/int/ – No shittings during wörktime
„There is no place like home“

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No. 25420 Systemkontra
102 kB, 301 × 441
Let's discuss non-electronic gaming. Would prefer it not just bog down in chess and go with nothing else, but we'll see. I know we had at least one German here who played the Dark Eye.

Useful links:
https://www.drivethrurpg.com/

Decent place to pick up .pdf files legally. Also some print on demand. Surprisingly, it's also pretty easy to sift out the average to bad stuff that exists on it.

https://thetrove.net/

Great resource. Doesn't have everything, but has most relevant things with some notable exceptions, like GURPS 4e. Mostly exists because those that actually have the power to enforce C&Ds recognise the usefulness of having the first sample free, and the rest either don't care or are out of business or the files are out of date editions .

Some discussion starters:

>What are you playing?
Recently finished a Schlieffen Plan scenario in The Guns of August as the German Empire which I lost. Had the game continued I think I could have salvaged it but such is life with short scenarios, they're all or nothing. Next time I think I will add a couple of the optional rules to enforce a historical opening, such as forced French attacking in the first few turns to represent their offensive doctrine. Without it, you just get the Somme from day one which is vastly in the favour of the Entente.

>What are you running?
Only one game at the moment, which is a pretty nice indie game I got off drivethrurpg called Dark Stars. Percentile cyberpunk in space with splashes of space opera. Rules aren't really written for a newcomer but it's all there. Just tends to be sparse and use a bit of assumed knowledge. I'm basically ripping off the metaplot of Far Cry 2, but nobody has picked up on it yet :-DDD

>What are you working on?
A few projects, most of which are currently on hold because I'm creatively bankrupt right now. Mostly in the process of reading more rulesets in my quest to put together my 16-18th Century Kazakh Khanate system together. I've been working in the opposite direction to how I have been previously and making a little progress. Been delving into the OSR more, and while I don't think I'm going to go the OGL route for various reasons, I am finding that taking a step back and stripping down a system to its core is yielding better results than trying to simulate a lot of different modules individually while keeping them feeling meshed. Though I am considering looking through Pendragon again and trying to convert their system into maintaining one's camp instead of holding.
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No. 25452
Sadly I have no IRL friends who are interested in this sort of thing. I'd like to try it though.
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No. 25454
>>25452
Run it and they will come. It's gotten to the point where a decent GM can charge money for the service. It sounds dumb but it's the truth. Everyone wants to do shit like le epic stories they read, but very few want to sit down and actually make the thing happen for the players.
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No. 25456
>>25452
Same. Well actually I have no IRL friends either at this point partly because I deliberately cut everyone off from my life, every single one of my good friends. I just can't or won't be around drunks and substance users which was just about everyone.

At this point I'm wondering where I can find people. AA is a no because just about everybody there is in their 50s at youngest or an old geezer. I've thought about getting into bowling or finding a tabletop gaming group in my area which is also just annoying because I don't know anyone and while I have no problem with making an introduction there's my nagging distrust and paranoia of everyone particularly ones I don't already know and I don't plan on being involved with the area for more than a couple years which is exactly how long I need to know someone before I can start to trust them. But then again, it's not necessary for a gaming group.

Maybe I could try to find a curling rink around here too.

The problem is everybody drinks. At least a like vidya or CCG/tabletop focused store should have people who don't drink.
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No. 25457
>>25454
Well I could actually do that. I think the main thing for being a GM honestly is having the social intelligence and enough charisma to understand and read people so they don't get butthurt at you. Depending on the game players can get super butthurt, offended, and downright hurt by a bad GM and decisions made in a game, as well as other players so your unofficial job is also to basically referee people sifting against bullying.
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No. 25459
In Russia we have specialized clubs for tabletop warhammer stuff, DnD, WoD, etc.
Check those out if you have dem.
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No. 25460
353 kB, 617 × 767
>>25456
I can't remember what they're called but there are actually organised events for 5e and Pathfinder. I don't play them though. Most stores will have a designated RPG night too. Usually they'll have an open table or two which are essentially made to get newcomers into the fold and finding a more permanent group.

>>25457
Tbh, as a literal autist I find that the rules enable me to work without a great deal of social intelligence. The fact that you have a basic level of common understanding to frame any arising conversation on means that you aren't missing out on so many cues, and if they start getting unruly, you have rules to fall back on to shut them up.

