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

I'm just curious if anyone remembers a series of threads on /tg/ from two years back, regarding a post-apocalyptic Britain that had reverted to feudalism. I loved those threads when they popped up, and I'm curious if anyone else remembers them.
 
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getting rid of a disability is a solid hook, but then how would you go about it? can't really adventure yourself, and if you got the money to have someone look for a cure you're already well off. you could make it a temporary cure needing a refresher or looking for a long-term solution, but in character that would mean no difference so you can't virtue signal with your wheelchair mini.
much easier to just be a blood elf magical drug addict who needs his fix for RP purposes alone.

Maybe go clerical with it; you are now the bitch of a god. You don't do whatever that god likes, sight gets yanked from you right in the middle of battle. Or your hearing drops out right as the king asks you to speak. (Actually that's a hell of a motivation for a minor boss for a non-murder hobo group; I don't want to do all this shit Vecna tells me to do, but if don't he takes my vision. Instead of killing him, yo offer him a permanent fix for his blindness, and how he's working for you instead of the BBEG)

Or maybe go the other way: you are lvl 8, but forced to dungeon crawl without sight/hearing/legs and how much harder that makes your life. Wait, no, never mind -that demonstrates the ACTUAL consequences of a disability instead of merely allowing you act oppressed so definitely a non-starter.

Or maybe you had to take out high-interest loan for the potion and you are now paying off that vig.

Depending on how serial you want to go with it, you could also have the party in a See no evil, Hear no evil scenario where the party members with sight have to direct the blind ones.
 
So last session of Cyberpunk I nearly killed two of my five players twice, blew an arm off of a player, and almost managed a near TPK at the end of combat via fertilizer bomb. Not gonna lie, the combat system's amazing when you get over how quickly you are going to fucking die if you don't play smart.
The game even spells it out for you in the core book if I'm not mistaken. A Solo's nastiness isn't in an ability to wade in like Neo and perforate everything in a stand up fight, it's in their ability to set up ambushes and waste everything before their Minami-10's get levelled.
 
Aside from talking to Varg , which I limit to just a "cmon, Sand, what were ya thinkin there? You're better than that.", it's the usual wokescold horseshit, and I'm like everyone else hoping it gets seen for just that. Sandy as a creator has been a big part of my gaming life, matched only by Greg Costikyan and Robin Laws.
Gatekeep your hobbies and don't give money to people who hate you.
Agreed, just keep your gatekeeping sane and not "Oh, you actually played a game that isn't Warhammer 40k or Dungeons and Dragons?! You're not a REAL gamer!" level.
 
So, I've been pretty solidly a Fantasy and Sci-Fi gamer all my life. I find myself, strangely, with the urge to run a supers game.

Does anyone have a pulse on what's good right now for Supers systems? That isn't FATE, because fuck most FATE games, and isn't D20 based, because fuck D20 as a system in general?

I'd like something that supports making characters that range in power from street-level to more conventional capes. Not the high end of the MCU so much, though. No pan-dimensional god-beings and shit. Preferably a system that has a way for characters of various power levels to be together without making it completely stupid. Ironically, the one FATE implementation I've ever liked, the original version of The Dresden Files, had a pretty good mechanic for that... But I just don't wanna do FATE.

If you can get through the rulebook, then HERO 6e is the best system for it and it can handle a large range of power levels. At the lower ends, it can even handle skilled normals and low-power superheroes working together, though mostly because supers spend their points on actual powers while normals can use them for skills and other mundane utility. It can do high end MCU as well, but if the point budget is on the lower or middle end of the scale, no players will probably think about picking it up, since it can easily get obscenely expensive. Good for making villains though.

The basic mechanic is 3d6 roll under and it works pretty well and is much less swingy than d20. Plus when it comes to skill rolls, taking extra time for bonus is always an option, so there's no freak failures in low-stress situations. Power building requires some time to wrap your head around it, but even the base book provides enough example powers to figure out how you're supposed to go about it. (Once you're more experienced with the system, it makes perfect sense that a power to remotely trigger any explosive is statted up as mind controlling the explosive into suicide.)

