• D&D General v3
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I converted the character sheet for Mouse Guard over to a spreadsheet. I'm thinking about giving that system a shot sometime. It just sounds like fun. Here's a crudely cut peek at it because I'm bored. [img]http://i.imgur.com/6E3DJ2W.png[/img] Yes, I pretty much included all the rules surrounding conflicts on the sheet. Why? Because I can.
[QUOTE=M.Ciaster;41258926]Holy shit you guys I've been reading through the Cyberpunk 2020 rulesbook and it kicks so much ass. Definitely gonna try to run it after I get a computer that can actually handle having Steam, Chrome, Winamp and a PDF reader open without shitting itself (which should be soon-ish, if anything goes well)[/QUOTE] Indeed, that game is so 80s cyberpunk it practically shits neon. :v:
[QUOTE=LobsterPastry;41257575]A Llama that has ties to German Revolutionaries and has Corrosive Laser Eyes. What I love about GURPS is that's all completely legal. [editline]30th June 2013[/editline] [sp]Unless the campaign forbids it. Which it will, probably.[/sp][/QUOTE] If there are more people interested in it, I would totally be up for doing an infinite worlds campaign and let players be pretty much whatever the fuck they want to.
Spreadsheet character sheets are boss as fuck, especially on google docs
[QUOTE=M.Ciaster;41259646]I dunno. If I actually pull it off, and Beaf won't feel like doing another Fallout campaign, maybe?[/QUOTE] Once we finish up this Fallout campaign I'd totally be down with joining a Cyberpunk game hosted by you. I was considering doing another campaign after this one in a different location if you guys were up for it but I'd drop that idea in a second if it meant being in a different setting and actually being a player instead of the GM.
Any tips on running a Mutants & Masterminds game?
[QUOTE=Zally13;41264454]Any tips on running a Mutants & Masterminds game?[/QUOTE] Ask Elowin, he's a maestro at Mutants & Masterminds.
So I found a picture that pretty much summed up last night's Spycraft Stealth Mission [img]http://puu.sh/3sJAu.gif[/img] The only thing that's missing is someone having their face cut off.
[QUOTE=RearAdmiral;41266905]So I found a picture that pretty much summed up last night's Spycraft Stealth Mission [img]http://puu.sh/3sJAu.gif[/img] The only thing that's missing is someone having their face cut off.[/QUOTE] That was a good session, only issue for me was focus. We sort of lost it near the end as some people started to become disinterested, and that everyone getting antsy and angry (okay, so maybe it was just me that got angry, but still). Also, I'm gm next time... hrm... which building should I blow up next...
[video=youtube;qi4m1Nijy1c]http://www.youtube.com/watch?v=qi4m1Nijy1c[/video] Have some Gentleman Gamer.
[QUOTE=Aperture fan;41264089]Once we finish up this Fallout campaign I'd totally be down with joining a Cyberpunk game hosted by you. I was considering doing another campaign after this one in a different location if you guys were up for it but I'd drop that idea in a second if it meant being in a different setting and actually being a player instead of the GM.[/QUOTE] I to would be down for cyberpunk
So anyone here heard of Numenera? From the kickstarter page: [quote]Numenera is a brand-new, science fantasy rpg set in the distant future. [B]It focuses on story and ideas over mechanics.[/B][/quote] My emphasis in bold. My god, that sounds refreshing. the cover of the book: [quote][img]http://www.montecookgames.com/wp-content/uploads/2013/02/Wave_1_Cover_Core_Final_09.jpg[/img][/quote] and the [url=http://www.kickstarter.com/projects/1433901524/numenera-a-new-roleplaying-game-from-monte-cook]kickstarter page[/url] And for those who played Planescape: Torment, Numenera is going to be the setting for its spiritual successor, "Torment: Tides of Numenera". I dunno if this is old news to you folks or not but man this is some hype shit right here.
I'm home for the summer now and should be starting my AD&D campaign with some friends, plus another player that we hadn't thought to invite last time but when I mentioned it to him in passing he seemed really up for it. I'm trying to think of some fairly simple yet interesting quests/jobs for them to do in the starting town other than being told by guards 'there are bandits out there and we need you to go and kill them for us'. Nothing too crazy and overly magical, but maybe the odd encounter with a Wight or something to give them a gradual sense of transition from everyday hirelings to heroic adventurers. It begins with them shipwrecked and washing up on the shore about a mile from the town after the ship they were travelling on was hit by a storm. They'd been hired as private contractors for an Empire on the opposite continent to that which they've now ended up on, as part of some covert Bay-of-Pigs-type deal, though they don't know that themselves. I don't intend to bring this back up until much later on, or if something else develops then I may forget it entirely, but that's a basic bit of background. The town is primarily a market town, though quite small, and serves as a hub for a number of fishing and farming villages along the coast, connecting them to the trade network. The population is human, with a few halfling migrants. Any suggestions as to simple but interesting adventure hooks that can maybe take them up to second or third level would be appreciated.
So I pulled a pretty similar short module to that one I linked before with my group today, since our paladin bitched out at the last moment so we only had 3/5 and they didn't want to progress the main story with two people missing. Several hours later, I was about five seconds away from having our cleric literally quit because he was so PTSD over the whole thing, when I ended up snap-retconning it into a dream But holy shit I have never had so much fun running a game as I did for those glorious hours
Gotta love NAZIIIIIIIIIIIIIIS as badguys.
