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

If you look at the eye rape that's their thumbnail,
No.

look at the ship in the background. That's a traced X-wing missing the top prongs.
Minor differences but still very "totally not X-Wing." I can imagine the arguments for it, probably something along the lines of "It's a reference! It's supposed to be recognizable!"
X-wing? Excuse you. It had surgery to remove its top two wings and identifies as a TIE fighter and will use its pronouns or be charged with a felony in California. Fucking bigots.
MODS?!
 
X-wing? Excuse you. It had surgery to remove its top two wings and identifies as a TIE fighter and will use its pronouns or be charged with a felony in California. Fucking bigots.
MODS?!
I would die laughing if the "totally not X-Wing" is an allegory for top surgery. ENDLESS fuel for shitposts.
 
XY-chromosome-Wing
At least isn't one of the Uglies known as a DIE TYE-Wing where you've got worse odds of survival than a tranny does.
1750404505888.webp
No shields, no speed, no firepower, no fucks given.
 
How difficult is it to get into CoC? I'm a big Lovecraft fan so I feel like the mythos stuff I've already got a leg up on but curious what veterans would say about the mechanics of the game itself? Also, what are your favourite scenarios? Everything I see says that Masks of Nyarlathotep is one of the finest TTRPG experiences a man can indulge in but also that it looks a bit more advanced as far as entry level stuff goes.
It has always been a game even complete newbies could be introduced to. It was something you could run with casuals, women, and people who just wanted to try a pickup game without previous experience in the hobby. Most of the system relies on percentile rolls, and the exceptions are easy to learn. The BRP system has more complex implementations like Runequest, but CoC specifically is fairly lightweight. It is also a game with a reasonably simple premise players understand intuitively.
 
*calmly walks into the set nerd trap* An X-wing without two wings is just a Z-95 Headhunter.
H**dh*nter?! Fucking racist piece of shit. You've been reported to the mods for your aggression that is oppressing Latinx and Pacific Nation States black and brown bodies. The first peoples of South American deserve better than your privileged racism. I bet you still refer to Boba Fett's Starship by its dead name, you fucking Nazi.
 
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Jeremy Crawford: "You know, there are just too many white males in charge of everything!"
WotC: "Okay, you, Mike, and Chris are all fired."
Jeremy Crawford: "Noooooo I didn't mean me! Noooooo!"

Mearls was the only guy who understood D&D as a business and the players as customers. When they canned him so that Crawford could be even more of a smug, woke faggot, it was the beginning of the end.
Friend of mine always confuses mearls for Crawford so he says "didn't the head of DND like SA a women and was creepy in DMs and hates women." and then we point out jeremy is gay and then remind him it was mearls. its happened like 3 times.
 
I wanna play Traveler it looks like fun.
I should look into it, because it keeps coming up as a recommendation despite sounding quite dull as a RPG setting. I guess it taps into the same fantasy as Firefly and Cowboy Bebop.


Might have asked this before, but I'm trying to wrap my head around certain systems. Specifically PbtA/Dungeon World. I was looking up adventures only to find Dungeon World doesn't have them. If you're using adventures, you're doing the game wrong. You start with a prompt and wing it. An interesting concept by I don't get how you go from a broad concept to having monsters, dungeons, puzzles etc. I don't know how the system makes that approach the default. Maybe it's some more "theater kid" stuff but I thought I'd ask.

A friend mentioned Starfinder 2 making progress. For people who follow playtests, how's it looking?
 
but I'm trying to wrap my head around certain systems. Specifically PbtA/Dungeon World.
Having lame and gay BDSM ERP with the players. That's the point of PbtA when it was originally written, even if the creator squeaks in panic in the book that it totally wasn't... despite it being two of the five reasons Apocalypse World was written and despite it being a key mechanic. I've legit talked about this not even ten pages ago.

And oh hey, one of the writers of Dungeon World got implicated by using TTRPGs to force ERP on his players. Koebel was one of the two idiots and he made a robot cum live on his stream.

The only thing I can say from my minimal skim of Dungeon World is that this is probably the game that made the system palatable, since it's likely the first game made with it that cut the sex shit and replaced it with bond mechanics. That made it more marketable, and is likely the template that allowed this system to actually see mass use. Also the book's first edition wastes so many pages by just leaving empty white space. And I don't see much of a value when you could just play Pathfinder or DnD and have clear rules and actual progression over this shit.

All in all, PbtA is almost always a piece of shit system that expects the MC to do all the work if the writers can't be arsed to do the work to make clean lines of arbitration, and it's beloved by creators because it's free and allows them to pretend that they've put any effort into their affinity scams at all. Same idea as Mork Borg TBH. The only games that do them remotely well are ones that heavily tweak the system and actually fucking try with their settings. RVMA, Blades in the Dark, and Flying Circus come to mind.
 
