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

Yawn, iHunt. Monster Hunter International (the books, at least) predate that bullshit. Get paid to shoot monsters in the face.

That cunt's lucky Correia hasn't made legal inquiries.
Is there even any money from iHunt for Correia to sue over?
Tabletop gaming has sadly become infested with people like that.
You have to be a brain-dead SJW to take a concept such as "Thirsty Sword Lesbians" and make complete total shit out of it. You have to purposefully run that shit into the ground to make TTRPG guys not want to be Xena and Gabrielle kicking ass.
 
Is there even any money from iHunt for Correia to sue over?
LOL, probably not. Good point.

You have to be a brain-dead SJW to take a concept such as "Thirsty Sword Lesbians" and make complete total shit out of it. You have to purposefully run that shit into the ground to make TTRPG guys not want to be Xena and Gabrielle kicking ass.
They don't want to be kicking ass though.

SJWs either can't comprehend wonder or they hate it -- I'm not sure which it is -- and as a result, this is why they detest games where adventure, derring-do, and awesomeness are a big part. Since this covers practically all RPGs, it's a continuing struggle for them and why they espouse such brain dead ideas as 'nonviolent conflict resolution in D&D'.

Meanwhile, the rest of us just wanna fight the dragon.
 
LOL, probably not. Good point.


They don't want to be kicking ass though.

SJWs either can't comprehend wonder or they hate it -- I'm not sure which it is -- and as a result, this is why they detest games where adventure, derring-do, and awesomeness are a big part. Since this covers practically all RPGs, it's a continuing struggle for them and why they espouse such brain dead ideas as 'nonviolent conflict resolution in D&D'.

Meanwhile, the rest of us just wanna fight the dragon.

I love nonviolent conflict resolution. My preferred method to accomplish it is threats of extreme amounts of violence.
 
Are we ever gonna get a CRPG set in a sword and sorcery style world? I'm getting tired of this high fantasy mage cringe.
The ancient dark sun games are really good if you can get over classic dosbox jank. I liked Shattered Lands more than Wake of the Ravager but had fun with both of them. Wake of the Ravager is eternally on my shitlist because every single playthough, without exception, ends with some game breaking bug that makes it impossible to finish.

If you want to get real autistic I think there's some good Unlimited Adventures modules with that feel too, but it's a bit of an undertaking getting it to work and I'm going to assume you want something made in the past decade.
 
LOL, probably not. Good point.


They don't want to be kicking ass though.

SJWs either can't comprehend wonder or they hate it -- I'm not sure which it is -- and as a result, this is why they detest games where adventure, derring-do, and awesomeness are a big part. Since this covers practically all RPGs, it's a continuing struggle for them and why they espouse such brain dead ideas as 'nonviolent conflict resolution in D&D'.

Meanwhile, the rest of us just wanna fight the dragon.
I love nonviolent conflict resolution myself. After all, I’m gonna need stalwart allies if I want to violate the Geneva Convention.
 
I love nonviolent conflict resolution. My preferred method to accomplish it is threats of extreme amounts of violence.
My kind of diplomacy.

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Is it violence if one's enemies have a tendency to fall from high places? Asking for a friend.
'course not. It's not violence, it's just fall damage. I don't know why these people are so obsessed with violence, really. So what all the monsters' had sudden existential failures? It's just HP.
 
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Strictly speaking, I don't have a problem with a noncombat option. Plenty of precedent for your bard to talk his way into and out of trouble.

What bothers me is that I'm seeing a lot of insistence that it be the ONLY option. Yeah, try negotiating with a bodak sometime. Let me know how that turns out.
 
Strictly speaking, I don't have a problem with a noncombat option. Plenty of precedent for your bard to talk his way into and out of trouble.

What bothers me is that I'm seeing a lot of insistence that it be the ONLY option. Yeah, try negotiating with a bodak sometime. Let me know how that turns out.
Ditto. The problem isn't presenting noncombat options, it's trying to either remove the combat options, or to punish players for choosing them. If the game is about combat, let the players engage in combat. But if it's supposed to be a tense game about politics and/or investigation, make it so combat is extremely risky and/or has severe in-universe consequences. The risk part is key, too: D&D 5e players will throw themselves into encounters with wild abandon, while Cyberpunk or Dark Heresy players will tread much more carefully.

Either way, trying to cram a drama major's wish-fulfillment high-school romance fanfic into a game about exploring dungeons and slaying dragons is just retarded.
 
Strictly speaking, I don't have a problem with a noncombat option. Plenty of precedent for your bard to talk his way into and out of trouble.

What bothers me is that I'm seeing a lot of insistence that it be the ONLY option. Yeah, try negotiating with a bodak sometime. Let me know how that turns out.

