• D&D and Tabletops RPGs V7: Yes you can talk about tabletops other than D&D
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Reposting because wrong thread. Well shit, this thread ended up dying. As such, today, I present to you, a discord discussions highlight, over someone who is making their own tabletop RPG game: Me: Oof. Killing people in an RPG at 0 HP is hella brutal. No Saves/Knocked Out mechanics? Them: Do people who get shot 7 times with a .45 survive? No. If a Demon claws your innards out of you, you don't make it either. Remember that the enemies die just as quickly as the players in most cases. The idea is forcing the players to be incredibly careful. No barbarians running into traps on purpose here. Alright, not bad - I mean, some people like high-lethal games, although GM/players usually has some way to get an edge to survive. Me: Accuracy is weird Because it says I have to pass 1d6+4 in example And... I don't know WHAT I need to roll to pass Them: That's an example. It literally says right there that the roll has to have a result higher than 4 or equal to 4. How likely the weapon is to hit the intended target. It is calculated with a D6. Ejemplo: A character with a weapon that has Accuracy 1D6+4 must pass rolls of those characteristics every time it attacks a target with that weapon in order to hit them." Me: Nowhere it says I have to roll 4+ Them: In this case, the characteristic is 1D6+4. Me: That's what 1d6+4 means Them: No, 1d6 in this case means: Roll a 1d6 and you pass the roll on a result of 4 or higher. That's the way I learned it. ... In Warhammer Fantasy and Warhammer 40k that's how it works. This is where things take a turn for worse. Them: Well I guess I just invented that thing then. Does it matter? It's not even that complex. Me: No one will understand it because can't read your mind when reading the PDF Have a standard for showing the test difficulty/roll Like 1d6>4 for 1d6(4+) where the value in the brackets is the needed result to succeed Them: I'm not going to rewrite the whole thing just because one aspect of it is slightly different from normal. I learned it that way. ... Yeah well fuck convention, I write MY game the way I want. Well, points for originality, I guess? Me: I mean, who is intended audience? Them: I never thought anybody would ever play it. Me: That's like never improving your art because you think no one will ever see it. Them: That actually makes sense, I have never tried improving my drawings because nobody looks at them. If you think a minor difference is a gamebreaking fault then that's your problem, not mine. ... Nobody besides you and another 3 assholes is going to read it anyways. Why should I care? ... I wrote it for the fun of writing it. Not to play it. Playing it is just a nice bonus maybe. Effort is for people who have friends of play with, I guess? Me: So it's a game... that you're not intending to play? Them: I will play it with someone who wants to. But I never planned for it. That's honestly kinda depressing, actually. Me: Well, in that case yes, I suppose you can bring up anything to them. Basically, if you don't care for the game, then it's just a shitpost in a game form. Them: That's a beautiful way to describe it, yes. I guess at this point, I should just call it trolling and move on - but it just started to get interesting. Them: Do you seriously think that any point I considered publishing this pile of crap? Really? Me: You put it on the internet Therefore you put in public. Them: I mentioned it, and someone said they would be interested. Their initiative, not mine. I only posted it here to get some potential players. Because THEY said they wanted to play, not me. Remember, if you wanted to play this properly it's YOUR fault. Me: Where are any item stats at all? All I see is spells, right after races and traits And some Alchemy Them: Equipment, armour and items are all handled by the GM. Only the GM needs to know about that. ... You don't just find guns lying around do you? In the street I mean. I shoot at the enemy with my gun. GM what do I need to roll to hit? What's my weapons range? And how much damage I can do? We know those stats exist as players - but only GM knows them. Me: But imagine I want to run this game as GM. What do I do now? Come up with item stats on my own? Them: It's nothing but a temporal inconvenience. Once I've translated the GM's