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

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I've been looking for a GURPs group and its impossible to find, plus there doesn't seem to be readily accessible stuff online for gurps like there is for DnD.
I'll be honest, I've never tried to find a GURPS game. I've always just run them myself, but I can imagine it's pretty impossible from the reputation the system has.

What sort of resources are you looking for though? There isn't nearly as much as DnD, but I might be able to point you in the right direction.
 
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There's some controversy with false rape accusations in the TTRPG scene right now.
I guess other videos on the subject have been getting nuked.

Neckbeardia coverage.
I came here to post this lol. FYI here is the link to the archive of the original article and here is the link to a medium repost.

Never have I been more thankful I have my crew I know personally and we do our own thing selectively harvesting material from 2-3 systems we like for homebrew and avoid all these witch burning communities of scarcity-squabbling industry people.
 
I can dig up the posts and post them in SWFA thread if youre really interested
No need. It's old news, and given the popularity of 50 Shades of Grey, Gor has pretty much won long term.



On the topic of TTRPGs. What are some ideas for a mech based setting, and what media should I look into ripping off for adventure ideas?


A week or two ago, I ran a mech themed one shot. It went over great. So much so that they want a campaign of it. I likely won't be running until spring or summer so I have lots of time to prepare. I would love feedback, suggestions, and even music to add to a playlist that isn't just the Mechwarrior 2 and Hawken soundtracks.

First is setting. One guy wants a dieselpunk World War 2 setting similar to the minis game Dust Tactics. Another just got done with Armored Core 6 and wants a game in that setting. I'm thinking of a cyberpunk or maybe even a kaiju setting, among many others. If it matters, the one shot was basically Titanfall.

Second, I want a plot the players can engage with that isn't just combat scenarios. There should be some RP in a RPG after all. The system I'm using (Tiny d6 Mecha and Monsters) doesn't really have the depth to make a combat only game interesting enough to replace a dedicated minis game like Dust Tactic, Warmachine, or Mechwarrior.

I think I have a few good ideas so far. The details would vary based on setting, but it would basically be kaiju (or monsters if I do smaller scale mechs) are appearing from the sea/space/underground/hell and destroying everything, and the PCs are pilots that have to stop them. Over the campaign the "random" attacks are revealed to have some motive, and the reason the PCs are chosen as pilots has some connection to that.
My initial research tells me this is the plot of Pacific Rim. I've not seen that film so I don't know what the reveal is, but that might require me to do something else.


Another idea is to rip off the Destiny Alpha story line. For those that don't know, Destiny had a huge story that was ripped out of the game at the last minute. The set up was the same as the release game. The traveler (a giant white sphere) arrived from space and ushered in a new golden age. Then the darkness (aliens from space) came down, and the traveler used it's last breath to create the guardians to fight the darkness.
In the Alpha, it was originally going to turn out the traveler was evil. It leached off the human race, and when the darkness came it tried to flee, but the humans AI defense systems crippled the traveler, forcing it to stay on Earth and fight. The darkness turns out to either be caused by the traveler, or be the remnants of races the traveler screwed over previously. The PCs role in this is that they do a few missions but begin to suspect something is up. Then they are ambushed by a group of traitor guardians who learned the truth. The PCs join them as double agents and end up being the ones to go inside the traveler and kill it.

It would be trivial to change the guardians from undead soldiers with light powers to having the unique ability to pilot mechs. And since the story was never used I think I can file off the serial numbers enough to have it work without being too obvious. Reskinning the traveler would be the hardest part.


A third vague idea I've not fleshed out is to rip off something like Homeworld Deserts of Kharak or Star Trek Voyager where the PCs have to make some perilous journey while trying to keep their mechs maintained. I don't know how to handle it mechanically, but I like the idea of the PCs having to go into battle with sub optimal load outs or incomplete repairs.
 
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What’s funny. Tencent probably do a better job at handling D&D than Hasbro. Especially with winning over old fans. They at least will bring back elves with Big Boobs. If this happen. Can’t wait until woke faggot start crying china scrubbing black humans from D&D and renaming the Drow the dark elves again.
 
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Mech settings are a bit tricky. OG Mechwarrior was basically, "Put away your books and do the mech fights in Battletech", and I have yet to find a system that I feel really grabs the right vibe. Palladium's stuff had mechs back when they were doing Robotech, but I'm no fan of the Palladium system. Heavy Gear was a thing back in the day, but I honestly never looked into it, so I can't put forth a worthwhile opinion on it.
 
I've played a few LANCER games, and have had a blast in those. I am pretty sure the campaigns are pozzed to shit*, but the system is otherwise fairly tight from what I've experienced. Granted I'm fairly easy to please when it comes to Tabletop games so I could be horrifically wrong and possibly gay.

*note: all I've played are homebrew games in LANCER

Edit as not to double post: LANCER content is free for players, and features a fairly competent (it's been a minute since I've used it) companion website that has the rules and reference material for most if not all LANCER content. DMs only have to pay if they want access to NPC statblocks and that nonsense.
 
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I have yet to find a system that I feel really grabs the right vibe.
I ran the one shot with Tiny Frontiers first edition with some common sense homebrew I found online (basically making damage based on the number of successes, instead of a flat 1 damage or 2 damage). Tiny Frontiers Revised removed the mech rules, and is basically a poorly edited mess anyway.

Tiny Mecha and Monsters seems to be much more robust and it's clear a lot more effort went into it than Tiny Frontiers Revised. It's what I plan to use for the campaign.

