaganda. People joke about Warhammer 40K being a pro-racism game. Iron Claw: Some animals are more likely to steal, kill and rape than other animals. Its approach to religion alone would trigger Reddit. Animal religions are not cartoony demonized, but they try to accurately how medieval churches operated despite them going after the obvious Jewish stand-ins.. It is the church feeding the poor and taking care of most poorer citizens' healthcare. At the same time, Islamic metaphors are portrayed as villainess slavers.

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I mean, you can just take one look and notice the conspicuous absence of any weepy retarded crap.
Imagine cartoon animals being fun and appealing instead of a vehicle for the creator's insane personal issues.

E: I will admit to being a sucker for the character designs in Slayers ...even if I know literally nothing else about it.
 
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Funny that. I wanted to post the cover of Ironclaw in the furry drama thread captioned "This is what they took from you" but felt it too impertinent, low effort and well-treaded.

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I mean, you can just take one look and notice the conspicuous absence of any weepy retarded crap.
Imagine cartoon animals being fun and appealing instead of a vehicle for the creator's insane personal issues.
I won't go so far as to call this cover traced or a ripoff, as reference and parody have always been a big part of RPG artwork (especially in older, low-budget publications), but the decision to not even use an actual original piece for the cover certainly speaks to the low amount of effort/creativity that furries often possess.

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(That being said Ironclaw does actually have some merits as a system, art aside.)
 
I have been re-reading the first edition of the furry RPG Iron Claw rule books. I never noticed how triggering Iron Claw would be to the woke crowd.

Isn't Ironclaw a 90ies product? I'd think it's rather obvious they'll go with the old and proved RPG standards of "race influences societal role". Even more when race is being a different type of animal altogether.

(That being said Ironclaw does actually have some merits as a system, art aside.)

Also, I've heard for years that Ironclaw is a decent system mechanically. Always believed it to be some kind of meme (how can an old-school furry RPG being good?). Care to explain its merits to someone who'll never manage to play it for obvious reasons?
 
I have been re-reading the first edition of the furry RPG Iron Claw rule books. I never noticed how triggering Iron Claw would be to the woke crowd. They would accuse Iron Claw of being alt-right pro-racial realism propaganda. People joke about Warhammer 40K being a pro-racism game. Iron Claw: Some animals are more likely to steal, kill and rape than other animals. Its approach to religion alone would trigger Reddit. Animal religions are not cartoony demonized, but they try to accurately how medieval churches operated despite them going after the obvious Jewish stand-ins.. It is the church feeding the poor and taking care of most poorer citizens' healthcare. At the same time, Islamic metaphors are portrayed as villainess slavers.
Not surprising. Old school works tend to be better than "current year" stuff, even for some fringe cases. World of Darkness couldn't exist today, it would implode. Hell, it actually did! And it was replaced by the standard woke drivel.
 
Also, I've heard for years that Ironclaw is a decent system mechanically. Always believed it to be some kind of meme (how can an old-school furry RPG being good?). Care to explain its merits to someone who'll never manage to play it for obvious reasons?
I'm away from my PC right now and can't pull up my .pdf (if I even still have it) but I can respond with what I remember of the system having played the second edition a handful of times in a pseudo-Braunstein/Patron-play sort of style. If I get anything wrong or absolutely butcher how the game works, blame the last 15 years or so, and anyone who corrects me is probably a furry.

If you're at all familiar with Savage Worlds, it's mechanically (at least from a character creation/building standpoint) kind of similar. Except the math doesn't break down when given the bare minimum of scrutiny, unlike Savage Worlds. Character creation is done using a point-buy system, again much like Savage Worlds. Also, the first edition of this game was published 4 years before Savage Worlds, and Shane Lacy Hensley is a fucking weirdo so I wouldn't be surprised if there's some sort of conspiracy inspiration at play here.

Anyway, in Ironclaw:
Every character has Traits, which are a mix of what would be attributes in other systems (Body, Mind, Speed etc.) as well as their Career (you can have multiple) and Species (you can play this game without furries if you homebrew, it works fine.) Characters also have Skills, which are fairly self-explanatory. Both Traits and Skills are measured through die types rather than static numbers (again, Savage Worlds), ranging from d4 to d12, with Skills (not Traits) higher than d12 adding additional dice (d12+d4, d12+d6 and so on.) When it comes to Species, IIRC it's a sliding scale of how "furry" you are. Characters with a low Species value basically function as humans with cat ears, and high Species values make you indistinguishable from an actual animal.