guide, all of that will be available for anyone to read. You see, I was under a time constraint. I wanted to present a playable version as soon as possible. Ah yes, I want to play as fast as possible with no actual stats for any in-game item. Me: But why was magic translated in it's entirety, already? Them: Well the GM can't possibly remember what all the spells do. Plus characters have to know what kind of spells they can possibly get while building their characters. On the other hand, all characters can use guns in more or less the same way. Me: But GM will remember all the guns of 1900's? Them: The GM guide contains a set of guns that I researched. If you want to add more, you, as a GM-would-be, can write the statistics for them yourself. ... In the base game there are 16 Primary weapons, 8 Secondary weapons, 9 melee weapons, 10 pieces of armour and 24 items. To Note, there are 30 spells in the book - 10 for each school of magic. Truly, outstanding amount to remember that players will need to know this to help GM - but those 67 items? Nah, anyone can remember that! Me: Work on formatting, not taking years to look for things is always nice. I don't see too much info on non-combat interactions, and those make up a great deal of non-dungeoncrawl RPGs. No, throwing it all at GM is not nice. Them: If the rules accounted for every action, a GM would be almost unnecessary. I'm not going to add anything or remove anything from it at this point. The printed version has already been sitting in a box for a whole year now. Me: Nothing wrong with moving onto 2.0 and beyond. And as an extra, what other RPG games have you played? Them: I have never played a tabletop RPG in my life. Only heard about it. And maybe read the rulebook for Dungeons and Dragons fourth edition. And here we go folks, the true climax of it all. That's right folks - you don't need to know things to make them. You just have to believe in yourself and heart of the dice and things. Me: You never played any tabletop RPGs And just decided to make one. That's like writting a novel without ever reading one, though? You don't really know what an RPG is, though? You never experienced such a game. Like telling someone dating advise without ever going on a date. Them: An RPG is a roleplaying game. You pretend to be someone else and roll dice to decide the outcome of actions. I don't need to know more. That's a false equivalency. Dating has no establishid rulebooks. ... A wargame IS moving toy soldiers and rolling dice. How can it be anything else if it's what you do while playing it? If you know what a novel is, you don't need to read one to write one. Wether it's good or not is up to the writer. Mostly. Use of militarized version of so much wrong is considered a breach of Geneva Convention. Continued in Part 2...
As someone who's life is making things for dumb and smart people to enjoy in completely different ways while using them a the same time, this person is going to end up very sad. also "I don't care no one is going to play this" does not mesh with "I put it out as soon as possible so people could play it" also also That is NOT the way it works in WH; not FB, not 40K and not FRP. or Killteam. or Necromunda. or Space Hulk. or Space Crusade. or Advanced Space Crusade. or HeroQuest. or Advanced HeroQuest.
To any of you guys interested there's a fella running a kickstarter with some really sick Sci-Fi 3D printable tiles and objects. https://www.kickstarter.com/projects/446184237/starship-ii-3d-printable-openlock-compatible-deck?ref=thanks
For what it's worth, I finished my Vampire the Requiem Genesys conversion. Vampire the Requiem Currently I consider it content complete, anything new that I add will either be additional content or revealed by a shortcoming in further playtesting. Currently the book has; 5 playable Calsn Vampire Bloodlines (Lasomba, Malkavian, Tremere) A suite of rules for playing as Vampires Over 50 different Blood Magic powers Blood Rituals Small Bestiary Anyone here who's ever played Vampire the Requiem or Masquerade, feel free to take a look and let me know what you think.
https://files.facepunch.com/forum/upload/207166/fb4740f4-b2f4-4079-a46f-10839949a3fe/Mansur1-3.jpg Finished up the town map for my next upcoming campaign. I'm approaching readiness to start this campaign, but I can never tell if I actually need to prep more or just feel like I need to prep more.