As for players, they are utterly expendable. It sounds harsh and while one shouldn't treat players badly because we're all trying to have a good time, a player who is a nuisance and gets unreasonably butthurt is a player you stop inviting, and if you really need the extra person there are far more wannabe players than there are games with open spots in the world. You can afford to lose them. My tip for rulings is simple, if I can't remember and it'll take too long to look up I just ask odd or even and then roll. If they get it right give them the positive outcome, else the negative. Say that you'll check the ruling at the end of the session if people are still worried about it. Chances are that they'll forget unless it's particularly important. Same goes if they start arguing about rules. Invoke rule zero, the GM is always right, and if they aren't being wankers about it, say that you'll go over the ruling at the end, and that you're making a call for the sake of keeping the game moving. At the end of the day, a GM is there to have fun too, and if he isn't, then why is he bothering? If your group makes the game a chore, then it's the wrong group of people or the wrong kind of game for that group. If serious shit doesn't work, then play Rocket Age. There is absolutely nothing wrong with unleashing every ounce of dork in you.

Social skills are really not that big a deal. I don't do funny voices or anything like that neither. It's definitely a skill that takes time to learn but you'll overcome a lot of the mistakes pretty quickly. If you're really worried then https://theangrygm.com/how-to-fing-gm/ is a good place to look. The persona can be grating but he's got a lot of good advice. I'd also recommend a printed adventure for your first game, they take a lot of the work off of your shoulders by giving you an almost CYOA approach where you get to inject your own flavour into the gaps. Keep on the Borderlands is a classic starter adventure for good reason, and isn't really hard (trivial really) to play in something like The Black Hack. That would be very simple for a new GM and very effective for their players. My 2c anyway.
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No. 25461
>>25459
In Australia it's a mix. You have groups of people who play games together, stores which are communities in themselves and different games and/or events will have different communities, and then there are clubs which tend to have a greater variance of events and more social activity alongside the game. There's a big board game one here in Brisbane where they even have pub crawls and shit for example.

Are the clubs quite insular? Or is it more like the store level play I talked about where they are just groups that play together regularly without necessarily being close friends?
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No. 25464
I used to follow a twitter account that posted a bunch of cool pen and ink D&D art from the 80s but I can't find it now.

Oh well. Time to get ergot poisoning and listen to more dungeon synth.
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No. 25473 Kontra
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>>25464
Here are some of the tabletop RPG illustrators I like btw: Peter Mullen and Erol Otus
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No. 25481
I have never played tabletop rpgs, although I have always been interested.
I do have have friends that play them, but they are in the middle of a shadowrun campaign.
How do long does such a campaign last? I would like to join them but I don't want to seem intrusive, so I'd like to wait for them to finish their campaign.
Also, are tabletop rpgs difficult to learn (specifically shadowrun)?
>>
No. 25486
>>25481
Depends on the campaign. A campaign is optional even. A lot of people just run single adventures, or even one shots. The biggest thing to consider when joining a campaign is player count rather than timing tbh. I always put 5 as my upper limit. Once you get above that it starts to get crowded.

RPGs aren't hard to learn. Shadowrun is one of the exceptions though because 5e is bloated garbage that isn't even laid out in such a way that makes it easy to read well. Especially hacking, fuck that noise.

If you want to play that kind of game, then tempt them with Cyberpunk Red which had a beginner rule set come out the other day. There are pdfs floating around already. It's the sequel to Cyberpunk 2020 and aims to tie some of the odd things about 2077 to the original game. Heard good things but haven't gotten around to reading through it yet. As basic rules, they also shouldn't have the full complexity of the game.

There is also Modern AGE which is probably simple to learn and would let you do a similar cyberpunk+magic game because generic system. I say probably because I've played other games using the same system but haven't yet read the modern version. The others are essentially skilless and you are trying to roll over a target number on 3d6+Attribute and then adding an extra 2 if you have an applicable attribute focus which are essentially perks you can choose when you level up.
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No. 25500
>>25486
There's also Paranoia which might be a great way to break in some players who might otherwise not be used to having to roll up their characters and getting butthurt about it.

>>25481
>how long
You'd really have to listen to Australia here but in general it also depends largely on the group of people and how often or long they meet. For some people any kind of sit down PnP campaign on virtually anything can last a really long time, especially if they like only sit down Saturdays for a few hours and have something epic in the works.