Characters can also have Gifts (think Feats in D&D or Edges...in Savage Worlds) that range from various combat abilities, to being fabulously wealthy, being beautiful, being a good swimmer, etc. You can get Gifts for "free" from choosing different Species or Careers, otherwise you spend points to acquire them at character creation or when leveling up. Conversely, you also have Flaws (like Hindrances...in Savage Worlds, but I think they're an optional rule here) that are negative character traits, but if you take them you receive extra points during character creation. Some Flaws have mechanical effects that occur when the GM wills it (iirc), and some are purely roleplay-related and should be enforced by the GM to avoid powergaming.

So far it's just Savage Worlds with furries (or is Savage Worlds just Ironclaw with...optional furries?) but resolving rolls works in a somewhat interesting way based on whether it's against the environment (ie. climbing a wall) or a contest (ie. climbing an anthropomorphic giraffe.) If it's against the environment, the GM selects the difficulty of the task and rolls a pair of dice (based on the difficulty) against a combination of your Trait+Skill dice (based on the task in question.) However, you do not add the results together, and instead just use whatever the highest number rolled on a single die was, to determine success. For contests it's simply a matter of rolling your appropriate Trait+Skill dice against those of another character, with some specific rules for critical failures, critical successes, resolving ties, etc. that I honestly can't remember the specifics of. Again, only caring about the highest single number rolled. Things can get fairly freeform when it comes to what Traits and Skills can apply to different rolls, and it can be discussed between the GM and the player making the roll (this may have just been at my table, though.) This does result in some "mother may I" but does allow for a bit of creativity when determining how to resolve things not covered explicitly in the rules.

I admittedly don't remember much when it comes to combat (I managed to avoid it, and this wasn't a combat-focused campaign), magic (I did not play a magic-user), or the default setting (we did not use it.) That being said, combat was described to me iirc as "Final Fantasy meets Shadowrun, but lethal" (Shadowrun is plenty lethal though, I thought), magic as being similar to GURPS, and the setting as some Renaissance-era fusion between Game of Thrones and Rome (the place, not the award-winning television show starring fabulous actresses such as Polly Walker.)
 
Not surprising. Old school works tend to be better than "current year" stuff, even for some fringe cases. World of Darkness couldn't exist today, it would implode. Hell, it actually did! And it was replaced by the standard woke drivel.
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Christianity, being so respected and important to the lore in the old school world of darkness feels so alien in western games. I personally think the stereotype of JRPGs being about killing god should be changed because it’s a meme made by redditors who don’t consume a lot of Japanese media. Hell I was caught off guard by the gacha game wizardry variants daphne treating Christianity(All but real world name name) as the canon most popular religion in a fantasy setting with Elves and Beast folk and not outright demonizing religious characters refreshing. Even when demon worshippers infiltrating the church was a plot point. The church it’s self not the bad guys. The monsters are unironically refereed as enemies of god.
 
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Christianity, being so respected and important to the lore in the old school world of darkness feels so alien in western games.
Well I would argue it is Judaism more than Christianity that is the basis, since Jesus simply does not figure into the Vampire mythos of the setting at the core. CoD with the Lancea et Sanctum has Christianity as more core.
 
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People rating this islamic content don't have enough meat to register the weight on the built in check out scale.
I just realized what your pfp is. But that's NEVER what you do with a critical miss.

You start screaming, flip over the table, throw a gigantic tantrum.

We always knew we just had a winner winner chicken dinner session when someone did that. It was really awesome when it was Steve Jackson's Illuminati card game and I'd just won by utterly cheating. (I always played UFOs who had a hidden win condition but I always had every possible win condition in my pocket.)

(I had a rule. It was totally legal to cheat, so long as you didn't get caught.)
 
A) Degenerates that have managed to find or form a like-minded group of fellow degenerates with which to indulge in ERP and/or other assorted masturbatory OC donut steel wankery behind closed doors, who go on to have infinitely more fun than either you or I will ever have in this hobby. These types are very easily avoided and often go unnoticed unless they openly discuss exploits that occur within their games, often shared in the form of fan-fiction or DeviantArt-tier illustrations involving their group's gallery of fetish-laden Mary Sues. They tend to have groups that stay together for years, only to split apart due to social drama (often involving polyamorous relationships or political sperging.)
If you're going to call me out like that you can at least use my name.

When it comes to choosing a system expressly to avoid these people, I've found that the more grounded in reality or "simulationist" a system is (whether it be in rules or setting), the less of them you're going to find.
I kind of disagree. I've mentioned HEMA guy before. He's one who's watched too many gun jesus and Shadiversity videos and complains constantly about things being "realistic" or not.

I mean, you can just take one look and notice the conspicuous absence of any weepy retarded crap.
This applies to wokeshit in general, furry or not furry. 9/10 times it's easy to spot, and a lot of outrage is jumping at shadows. There's a common belief that anything made before they were teenagers is wholesome and innocent, and anything after is degenerate perversion.