The initial hurdle is pretty high, but if you get over it, it's seriously one of the most rewarding systems I ever played with and it lets players get extremely creative. Balance is an issue, since the system covers such wide range of power levels that you basically have to make your own. The book provides enough guidelines for it that it isn't too hard, but a GM is expected to actively vet character sheets and sometimes just say no to some powers. The character creation can get very math heavy, so the external character creation utility is pretty much mandatory. The character creation being potentially slow also makes GMing potentially a pain, if you have players who want to actively kill villains who took an hour to stat up, but if you play conventional capeshit where villains are arrested and then inevitably escape, it's fine. My current HERO game had three named characters die over the course of year.

I have never run it, but I recall people flogging their caped crusaders over Mutants and Masterminds.

Mutants and Masterminds is d20 and it comes with all the problems that roll brings. My group tried it when we wanted to use a simpler system than HERO and half the characters broke the system completely by accident including a PC that was unbeatable in combat unless you built specifically to counter it.
 
The game even spells it out for you in the core book if I'm not mistaken. A Solo's nastiness isn't in an ability to wade in like Neo and perforate everything in a stand up fight, it's in their ability to set up ambushes and waste everything before their Minami-10's get levelled.
Claymore mines had some decent mileage that session; one of the side effects of not rolling awareness in the paranoid man's house.
 
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I was at my local game shop and just browsing game books when I saw the Alien tabletop RPG book. Upon asking the dude who works there about it. It seems like it would be good for my gaming group. I'm a little sick of D&D because I got a lousy DM and there's this old boomer man new to TTRPGs who just wants combat and hates roleplaying. While not a great DM, she's a good role player and loves the Aliens franchise, even the newer movies for some fucking reason. I also got two people interested who are completely new to tabletop.

I'm going to GM the canned Hadley's Hope campaign that is included in the core rulebook. This seems like a good way to learn the game mechanics. It uses a system that is entirely d6 based. From going through the core rulebook, it seems such faster paced than D&D. The combat system looks quick and brutal. I really want to see old boomer man try to take down a xenomorph with a knife and get brutally murderized in the process. When I was talking with the game shop guy, he told me "Don't get too attached to your character." On reading through the Hadley's Hope campaign, it looks like everyone is going to die. It will be a good intro to the system and the cheapness of life in the Alien universe.
 
I was at my local game shop and just browsing game books when I saw the Alien tabletop RPG book. Upon asking the dude who works there about it. It seems like it would be good for my gaming group. I'm a little sick of D&D because I got a lousy DM and there's this old boomer man new to TTRPGs who just wants combat and hates roleplaying. While not a great DM, she's a good role player and loves the Aliens franchise, even the newer movies for some fucking reason. I also got two people interested who are completely new to tabletop.

I'm going to GM the canned Hadley's Hope campaign that is included in the core rulebook. This seems like a good way to learn the game mechanics. It uses a system that is entirely d6 based. From going through the core rulebook, it seems such faster paced than D&D. The combat system looks quick and brutal. I really want to see old boomer man try to take down a xenomorph with a knife and get brutally murderized in the process. When I was talking with the game shop guy, he told me "Don't get too attached to your character." On reading through the Hadley's Hope campaign, it looks like everyone is going to die. It will be a good intro to the system and the cheapness of life in the Alien universe.
You mean Free League's one? It's not too bad, my only issue with it is it uses Prometheus and Covenant stuff in its fluff, which I don't care for at all.

There's also the old Leading Games one from '91. That one is more for playing Colonial Marines, and can also be called the Flow chart game.
 
You mean Free League's one? It's not too bad, my only issue with it is it uses Prometheus and Covenant stuff in its fluff, which I don't care for at all.
It's nice that it's there for whatever sick fuck would what to use it but if I do a full campaign it's going to use strictly Alien thru Resurrection lore. I personally hated Prometheus and Covenant. There's the Chariots of the Gods campaign that is based on that stuff. As far as campaign creation goes, there is nothing that says you have to use the new lore. You could probably repurpose the Chariots of the Gods campaign with classic Alien stuff with a few plot reworks.
 