>Also, are tabletop rpgs difficult to learn (specifically shadowrun)?
Not really in all honesty. If you've ever actually played a crpg or any of the earlier RPGs then you've already got a pretty good amount of familiarity with the systems and how it works, particularly if it's turn based. It pretty much just works as a computer game does except that it's often way more involved with stats and decided how each action lands or fails. Like if you've ever seen a fast paced computer rpg like say Warcraft even or anything that has a chance to resist an effect, or hell even played XCOM, then think about all the zillions of little actions, attacks, and effects. Now imagine having to have a group of people rolling for each and every single little thing and having them all do math. Someone decided to bumrush the goblin? Roll for iniative. Goblin is secretly a warlock disguised as a goblin? Roll for something like wits+perception against his glamour skill. Success! But uh oh! Now he's rolling a spell to make you go berzerk on your allies! Roll for willpower save. Stuff like that.

It's actually pretty fun but in a way I'm not sure I can make anyone understand with just words. Pretty much all PnPs are dice based which mostly is what determines the RNG of succeeding or failing at certain tasks, which includes the chance of landing a crit. Virtually all modern vidya games are based on DnD's system which is from the 70s, and if I'm not mistaken DnD was the grandfather of all the other systems many of which eventually got turned into vidya decades later.
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No. 25510
103 kB, 952 × 640
15,2 MB, 82 pages
We Germans have some fast share platform without any nasty pop-ups, captchas, coinmining, redirect-suff.

https://volafile.org/r/g7m8zdgc

You an post requests what specific documents you are in demand in, and then s.o. will look, if she/he has it.

We has also a lot of English stuff.
I posted one examples.
Maybe you like to participate.
We are open for all nationalities and languages. :3
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No. 25511
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>>25454
> It's gotten to the point where a decent GM can charge money for the service. It sounds dumb but it's the truth.

I don't think that it sounds dumb, in my eyes it completely understandable.

To master a game is so much work, it was almost easier and less work the get a bachelor at a German university than mastering all the rules of DSA 4.1., so if you find a good gamemaster, pay him.
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No. 25513
>>25500
Paranoia is not a game I'd introduce people to as their first game. Putting aside my personal dislike for it, the main 'fun factor' it has is that it makes fun of RPG mechanics. Kind of like subversive media but for rules instead of tropes. Plus it can cement bad playing habits if it's the formative system since most games are more team oriented.

Tbh, Fiasco is Paranoia played 'straight' in that it uses actual rules but encourages things to go sideways without encouraging players to be chaotic stupid.
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No. 25515
>>25511
I can see why it exists, but it's just such a bizarre change in the scene since the rise of virtual tabletops where it's really taking off.
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No. 25629
>>25511
Does a GM really need to have mastered it though? I always thought of a good GM as more a guide who's intimately familiar with the game than somebody who can go rules lawyering better than anybody else.
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No. 25640
>>25629
Systems mastery is a pretty important trait for a good GM. It isn't about rules lawyering, but about having the working knowledge to know how to break the rules without breaking the game. Not all hacks and houserules are created equal, and the difference is usually the degree of system mastery that the creator had.
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No. 25641
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>>25629
Depends on the system. In not so sophisticated systems the gamemaster doesn't need to master all the rules and the settings' characteristics 100%ly.

In complex systems like DSA 4.1. is very important that the gamemaster does.
He needs it for playing the NPCs and making actions with them.
Fighting and applying magic can get very complex in DSA 4.1., if you use all the rules and possibilities.

He also needs it reacting to player actions. Players tend to invoke for their character 'special' possibilities and options, which they have allegedly read on page 276 of WgZ in connection with the specials rule of Aventurischer Bote 183 and page 187ff of HaM.
In order to react properly to this the gamemaster needs to know the rules, if he doesn't want to stumble reacting to them.
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No. 25660
173 kB, 800 × 600
So I've restarted work on my Kazakh Khanate RPG. I'm taking inspiration from a few very different sources based on rules that I've been reading lately. The first is that I'm going to use a two-stage statblock which has attributes that combine into derived attributes that essentially act as modifiers to various kinds of roll. I'm going to experiment with no skills, and build depth in other ways. I like the simplicity of it, and will be testing it with a few different dice systems to see what feels nice.