[QUOTE=Zally13;41264454]Any tips on running a Mutants & Masterminds game?[/QUOTE] dont
[QUOTE=LiquidNazgul;41269405]So anyone here heard of Numenera? From the kickstarter page: My emphasis in bold. My god, that sounds refreshing. the cover of the book: and the [url=http://www.kickstarter.com/projects/1433901524/numenera-a-new-roleplaying-game-from-monte-cook]kickstarter page[/url] And for those who played Planescape: Torment, Numenera is going to be the setting for its spiritual successor, "Torment: Tides of Numenera". I dunno if this is old news to you folks or not but man this is some hype shit right here.[/QUOTE] I've heard of it. I've also heard something about there being a [url=http://www.kickstarter.com/projects/inxile/torment-tides-of-numenera]Kickstarter for a CRPG made by inXile based in the setting. [quote]You selected CYPHER COLLECTOR 2 - PHYSICAL GOODS[/quote][/url] But that's just what I've heard, though.
[QUOTE=dirty harry;41269809]I'm home for the summer now and should be starting my AD&D campaign with some friends, plus another player that we hadn't thought to invite last time but when I mentioned it to him in passing he seemed really up for it. I'm trying to think of some fairly simple yet interesting quests/jobs for them to do in the starting town other than being told by guards 'there are bandits out there and we need you to go and kill them for us'. Nothing too crazy and overly magical, but maybe the odd encounter with a Wight or something to give them a gradual sense of transition from everyday hirelings to heroic adventurers. It begins with them shipwrecked and washing up on the shore about a mile from the town after the ship they were travelling on was hit by a storm. They'd been hired as private contractors for an Empire on the opposite continent to that which they've now ended up on, as part of some covert Bay-of-Pigs-type deal, though they don't know that themselves. I don't intend to bring this back up until much later on, or if something else develops then I may forget it entirely, but that's a basic bit of background. The town is primarily a market town, though quite small, and serves as a hub for a number of fishing and farming villages along the coast, connecting them to the trade network. The population is human, with a few halfling migrants. Any suggestions as to simple but interesting adventure hooks that can maybe take them up to second or third level would be appreciated.[/QUOTE] When it comes to easing the party from regular jobs to heroic deeds, one way you could do it is to have what starts off as a routine job go wrong, with perhaps something showing up that shouldn't be there (like a Wight in a farm that's infested with Goblins) that then either has the player characters thrown headfirst into something that's way out of their league (at least to begin with) or at least leaves clues as to something much bigger going on that they can then investigate themselves. [editline]2nd July 2013[/editline] Failing that let the PCs take their own initiative and build from that. That can be a little risky though as not all Players can function without at least some kind of plot hook.
Part three of our adventure will soon be on YouTube. If you would like to watch our adventure see below. [url]http://www.youtube.com/playlist?list=PLV2pLSc6ANGF4-hi5K7y9jYcijrG5p7dS[/url]
[QUOTE=RearAdmiral;41279978]one way you could do it is to have what starts off as a routine job go wrong, with perhaps something showing up that shouldn't be there[/QUOTE] I really like this idea, thanks. If they wash up with little in the way of money, they could be working in exchange for lodging when something goes bad. I'd maybe have them roleplay their waking up on the shore, exploring the town for the first time and negotiating themselves some work, then just skip ahead a few days until the trouble arises. I don't want to risk it taking too long and them getting bored before things really get going.
Thought up the best RPG concept ever today: Post-Apocapixies!
[QUOTE=dirty harry;41301724]I really like this idea, thanks. If they wash up with little in the way of money, they could be working in exchange for lodging when something goes bad. I'd maybe have them roleplay their waking up on the shore, exploring the town for the first time and negotiating themselves some work, then just skip ahead a few days until the trouble arises. I don't want to risk it taking too long and them getting bored before things really get going.[/QUOTE] Perhaps they could investigate some goblins conducting black market deals in the city sewers, then run into an ogre or something.
[QUOTE=DiscoInferno;41302281]Thought up the best RPG concept ever today: Post-Apocapixies![/QUOTE] So, Shadowrun minus the cities?
[QUOTE=Ban Evasion Alt;41303236]So, Shadowrun minus the cities?[/QUOTE] No, more like Tinkerbell meets S.T.A.L.K.E.R/Metro
Hardcore shit ^
[QUOTE=cdr248;41303623]Hardcore shit ^[/QUOTE] You bet your arse. Grim and gritty to the extreme, just with small people with wings.
[QUOTE=DiscoInferno;41303272]No, more like Tinkerbell meets S.T.A.L.K.E.R/Metro[/QUOTE] I kinda want to run this now.
[QUOTE=DiscoInferno;41303272]No, more like Tinkerbell meets S.T.A.L.K.E.R/Metro[/QUOTE] Okay that's actually a pretty cool idea.
If anyone is wanting to try a session of Mouse Guard out, send me a PM or contact me on Steam. I'll see about setting up a mission at least for the weekend. I'm CST (-6 GMT) but will be able to flex around schedules that work best for a group as a whole.
I'm slowly designing a campaign around an idea I had, however i need some help with making monsters for the first encounter, setting : the group has been taken prisoner by human pirates an locked up in a cage on their ship, plot happens, then the first fight is against 3 or 4 pirates, and then after them the pirate captain (and his pet parrot) however, been my first campaign i have no real idea how to make custom monsters. I'm going to make them CR 1/2 or 1 and the pirate captain a CR 2 (and his parrot a CR 1/2), but apart from that I'm stuck
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