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It's nice that it's there for whatever sick fuck would what to use it but if I do a full campaign it's going to use strictly Alien thru Resurrection lore. I personally hated Prometheus and Covenant. There's the Chariots of the Gods campaign that is based on that stuff. As far as campaign creation goes, there is nothing that says you have to use the new lore. You could probably repurpose the Chariots of the Gods campaign with classic Alien stuff with a few plot reworks.
seen chariots of the gods recommended a few times as something for new players, but I have no idea how much it depends on the nu-alien lore. for fluff you can always grab one of the old comics, apparently those weren't too bad (but they came out before prometheus, so that might only be in hindsight).
 
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There's also the old Leading Games one from '91. That one is more for playing Colonial Marines, and can also be called the Flow chart game.
I've played the Leading Edge Aliens game at a convention.
Played a smartgunner.
Had to make a trick shot that would only succeed on a roll of 100 on a D100.
Made it.
Best dice roll of my gaming career.
 
No, no no, very different set of threads, something namedalong the lines of the alliterative D&D, I don't quite remember what. It was set after a nuclear or nuclear-magical war at the beginning of the Cold War had happened a century or two ago, and that Britain was the sole survivor of the exchange, with various strange oddities around the isles. And besides, I stated two years ago, not a decade ago, for the time of when these threads happened. I think it was sometime around Easter week of 2019, at least some of the threads were up and about then.
 
No, no no, very different set of threads, something namedalong the lines of the alliterative D&D, I don't quite remember what. It was set after a nuclear or nuclear-magical war at the beginning of the Cold War had happened a century or two ago, and that Britain was the sole survivor of the exchange, with various strange oddities around the isles. And besides, I stated two years ago, not a decade ago, for the time of when these threads happened. I think it was sometime around Easter week of 2019, at least some of the threads were up and about then.
Well I'm double retarded because I thought you said two weeks and didn't even notice they were a decade old. Just shoot me dead, lad.
Only other thing I can think of is Radon and Raiders
> Creating of a radioactive feudal Britain from the 50s continues, now with more mutants!
 
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No, no no, very different set of threads, something namedalong the lines of the alliterative D&D, I don't quite remember what. It was set after a nuclear or nuclear-magical war at the beginning of the Cold War had happened a century or two ago, and that Britain was the sole survivor of the exchange, with various strange oddities around the isles. And besides, I stated two years ago, not a decade ago, for the time of when these threads happened. I think it was sometime around Easter week of 2019, at least some of the threads were up and about then.
Britbongsteros or something?
 
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I need ideas for stuff to do with minor conjuration since I keep drawing blanks.
I am not very thrilled to play a wizard since the archetype features feel so far inbetween and there is not a lot of choice within the class other than picking spells, maybe I was spoiled by sorceror and warlock who get to compliment their spells with metamagic, more class features and eldritch invocations in the latter's case.
 
I need ideas for stuff to do with minor conjuration since I keep drawing blanks.
I am not very thrilled to play a wizard since the archetype features feel so far inbetween and there is not a lot of choice within the class other than picking spells, maybe I was spoiled by sorceror and warlock who get to compliment their spells with metamagic, more class features and eldritch invocations in the latter's case.

5e? For wizard in general, Use your ability to cast rituals without burning spell slots.

For minor conjuration, I've seen other people suggest using it to summon magical components & focuses.

IF you can get away with it: use it to summon a 3'x3' portrait of the BBEG's mother in sexual congress with an Orc or five.
 
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5e? For wizar in general, Use your ability to cast rituals without burning spell slots.

For minor conjuration, I've seen other people suggest using it to summon magical components & focuses.

IF you can get away with it: use it to summon a 3'x3' portrait of the BBEG's mother in sexual congress with an Orc or five.
Hey, hey wait a second, we don't want to show something as terrifying as the BBEG's mother being reamed by Chris-Chan, and his creations. That's just disgusting you know, just plainly filthy. Shame on you for even thinking of that.
 
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