I personally think the stereotype of JRPGs being about killing god should be changed because it’s a meme made by redditors who don’t consume a lot of Japanese media.
Which is exactly why it's a meme. I've tried a bunch of JRPGs and each time the same result. Bad game, followed by "it gets good 40 hours in!". The over long story that could be less than half the length with a half decent editor involves collecting colours gems of the elements followed by god turning up and being killed.

Yes, I know Japanese folklore and litterature has different meanings for these things. But as a relative noob, it's difficult to get into because they're so similar and blend together so much.

I've been reading one of the newer Shadowrun sourcebooks focused on the various police forces and all I can say is what the fuck?
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This thing is supposed to be a fucking patrol car. Wut?
AI generated?
 
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So, how's the Dragonlance setting in DnD? Worth getting in to, or no?

Saw some fairly negative comments about it a couple hundred pages ago, got me curious.
It depends on the edition I guess. One of the big problems with Dragonlance is that there's a lot of bullshit to unpack that's on par with Forgotten Realms. Most of the good and bad guy factions are so damn used up that it's stupidly predictable.
The last time I touched it was during the whole 3.5 era Age of Mortals thing so I have no idea what's going on now.
It was at least shaken up a bit because a majority of the high power factions are struggling and close to broken up.
You also have to give out a very hard no with dummies wanting to play freakshit races due to the fact it's a kitchen sink setting if you don't set some hard boundaries on that right off the bat. So yeah freakshit races everywhere and everyone hates everyone else.......aside from the Ogre bartender, the hobgoblin scholar, Draconian town orphanage running guy etc.
I mean the setting itself isn't actually bad. But there's a lot of bullshit that also makes it not exactly good either.

The last issue I had was attempting to run the canon 3e campaign for a group of players in 2014. One of the players ended up finding a pdf of it in it's entirety and I figured out pretty much right off the bat that they had done so. From the looks of it they were just speccing out to absolutely shred the big bad at the end.
I took it as fair game to meta max absolutely everything moving forward and change everything up.
Frost Dragon overlord was usurped and got Highlandered by Fistandantulus' former Ancient Shadow Dragon.
A couple of other big bads got swapped for even worse big bads.

I really toyed with the idea of putting together the continent of Taladas but threw my hands up at the absurd amount of work that would have taken after compiling loads of lore and what published materials I could get my hands on (there isn't much)
It was really an untapped resource but they kept dicking around in Ansalon and throwing the old The whole continent in going to war thing out there. Because behind the scenes is..........this God being a dick.
 
It depends on the edition I guess. One of the big problems with Dragonlance is that there's a lot of bullshit to unpack that's on par with Forgotten Realms. Most of the good and bad guy factions are so damn used up that it's stupidly predictable.
The only way to make the setting work is to ignore all the paperback book content and make the setting your own (and by that I mean you the DM AND the players). Run them through the old modules. Fuck Tanis, Goldmoon, Raistlin, etc., your players are the new motherfucking heroes of the lance. Or not. Maybe they wanna join the dragonarmies. Let them do whatever they want. It's the only way you're going to have any fun because if you pay attention to the books the setting becomes very much a NO FUN ALLOWED ZONE, especially with the retarded grandaddy chaos, interdimensional dragon totems, atheism 2.0, and High Priestess Mina Sue.

So fuck all that shit and let your players be the big damned dragon riding heroes or villains. Look at that map full of abandoned keeps and settlements and shit. Monster dens and dungeons galore! Plenty of space for players to start their own nation building. Fuck the mormon tabercanon choir, you're here to have FUN goddammit!

As far as freakshit goes, the solution to that is to let the players make their freakshit character and have the locals respond appropriately each time Original the Minotaur approaching humanoid civilization by filling him with arrows/lynching/notifying the nearest Solamnic knight/begging the local High Sorcerer for aid/etc.
 
TL;DR: Much like masturbating, you're better off not doing it with or around strangers. You can always try and convince friends to do it with you, and if that doesn't work just try doing things solo. And don't forget the lube!
Thank you for such an elaborate and insightful reply. Genuinely actually helpful. (Not about masturbating with or around strangers specifically. I already know to avoid that). And though it's not the main thrust of your post once you pointed it out I think that matches my experience regards realism of the setting with the sort of people. And I think the underlying reasons for that may actually drive some of the splits and revisions in game lines. For example, we all know Chaoism's very granular and period accurate Call of Cthulhu game. Well now you can instead play Edge Studio's Arkham Horror RPG
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It's filled with sidebars and passages about not letting realism and historical accuracy get in the way of what players want to be or are comfortable with. In fact, IIRC, one of the official pre-gens is an African American woman at University dating a White dude. Historical racism? Yeah, lets just pretend that was never a thing in the 1880s.