Second idea in the current build is to do with progression. You may remember me discussing feat-based progression in the past. Well, I have recently come across an XP-less system that still tracks progress in a less arbitrary way than just fiat. Essentially you have 5 boxes to tick by doing things that contribute to your legend. Then once you fill in all 5 you cash them in for a trait. The interesting thing here is that it allows for sideways progression, and the actions of the player form a kind of tapestry which can be seen in the character sheet quite obviously. As an example, a character might get disfigured due to so many battles where they emerged barely alive at the end. It might not even do much for them beyond make them recognisable, for better or for worse.

What tying progression to feats also does is reinforce the focus on the heroic. The game is not intended to be medieval Kazakhstan simulator 20XX, but trying to feel closer to the tales of great heroes of the era. Since that's our goal, then the feat system elegantly pushes players towards making character defining choices if they want to get better, which behind the scenes makes it easier for a GM to move a game forward, and easier for players to really identify with a character as they start to naturally change over time instead of having to figure it out largely themselves.

With that aspect, I'm really going to be testing different methods of trait gaining. Tweaking numbers required, figuring out guidelines for how much a feat may be worth (big ones may be worth 2 slots instead of 1, but what classifies as a big one?). And also the traits themselves. My first thought is to have a record sheet where one makes note of what each feat was, and then works with the GM to create a trait that fits in with what they've done. Other options are making tables to roll on, which has the problem of maybe making some strange things happen that don't fit the character's feats, or a list of traits that one picks from according to what fits best. Finally, I need to work out how to deal with immediately binding traits. Do I abstract things like horrific wounds and lost limbs and have them appear at the end of the batch of feats? Or do I make some system that allows the GM to impose a trait that still feels fair and isn't too lacking in direction?

Once I finish those two aspects I can really start digging down into how I want to handle the camp. It might seem like a frivolous addition, but the role of one's home, clan and even tribe is massive in Turkic epics and is often the catalyst of heroism, and its absence is almost damnation. The Mankurt for example is described as a slave who has forgotten his own kin, and without clan and tribe, they become subhuman and little more than beasts. So having some ties back to the home camp at the very least is vital to capture the feel that I'm going for. I am right now thinking on how I want it to integrate into my gameplay cycle since where it sits there will determine what kinds of rules it will need.

I will keep Ernst updated in my newfound burst of motivation. Please rate and subscribe.
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No. 25668 Kontra
I think I will try checking out my uni’s tabletop club. My reasoning:

  1. I want to play DnD
  2. No friends
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No. 25670
I find this interesting. Most countries appears to have at least one major domestic pen and paper rpg that nobody outside know about.
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No. 25673
Is yours KULT or something else?
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No. 25676
>>25673
We have a few. Most known today would maybe be Mutant because of Road to Eden, it has a spinoff called Mutant Chronicles that was know i think. Kult is one, then we have Eon, fantasy role playing game that is pretty big materials wise. I think we have one based in the wild west or something, can't remember if it is domestic or not.
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No. 25678
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>>25660
Why not making a p&p-game with an Australian background?
I guess this would have a higher chance for being played by other and being successful.

>>25670
Yes. It is quite interesting. Of the biggest German p&p you could have heard, as they were some also internationally quite successful computer games, which used the setting and some of rules of this particular p&p game.

btw: What are the big autochtonous p&ps of Sweden and Australia?

I adore the art of DSA. The style and the drawing techniques have changed a lot during the course of the last decades, as also the artist have changed. But this is, what like, because some of the rather famous DSA-artist have their own very characteristic style.

Like Uğurcan Yüce or Michaela Sommer alias Caryad.
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No. 25681 Kontra
>>25678
>Australian background

Do you mean like indigenous Australian or Mad Max?

Sage for brief posting
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No. 25683
>>25678
Because I don't think it's as interesting as the 16th-18th centuries on the Kazakhstan. If I were doing an Australian game, I'd reskin a wild west game into one about bushrangers. Indigenous stuff I don't know enough about, and their Dreamtime mythology tends to be more primal and not involve humans. Modern Australia is just really vanilla beyond the occasional snake. There's not much to work with there due to being such a young country (Federated and became a country in 1901). There already exist perfectly good games for post-apocalyptic Australia too, on both ends of the simulationist-freeform spectrum.

I'm not really after a great success with this project. It's mostly just something to do. I like playing around with game design, been doing so for years now on various aborted projects.