Go with your gut, if you think you're minimally prepared then chances are you are well on your way to start. Convey to your players what you can and cannot do through gameplay and be ready to improvise because, the longer you play DND, the likelier it'll become the chance of them doing something completely unexpected Try to get some dynamic props and have some very basic NPC character sheets ready just in case they try to kill the guy who's trying to help them or something
I need some help for my campaign. I'm GMing for a group of friends using Fate Core and they really love the situations I've put before them. They get to battle and collect magical items from bounty hunters in a huge city metropolis with the dangers of the mob and police too. So far, so good. However, I'm starting to see some signs of rampant murder-hobo-ism in some of the characters and I'm unsure of how to deal with it. Here's how it went last time: In the middle of the night, at a well lit train station, the group sees a suspicious old man in a nearby alleyway. He spouts plenty of nonsensical exposition, and gives them an item to deliver. They find out he's actually immortal, and just minutes after accepting this quest, they slaughter him and then completely destroy a group of inquisitive night watchmen. The police show up promptly and imprison the entire party. End scene. Really, I was at a loss for words. I was thinking next session, there will be the repercussions of being taken to jail (items confiscated, etc.) but with a caveat. I'm hoping that by letting them choose between banishment or working undercover, they'll be forced to understand that they can't murder their way to victory all the time. I don't like railroading the story, but my options seem limited. Any suggestions?
Do they like crimes at all? If they have garnered any fame or infamy, consider having them meet someone during the trial process or in prison that'd want to recruit them for a job or part time scalliwaggery. My reasoning for this is to do a quest that would allow them to kill some people (suggested to be folks or creatures of neutral or worse alignment) but maybe have a strict stipulation of leaving a target or several alive by the end of the job. This might even allow for them to curry favor with factions they might not otherwise be able to, if they want to do any infiltration.
Might be in a Godbound!Exalted game online and hopefully running an Exalted 3e game for my irl friends. They're new to tRPGs and I haven't played Exalted myself before so hopefully things'll go well.
Looks like my crew is gearing up to play the 80s Marvel Super Heroes tabletop. That ought to be something.
So I've started DMing again for the first time in forever and I've got a couple of new people that have joined and they're doing great for beginners it's just in combat they take forever to choose what they're going to do, and because of work commitments we only have limited time per session. Is there a way to encourage them to act faster? Like I tell them to plan what they're going to do in between their turns but they never seem to and it's quite aggravating for me and the other players to wait so long for them. Any tips?
Enact a turn timer. You can pause it as you see fit (say, if they need to clarify with you if a particular gambit will even work), but otherwise just make it a house rule that if they can't decide what they want to do within the time limit, then they forfeit their turn and welcome some unpleasantness to befall them.
^ That's basically what my DM currently does, because we're all beginners (except for the DM) and were also being slowasses. Takes a bit of time to get used to, but it works better and can actually make it more interesting/suspenseful. It's also more fun for players in the end, because you won't have too wait so long on everyone.
I honestly kinda wish my DM would implement a round timer of sorts; not that everyone else takes too long hogging the spotlight or anything, but I'll sometimes catch myself getting distracted if what's going on doesn't really involve my character. Then again, the group I usually play with tends to have games that are very big on dialog and conversation.
That's a good idea thanks, what would a reasonable time limit be do you think, I don't want to be too restrictive.
So my group is kinda off-course from where they should be in our (what was supposed to be short) adventure and I decided I'd give them a little dungeon to fuck around with. I told my players I was gonna make a small dungeon map for them since they haven't had the chance to go through one in a long while—it's been RP heavy lately, which is what we're all here for (it's why we mostly play via PbP) but every now and again people just want to Crawl. A short map I said, because I didn't really want to spend all that time Game Mastering anything expansive. It takes a lot of effort to go through dungeons via PbP, even if we generally play out combat in real-time. And so: https://i.imgur.com/wHEPj7f.png https://i.imgur.com/DPBIxVN.png Why do I do this to myself. I'm not even done yet. 2 minutes at most if certain people drag the game down but not others. If everyone is equally slow, no more than 5 minutes (and that's being overly generous for one turn if you're not playing a serious war game). You said they don't seem to plan their moves in between turns which means they're willfully wasting time and disrespecting everyone else that makes the effort. If they can't because they're not of strategic mind then you can attempt to ease them through early sessions, offer advice or suggestions on what they could do given their character kit. Sometimes new players get hung up on rules and don't want to break any (real or imagined) and overthink their actions so they don't embarrass themselves by attempting an illegal actions. A lesser found problem is that they might also not want to make a "noob" mistake in front of veterans and overthink again. That can happen with the more socially insecure people. Regardless, you should still cut their turns short if they take too long or go over a timer you've set, and if they don't improve over a reasonable amount of time you'll have to start asking yourself the hard question. With noted exceptions, table top games are going to be turn based and planning during your own downtime is not only part of strategy but common decency for everyone else. At the end of the day you'll have to ask yourself if this is the right game for those people to be playing if they just can't ever get better at handling their turn; you have to consider your other players too, along with your own enjoyment of the game. Give them some time to improve if you haven't yet done so or haven't tried to push them towards bettering their play, especially if they're new to table top or strategy games in general—sometimes it takes a while for newbies to find their groove. Taking on fresh players comes with the responsibility of dealing with their inadequacy at the game. As an aside to this, none of it will matter if their slowness is due to disinterest in the game (constantly being "distracted" counts by the way, don't let people try to blow that smoke up your ass—a vested player won't constantly get distracted every time their turn is over). That's an entirely different problem that could be as much your fault as it is theirs (however, if other players are engaged then it's probably not you).