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Might have asked this before, but I'm trying to wrap my head around certain systems. Specifically PbtA/Dungeon World. I was looking up adventures only to find Dungeon World doesn't have them. If you're using adventures, you're doing the game wrong. You start with a prompt and wing it. An interesting concept by I don't get how you go from a broad concept to having monsters, dungeons, puzzles etc. I don't know how the system makes that approach the default. Maybe it's some more "theater kid" stuff but I thought I'd ask.
It is 100% theater major shit. You are approaching PbtA like a German boardgame player approaching checkers. "I don't undersand, where do the meeples go? The only obscure rule is I reach the end of the board and can now go backwards? How am I supposed to use that to build familial animosity or spend hours arguing about the interpretation?!"

The total lack of adventures is a feature not a bug. Its to be 100% story telling - there is no book of monsters because its supposed to be whatever you dream up, and they all have the same stats:
ATT: "Able to hit the PCs in narratively exciting ways"
DEF: "Difficult for the PCs to hit unless they are supposed to be mooks being murdered by the dozens in that case none."
HP: "until people seem to be getting bored"

In any PbtA game you can just forget the dice and numbers exist because the dice are just there to make it feel like you aren't just making up a story with everyone. Everything is meant to be "success with complications" anything with a + is "You can do this better but should still have trouble sometimes to build narratice tension" anything with a - is "You should have trouble doing this but can still succeed if it makes the story interesting"

All in all, PbtA is almost always a piece of shit system that expects the MC to do all the work if the writers can't be arsed to do the work to make clean lines of arbitration, and it's beloved by creators because it's free and allows them to pretend that they've put any effort into their affinity scams at all. Same idea as Mork Borg TBH. The only games that do them remotely well are ones that heavily tweak the system and actually fucking try with their settings. RVMA, Blades in the Dark, and Flying Circus come to mind.
TBCF:
Mork Borg is absolute retard trash, its an art book they try to pretend is an RPG, but they at least had to hire artists which is more effort than the usual PtbA trash.
 
Mork Borg is absolute retard trash, its an art book they try to pretend is an RPG, but they at least had to hire artists which is more effort than the usual PtbA trash.
Dunno about that chief; a decent chunk of the art in said book can be cranked out with a lot of filter effects and using stock photos or googled art from certain pieces. It's only liked because it's not specifically CalArts shit.
 
As an admittedly bad DM with normie friends. I thought Dungeon World was a pretty nice introduction for my friends to tabletop rpgs. That game also did have a monster manual in the back of the book.

I liked how we could just wing the combat and have a good time. My cousin played a Gravedigger Fighter with a Holy Shovel to smite undead and his character was really cool.

Do you guys have any recommendations for simpler engines that are better? Didn't know about the whole ERP shit that's pretty bizarre.

I'm a bit of a newfag so I don't know about much outside of D&D, Pathfinder and Warhammer
 
Do you guys have any recommendations for simpler engines that are better? Didn't know about the whole ERP shit that's pretty bizarre.
Honestly, I'd probably just use Pathfinder since it's not that hard, has clean rules that are clear cut and doesn't require on the spot rulings all the time, and Dungeon World essentially cribs from it and DnD and uses the PbtA engine as a bodge job. Apparently 2e's full release is pretty user friendly too. Hell, DnD B/X alone is also damn simple to learn as well.

If you're completely committed to doing a 2d6 system, things like Advanced Fighting Fantasy or Traveller come to mind. The latter's actually damn good if you like sci-fi games.

And it's not that I loathe Dungeon World; I just loathe the fact that people just fix the shit it failed to cover for and treat it like it's actually good. It works out, and isn't laced with the creepy shit that its forebears have. Same reason I don't have issues with RVMA, despite it also being a PbtA game.

I just don't see why people think that these systems are really hard to grok; you learn by playing and referencing back to the rulings when stuck.
 
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I'd probably just use Pathfinder since it's not that hard, has clean rules that are clear cut and doesn't require on the spot rulings all the time,
LOL.
Tell me you've never played pathfinder with other humans without telling me you've never played pathfinder.

Do you guys have any recommendations for simpler engines that are better? Didn't know about the whole ERP shit that's pretty bizarre.
I'll shill Mazerats for simple. Its 2d6 (sometimes 3d6-drop-lowest) and very rules light/abstract. There technically aren't any adventures for it (that I know of) but its OSR so anything D&D BX or OSR you can adapt with minimal effort.

Dunno about that chief; a decent chunk of the art in said book can be cranked out with a lot of filter effects and using stock photos or googled art from certain pieces. It's only liked because it's not specifically CalArts shit.
Fair.
 
Tell me you've never played pathfinder with other humans without telling me you've never played pathfinder.
I've played in three campaigns, and at least one of them lasted for a few months and quite a few sessions, only ending because the GM had his hours shift and couldn't find time to plan anymore. It's not that bad and is just a slightly reshuffled 3.5e. The only serious jank is how easy you can intimidate cheese due to how fear works. It also saved our ass when we fought something that'd have destroyed us otherwise. The positive and negative blasts are just kind of neat and I don't know why they gave them to clerics given they're already pretty OP.

As for Pathfinder 2e, that's based on someone else's take and why I said apparently, since the beta testing was so bad I ain't touching that shit. Not when I have like half a dozen options to work with, including Warhams Fantasy RPG 2e my beloved. Or my guilty pleasure 3.5e.

Also yeah Mazerats is also pretty solid as a choice too.
 
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