And tbh, I don't think that there is a local-only game here. The biggest ones are just 5e and Pathfinder.
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No. 25698
>>25683
Why don't you try and get kickstarter funding? I mean unless it's just your own personal hobby and you don't care about ever releasing it but then again why make a game for nobody else to pla
Oh right. Nvm I just realized I probably do assburgerish things like that too and can completely see the point of making a game system for no other reason than the joy to make it without the baleful interference of others and their petty seeming concerns about deadlines.
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No. 25726
>>25698
There's also just how little I've managed to pin down so far. I've been working on it for maybe a year, and most of that has been research and figuring out what doesn't work. I've not really made progress into the meat of the system yet because I haven't found something that I like yet beyond broad stroke design goals. Part one of game design is to think of a gameplay cycle and how levers are pulled to create outcomes, this is an in-depth analysis too, and video game documents will include control schemes and GUI elements before a single line of code has been written. They can change but you do need a very good idea of what needs to happen so you can make it happen. I'm not yet at that point. I have loose mechanics somewhat fleshed out here and there but nothing is connected yet.

For example, I have a mechanic mostly just waiting on numbers called Grit. It acts as a way to differentiate the heroic from the average in combat, since a round represents a small bout of combat instead of single strikes. It's a derived stat that will be based on Endurance and Fortitude, a combination of both physical and mental hardiness. What it does is act as a health threshold where above grit, a character or NPC takes half damage rounded up, but once it goes below it, then they start to get physically and mentally exhausted as the fight goes on and their wounds add up. This gives you the ability to start really laying into them and dealing full damage. So a heroic figure with higher grit can basically tank more damage for longer than the average person whose strength fails long before them, while the hero can still be brought down by lesser individuals through attrition. This is separate from armour which will affect damage before it interacts with HP, so a well armoured individual will take less damage and thus reach the Grit threshold later still. Armour is WIP though.
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No. 25728
>>25726
It sounds like your biggest problem is going to be making sure the mechanic doesnt become irretrievably broken. It makes me think of Fallout 1 and how by the time you get even combat armor you can waste entire locations at a time. The real trouble is getting it to scale appropriately, plus any RPer ever is going to see that and immediately think they can abuse the fuck out of it especially by minmaxing
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No. 25729
>>25728
Which is why I'm waiting on numbers. Minmaxing is a non-issue in paper gaming though. If an encounter is too easy, then I can ramp it up with minimal effort, and the Stormwind Fallacy exists too. HP levels are also not going to be super high anyway so you might get 3 or so extra hits before you die at most (a turn is maybe 30 seconds to a minute of fighting) and healing isn't as easy as popping a health pot or using a spell. I'll probably tie healing into Grit as well, maybe sub-threshold damage heals faster than over-threshold damage, I dunno yet.

It is also going to affect NPCs which makes a little more bookkeeping in combat but not all that much. So while little guys might wear down fairly easily, having to fight accomplished warriors like you will be a lot of the time means that you'll be trying to outlast an enemy who can tough out as much damage as you can, both trying to tip the other over the edge into exhaustion. Even worse if you're outnumbered.

Also, with feat-based progression designed to evoke the idea of legend building, it's pretty easy to justify cutting off feats for fights that were completely lopsided without any work going into it (like ambushing or something). The GM is a powerful game mechanic that people are too afraid of because of what amounts to memes about tyrant GMs. So essentially you have the ability to tweak encounters to be challenging as well as a valve you can close to create a push factor towards heroic deeds over slaughtering mooks.
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No. 25764
128 kB, 1366 × 972
Alright, some time opened up in my schedule to run a game. Been meaning to try Astral for a while because Roll20 has had some issues for a while. Not so much software, just management decisions that I disagree with. I'll look into setting up a game. Probably Operation Whitebox because WWII is kino.

So far it seems pretty good. Some nice features for the free version too. It might not be as well-connected as Roll20 is with industry partners but I can see that changing because of their connection with DTRPG. My main gripe is that it's still clunky to make maps for, but that's a virtual tabletop thing rather than a strike against this system specifically.

Expressions of interest are open, but I'm not committing to anything yet. Just feeling out interest. No experience necessary. Only real requirement is that you go in open minded because OWB is OSR and I like it that way. It's lightweight and plays fast. The only thing I do is track ammo because it opens up some neat tactics regarding movement that the base rules don't cover. If not having a billion different types of dice roll bothers you, then it's a deal breaker. If theatre of the mind combat is a problem, then it's a deal breaker. I'm not super used to VTTs and I intend to keep it simple. Plus I don't really want to buy the supplement for tactical combat right now.