In my DnD 5e game today we ended up recreating Inception with the DM's somewhat-generous interpretation of the Dream spell, just so that we could find a non-existent parking garage
Hey guys, how many of you roleplay over voice? I'm in a very big party with a lot of new players who are used to text-only roleplay. It's pretty awkward and slow going trying to talk to an NPC through text and I'm usually the only one comfortable talking in character with the DM. There's plenty of player-to-player interaction going on in text so as to not hog up microphone time, but when it comes to NPC interaction I feel bad taking the lead all the time but otherwise the game would slow to a crawl because no one else really steps up.
For online games I pretty much universally do text for roleplay and voice for out of character talk. It means there's a backlog of everything in-game in case someone has to go grab a drink or go to the bathroom or whatever, it means people talking over one another own't disrupt the actual game as much, it means the GM can potentially handle more interactions in parallel depending on the situation, and it means that discussion about rules or questions or whatever won't interrupt the flow of what's in-game.
I have tried text-based stuff but found it painfully slow and dull. IMO, everyone should be on voice, or everyone should be on text. Mixing the two leads to situations like you're experiencing there.
Voice for OOC, such as tactical planning or rules questions, and text for IC. It's the one true way. Whether or not you speak you should be in voice to listen, and whether or not you WANT to speak IC you should probably not! It'll get missed, forgotten, and isn't worth it online compared to in person.
today on Pathfinder: "Well, now we just gotta wait to see if we get the go ahead to pretend to be prisoners, because our meal ticket to jail is unfortunately in jail."
My DM had my character kidnapped by a pit fiend and taken to, what is more than likely, the Nine Hells. The party's new questline is going to take them on a journey to find him. Had me create a 'temporary character' for use in the meantime. Pretty gutted tbh.
Did this (although it will likely be demons and the Abyss) with one of my older players (not without reason, he brought his fate on himself) to his favorite character (and my personal favorite PC to observe as GM). He's been waiting since 2011 for that quest to begin lol. One day we'll get that dwarf back.
I mean I am not completely blameless in the matter, fucking Flames card.
It's your DMs fault for including that stupid artifact in his game, honestly.
I usually play offline with my IRL friends, but we don't play very often and would like to play more often. Now I've decided to look into playing online, but I'm not exactly sure how I'd go about finding groups. Are there any websites besides roll20 for finding a group to play with?
Severe lack of a part 2 existing here
Plenty of sites and forums, like here, have people looking for groups. /tg/ on 4chan has an lfg thread most days, Something Awful has a gamefinder as well as a groupfinder (for IRL games). Roll20 has it's own LFG, which, depending on the game, I'd say to stay the hell away from. Seriously popular games like Pathfinder or 5e are going to have swarms of applicants and makes it harder to sort the wheat from the chaff. If you look hard enough you can find old webrings, some of which are still active, to find groups for older games.
Don't play with a group you find on /tg/, that's like playing video games with a group from /v/.
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