For 80% of my story events, and almsot every 'side quest' I make sure there is a non-violent (or atleast "non-lethal" violence) option. Bribes, threats, overwhelming force and leaving the door to the back-alley open and unobstructed.
Sometimes a mother fucker has to die, but most of the time you can solve a problem without needing to go full genocide if they want to.
Its good encounter building and ensures players don't get railroaded into a sequence of events.


IF my players would take some time to investigate their enemies, they could walk into fights all but assured of victory. But they never do. And then get disappointed when the Big Bad summons bullshit.
 
For 80% of my story events, and almsot every 'side quest' I make sure there is a non-violent (or atleast "non-lethal" violence) option. Bribes, threats, overwhelming force and leaving the door to the back-alley open and unobstructed.
Sometimes a mother fucker has to die, but most of the time you can solve a problem without needing to go full genocide if they want to.
Its good encounter building and ensures players don't get railroaded into a sequence of events.


IF my players would take some time to investigate their enemies, they could walk into fights all but assured of victory. But they never do. And then get disappointed when the Big Bad summons bullshit.
Hence why I'm more into games like Call of Cthulu and Shadowrun. The investigation is baked right into the game, and the system actively rewards creative players. Actually, I have a story as an example:

My Shadowrun group met up, and I added some new players because some of the older players dropped (including Runs-with-Klansmen, sorry bros but he was kind of a one note joke anyway). Current set up is an Elf Face with a mile long list of contacts named Elara who's good at that and not much else, an Elf Street Samurai named Copperhead with a Pueblo Corporate Council SIN and is good at brawling and sniping, a Technomancer called The Boss who took Code of Honor: Like a Boss and is useless outside the Matrix, and an Ork Adept who's name escapes me and specializes in infiltration. Suffers from Combat Paralysis. So yeah, typical group.

Anyway, Mr. Johnson (a Mafia fence) hires them for a courier operation where they're one of 15 groups delivering a package on foot to a specified location while the corp who got ripped off their research data turns the city upside down looking for them. To that end, the corp is trying to set up a deal with the local Knight Errant franchise to set up checkpoints around the city to try and get their property back. The Boss and Elara hatch a plan to sneak into the KE station and ruin the deal. The general plan is, The Boss will hack into their SIN scanner to make it look like Elara is a representative of the corp, then piss off the lieutenant in charge of the operation to deep six the deal. I won't bore you since in the end the plan succeeded without much of a hitch, and as a reward I eliminated the toughest part of their run and tossed them a few extra Karma, Street Cred, and nuyen (since hacking a major corp as part of your first run is pretty impressive). I'm proud that my players thought of that, because I sure didn't. I also told them I won't be taking it easy on them anymore since they handled that job so well.
 
'course not. It's not violence, it's just fall damage. I don't know why these people are so obsessed with violence, really. So what all the monsters' had sudden existential failures? It's just HP.
Monsters are just a clump of XP after all. I don't know why anything throws a fuss about them getting terminated.
 
IF my players would take some time to investigate their enemies, they could walk into fights all but assured of victory. But they never do. And then get disappointed when the Big Bad summons bullshit
Player new to CoC: I heard Call of Cthulhu was like, super lethal and shit, but we only lost one party member and that was a freak die roll on that gunshot.
Me: That's because you don't do dumb shit.
 
Non-violent has its place. In my game we've got non-violent options going on all the time.

But the THREAT of violence is always there, kind of simmering on the back burner.

What a lot of these faggots want is a lack of tension to scenes. They want to be confident the whole time that they'll be victorious without any effort.

It can be really exciting for the GM and the players both for the characters to be moving through an enemy gangs territory, holding onto a kidnapped noble child's hand, with the PC's staring at the NPC's and all it would take is one fucker to blow the whole deal wide open. (Just dropping 'give me a d20 roll' is enough to make the player's assholes clench, even though you're just having them roll to keep them on edge)

But that's probably not the kind of non-violent resolution they're talking about.
 
It can be really exciting for the GM and the players both for the characters to be moving through an enemy gangs territory, holding onto a kidnapped noble child's hand, with the PC's staring at the NPC's and all it would take is one fucker to blow the whole deal wide open. (Just dropping 'give me a d20 roll' is enough to make the player's assholes clench, even though you're just having them roll to keep them on edge)
The best part is when someone critically fails, you just say "okay" with no expression at all, then write something in your notes before continuing play. They could make diamonds out of charcoal.
 
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Player new to CoC: I heard Call of Cthulhu was like, super lethal and shit, but we only lost one party member and that was a freak die roll on that gunshot.
Me: That's because you don't do dumb shit.
Even playing smart might not save you in CoC, but it'll cut down on the random PC fatalities.

The last time I played CoC, we were investigating a cellar, and a creature came out of thin air and started attacking us. My PC, being an architect, opted to run the fuck away and look for help/weapons upstairs. One of the guys playing, I could see the gears turning in his head as he tried to balance 'yell at the player for being a coward' versus 'you're in Call of Cthulhu, cowardice is sometimes the right option.' Good times.
 
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