If you really want a specific kind of WWII experience, feel free to note it. I may take it into consideration even. Currently leaning towards either airborne in Overlord or Operation Tonga but I'm flexible.

If I ever get to that stage, I'll probably also use Astral for playtesting Batyr.
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No. 25819
322 kB, 1920 × 1280
Nice thread!

>>What are you playing?

I am playing Shadowrun and TDE / DSA 4.1

>what are you running

currently i am also the GM for a group of newbies in Shadowrun

>what are you working on

planning on getting those newbies to be fit enough to each GM a scenario/adventure of their own.

>>25456
Try asking around gaming stores or math/science departments at unis for players for a group

>>25481
The Shadowrun rules can get quite excessive, but the baseline is piss-ease: Pool of D6 comrpomised of the sum of specific Skill + related attribute + Modifiers vs either a fixed threshold or an opposed test of somebody rolling a pool of his own. Rolled 5+6 are successes, if you roll more than half of your pool in 1s, you glitch

There is a character creation and organizing tool called Chummer5a, use it.

Joining an ongoing campaign can be easy or difficult, heavily depending on the campaign, it USUALLY shouldn't be much of an issue provided the player number doesn't get to excessicve.

Just ask them if you could join in.
Playing somthing like a Streetsam (mundane combat focused char with lots of Cyberwar) as a first char is a good idea because it keeps shit simple.

Also take a look at the Shaworun Returns Trilogy, they are a great entryway to the setting, albeit being set ~20 years in the past of the games current timeline.

>>25511
Tfw used to be an absolute rules crack in 4.1 up until some years ago when i played G7 weekly.

>>25764
FYI ROll20 got hacked and the account database including (hashed) passwords sold on le dorkweb. Idk if they salted their hashes, but just to be safe, change your password everywhere you also used it.
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No. 25820
>>25819
I do a biannual password change anyway. Thanks for the heads up though.

I have heard that Shadowrun 6e is in the pipeline. Have you heard anything about it?

t. curious choomba
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No. 25822
>>25820
a week or two ago the full 6e CRB was leaked (about a month or more before it should have hit the digital stores).
It managed to unite both 4e and 5e fans (who usually don't get along) in judging it to be quite bad.
Tries to oversimply a lot of stuff but fails quite hard with several core pieces, the new Edge mechanic being the most crucial one.
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No. 25835
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rebrand.ly/TSRDnD
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No. 25836
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>>25835
They have quite a lot novels there.
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No. 25861
>>25822
Well shit. I mean, the biggest issue was making decking less obnoxious (something that cyberpunk games in general have a criminal history in). Cyberpunk Red did a pretty good job all things said. I'll probably pick up the full game when it drops based on the basic rules that have been released. They're a considerable upgrade over the old ones in my opinion, even though I prefer some aspects of the 2020 setting over 2045 (which itself tbh is way more interesting than what's been shown of 2077).

>>25835
Noice. Always good to have more troves. Somtimes they have things that others don't.
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No. 26316
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I found a twitter bot that posts a bunch of cool old school fantasy art

@WITCHES_WIZARDS

https://twitter.com/WITCHES_WIZARDS
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No. 26318
>>26316
If that first pic is a good indication of what the rest is like, then that looks like a useful source for RuneQuest tbh.
t. hanks
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No. 26425
53 kB, 524 × 600
I've decided to start small since my current ideas aren't working out the way I'd like them to. I'm about halfway through a Batyr v0.5 that is an OSR hack, essentially behaving as a pre-alpha to really nail down what things are important to the feel of the game, and then working out how to make them feel better with houserules. I'm starting with a base of Knave because it's extremely simple, and very easy to hack. Most of the job is a reskin with the hardest part being reworking magic so that the already sparse rules don't become totally uninteresting (the game is a whopping 7 pages long as is). Seeing as I'm going for legends and not outright myths, the magic has got to go and while the obvious route is to change it to feats of might or mind, that doesn't work with the way Knave functions, where characters diverge and develop based on inventory slots rather than skills, with spells taking up inventory slots in order to be able to cast them.