It's funny but there are multiple things that appeal about the RPG hobby. Imagination, number crunching, love of language, challenge and threat... and Escapism. Some people lean very, very heavily into the latter and have little interest in the rest. IMO, if that's all you're seeking, go watch your favourite anime or something.
 
Of topic but having seen that name before all I can think of is Shadman making an alternate interracial porn account.
That would probably be better than what it actually is. Shadiversity is a retard larping as a history expert and HEMA master shooting videos with his friends in his parent's backyard with a wooden play fort setup who wears gambeson for no reason other than it suits his image but then gets winded swinging a sword for 2 minutes.
I kind of disagree. I've mentioned HEMA guy before. He's one who's watched too many gun jesus and Shadiversity videos and complains constantly about things being "realistic" or not.
Damn that seems obnoxious. The forgotten weapons guy doesn't really even complain about "realism" in games, just finds inaccuracies and sometimes accurate representations interesting at times(he did make a funny comment once about shooting more ww1 german tanks in battlefield 1 than were ever produced).
 
All his hate for wheelchairs in ttrpgs makes me want to theorycraft an Ars Magica character that's Verditus whose talisman is an enchanted wheelchair he needs after he cut off his legs in a mystery initiation.
Because as always, the problem isn't wheelchairs per se, but morons shoehorning them in places they have no business being and making ridiculous homebrew instead of playing a game, that actually lets you make overpowered combat wheelchair using just RAW.

Effect 1: Rego Herbam (Terram requisite) Level 28 (Base 5: Control an entire plant, moving it around as you direct, and it need not remain rooted + 1 Magnitude for Concentration duration + 5 Levels (1 Magnitude) to have the item maintain concentration + 10 Levels (2 Magnitudes) for unlimited uses per day + 3 Linked Effect (To be activated and controlled through Effect 2))
It's not clear if the Base 5 effect includes levitation, but the Base 10 effect does, so depending on the group, it may need to be level 33 to reach full combat wheelchair power.
Effect 2: Intellego Mentem Level 25 (Reads surface thoughts of user) (Same effect as in the example for linked trigger on page 99 of Core Rulebook, but at Personal range, since it's instilled in a talisman)

Total of 53 or 58 levels of effects, so it costs 6 pawns of vis to open for enchantment, one fifth of what a reasonably competent wizard can spend on a talisman. The effect levels are not high for what a Verditius can manage when enchanting items and they should be enough to give full combat mobility.

242 potential levels of effect are left, so let's quickly use those.

Effect 3: Rego Herbam (Animal and Terram requisites) Level 41. (Base 35: Teleport to a location to which you have an arcane connection with all clothes and jewelry, made through analogy with Leap of Homecoming + 3 levels for 6 uses per day + 3 levels linked effect)
Doesn't use Corpus, since the wizard and talisman are considered part of the same individual when touching. 201 levels left.
Effect 4: Rego Herbam 38 (Base 15: Ward against mundane plant produts + 1 Mag Concentration + 5 Levels Item maintains concentration + 10 Levels Unlimited uses + 3 levels linked effect)
A lot of extra levels to make it possible to turn on and off at will, since carpenter should be able to touch wood if he wants to. 164 levels left
Effect 5: Rego Terram 38 (Same effect as the last, but it's Base 5: Ward against dirt + 2 Mags to affect metal)
126 levels left
Effect 6: Rego Ignem 48 (Base 4: Ward against flame + 1 Mags Concentration + 5 Levels to maintain concentration + 3 linked effect +8 Mags to ward against +40 damage)
Same thing again, but protects against most fires. 78 levels left.
Effect 7: Rego Herbam (Animal and Terram requisites) 28 (Base 15 Teleport up to 50 paces + 10 levels unlimited uses +3 linked effect)
Unlimited short range teleport. 50 levels left.
Effect 8: Creo Ignem 48 (Base 25: Do +30 fire damage + 10L unlimited uses + 3L linked effect + 2 Mags size)
Last Flight of the Phoenix from Societates p. 37, modified to do less base damage. Could be probably modified further to affect smaller area, but it needs at least 1 magnitude for Size, since the base range is personal. Basically, the wheelchair can burst into flames at will and do ton of damage to everyone nearby. If Effect 6 is activated, it takes no damage from this.

So by using RAW, we now have a way a not overly powerful wizard can fly around in a wheelchair that's controlled by his mind, be warded against all mundane wood, stones and metal, resist huge fire damage, teleport around battlefield at will and burst into AoE flames at will. For good measure, he can teleport back home 6 times a day. It's expensive in time and vis (basically magic currency), but it negates pretty much any mundane and a lot of common magical threats. A few levels could be saved by having some effects activate by touching a specific rune engraved into the wheelchair, but that's extra optimization.
 
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