It has a number of benefits. The main one being mech building is simple. In Tiny Frontiers, you choose 3 systems from a list of 15. In Mecha and Monsters, you choose a chassis, and then you just x amount of weapons and y amount of systems from a list. There's no faffing about with tonnage, heat, cost, and the like. It's also broad enough to not be fixed to a specific setting.

It's not a perfect game by any means. It lacks depth and complexity, and has the potential to be swingy, but it does play fast and doesn't get caught in autism. That last point is not nothing, since needing calculators and spreadsheets for even a basic attack is a major problem with a lot of mech games.

I've played a few LANCER games, and have had a blast in those. I am pretty sure the campaigns are pozzed to shit*, but the system is otherwise fairly tight from what I've experienced.
Lancer is a weird one. I see it brought up again and again. Out the one side of the mouth, it's the best mech RPG ever. On the other it's unplayable pozzed wokeshit. I vaguely remember skimming the rule book, but don't remember much of it.

I've heard of a few other systems that have mechs in them, but they tend to be skirmish/war games, tied to some really dumb or specific setting, or simply bad.
 
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On the other it's unplayable pozzed wokeshit.

Regarding the pozzed shit, I recall something about the campaigns literally revolving around the party being glowies and beating those eeeeeeeeeeevul eeeeeeeeeeeeeeeeeeeeeevul companies back into line. A case of "worst person you know makes a valid point" kind of deal for me / separating the art from the artist. I don't like commending the faggots for making a surprisingly competent mecha* combat system, yet here we are. Not like they're getting my money anyway.

I think their other system is even more pozzed, but I can't say I remember much about it.


I feel the need to distinguish between the two,
*Mecha being more fast paced / Anime(reeeee) styled, vs. Mech being more chunky. Think the difference between a Gundam and a Battlemech.
 
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What’s funny. Tencent probably do a better job at handling D&D than Hasbro. Especially with winning over old fans. They at least will bring back elves with Big Boobs. If this happen. Can’t wait until woke faggot start crying china scrubbing black humans from D&D and renaming the Drow the dark elves again.
I don't like Tencent but since it's Hasbro the one getting screwed. All I have to say is:
 
I've played a few LANCER games, and have had a blast in those. I am pretty sure the campaigns are pozzed to shit*, but the system is otherwise fairly tight from what I've experienced. Granted I'm fairly easy to please when it comes to Tabletop games so I could be horrifically wrong and possibly gay.

*note: all I've played are homebrew games in LANCER

Edit as not to double post: LANCER content is free for players, and features a fairly competent (it's been a minute since I've used it) companion website that has the rules and reference material for most if not all LANCER content. DMs only have to pay if they want access to NPC statblocks and that nonsense.
I'm in a lancer game ATM run by a good friend of mine. I honestly don't care for it so far. It's mostly because the early game is probably the worst of any ttrpg I've played. Maybe it gets more fun later, but I would not miss playing it if we suddenly had to stop. My dm runs it pretty by the book though, with homebrew it's probably better like almost any game.

The game is also made by weird faggots, which doesn't help my opinion of it at all. At least I didn't pay anything for it.
 
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I came here to post this lol. FYI here is the link to the archive of the original article and here is the link to a medium repost.

Never have I been more thankful I have my crew I know personally and we do our own thing selectively harvesting material from 2-3 systems we like for homebrew and avoid all these witch burning communities of scarcity-squabbling industry people.
I'm sorry friend! If I had known I would've let you post it, as your links are indicative that you took greater efforts to archive it.
 
I'll be honest, I've never tried to find a GURPS game. I've always just run them myself, but I can imagine it's pretty impossible from the reputation the system has.
What reputation does it have? I'm really out of date on anything scene-related, but I remember my loose group around when it came out created a few characters, liked the general system and especially the character generation, and maybe played a couple basic scenarios before never touching it again.

Maybe it was just the generic thing, because you could easily take any d20 system and just adapt it to other settings. Lots of early TSR games were basically this (like Boot Hill and Gamma World), and most Chaosium games were just their d100 Runequest system adapted to different scenarios (CoC, Stormbringer, Ringworld etc.).

I did like the point-based character generation though and imported something similar into other games, where I'd generally use a loaded attribute system (like 6d6 take best 3 then assign your numbers to stats plus a pool of free points and options to adopt negative quirks for more). I generally wanted characters to be actually heroic enough to skip the "let's go kill some rats" stage.
 
Regarding the pozzed shit, I recall something about the campaigns literally revolving around the party being glowies and beating those eeeeeeeeeeevul eeeeeeeeeeeeeeeeeeeeeevul companies back into line.
I watched a couple of videos about it after your post, and yes. In the setting, communist utopia has been reached called Union. But somehow the mechs are built and supplied by megacorps. Maybe it makes sense in context, but the summaries make it sound self contradictory. It also has a deliberately ugly """Punk""" aesthetic and the overly messy designs that don't appeal to me. I don't know how easy it is to remove from the setting.

Another thing that bothers me is the game all but requires an app for character and mech building. To me, that shouldn't be a crutch for overly complex rules. Though I'm one of those people that fails to see the point of app controlled board games. Just play a computer game at that point.

At least the rules are free, and you only pay for the setting and campaign material, which is sticking to their principles I suppose. It's also strange how bonuses and penalties add or subtract d6s to a roll instead of being a flat bonus or penalty. It's a strange rule and wonder how it plays.

What reputation does it have?
That it's bland (the Generic in the title) and overly complex? From what I understand from the thread, that's mainly a side effect of people trying to use every expansion and ruleset, instead of keeping it to the base game and a few select parts of the expansions that fit your setting?
 
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