What's good about using Knave as a base though is that it's also very compatible with OSR material, so I can very easily change from heroic legends, to heroic fantasy extraordinarily easily, or even straddle the line a bit more which is what I intend to do. By that I mean having items that are essentially magical luck. Nothing overtly reality warping, but rather something that isn't entirely mundane but if it isn't mundane it's barely magic and can be handwaved as part of how heroic legends go with special objects. A later development will be to develop the camp beyond essentially being a permanently convenient town to offload loot at. I have some ideas that I've ripped off from a few different games but they're longer term goals that won't be in the initial version because frankly they're going to be tricky.

I'll probably have a playtest-ready version by this time next week, ready for pillaging lost Chinese/P*rsoid gold in an old fortress occupied by Dz*ngars/S*rts because like I said, 7 pages long. It's just not going to be much more than a reflavouring of the existing system from wectern fantasy into a heroic representation of the Kazakh Khanate c.1600-1800.

I'm not too picky with regards to playtesters when it comes time to recruit too. I wouldn't say no to the Brick considering it especially since he's going to have a better feel for the genre of traditional Kazakh heroics than I do which is helpful for figuring out what needs better rulings, and I would like a mix of people who know their way around paper games in general, OSR games if they exist here and most importantly, greenhorns with no experience. I value intuitiveness very highly. So if you're even a little interested, watch this space.
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No. 27581
>>26425
Any updates on your system?
It'd be fun to have a EC tabletop session or something :-DDDD
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No. 27590
>>27581
I am down to fleshing out the reskinning of magic into mundane but impressive feats, and starting on the camp system to include more features than just a place to convert gold to xp. Still converting Knave for now, but it is making progress. I have just moved though and have no internet, and I am not gonna run a game from my phone :-DDD

This version will be barebones though. The theme might not fully shine through as its a system for simple crawling, but it is a foundation that I can build upon over time. Just a disclaimer that if I run that game as an EC game, its beta testing rather than a n actual game. I have other books if people wanted a real game though. I can list systems I am willing to run and people can decide what they like the sound of. Will do so when I recover from the strain of phoneposting with big boy thumbs.
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No. 27593
>>27590
>Will do so when I recover from the strain of phoneposting with big boy thumbs.

Chuckled.

I'd be interested in an EC session, though I guess I'd have to buy a mic at least... and I loathe talking into microphones :<
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No. 27600
>>27593
Yeah, its fucked up. I hit 2 or 3 keys half of the damn time.

Mic is optional tbh. Id be running it over Astral which has a built in text chat. I might use a mic depending on how I feel because its easier to improvise with than text but a keyboard is all that is technically required.
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No. 27772
49 kB, 1000 × 563
Time to list some systems. I will start with simple games, mostly OSR, which is rules light and gets a lot of use out of the GM as a game mechanic instead of having rules for everything.

>Operation Whitebox
A WWII RPG based on Swords & Wizardry. It tends to be pretty lethal, running more like Band of Brothers than Inglourious Basterds. Gameplay would likely be a hexcrawl, so some prep time would be necessary to get that ready.

>Knave
Extremely lightweight fantasy game that uses an interesting inventory-based system of character differentiation. 7 pages long so its easy to learn. Dungeon diving is really all it does though.

>Golgotha
A conversion of the Black Hack for raiding ancient alien ruins, derelicts and so on. Pretty simple rules, and very atmospheric. Has a pretty cool system for forcing players to move quickly and maybe make mistakes since they are in hostile territory. Again, dungeon diving is really all it does.

>Liminal
Urban Fantasy in the modern UK. Rules are very simple and gameplay is more like detective work a la Dresden Files. UK setting is a plus thematically for me, but mechanically speaking it also limits things like guns and so on which makes shooting problems away less of a thing. It isnt really OSR but it is still nice and simple to learn. It even got nominated for 3 ENnies, including product of the year, so theres that.

Will post some crunchier systems in another post.
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No. 27852
115 kB, 1000 × 644
Alright lads. Part two of this list of shit I am willing to run. Consider it conditionally incomplete. I have more games in my collection, and am open to learning ones not on the list, but I aint about to go wildly off track when I have unplayed shit in my collection as is. Temper any suggestions accordingly.

Anyway, these are games that I'd consider Lite+ and up.

>Rocket Age
Pulpy sci fi in the 1930s and 40s that never was. Radium and rayguns aplenty as well as a populated solar system complete with venusian jungles and martian cities where skirmishes are fought between forces like the Royal Martian Fusiliers, Lincoln Brigade and Deutsche Marskorps. Its pretty ebin tbh.

>Mercenaries, Spies and Private Eyes
Another pulp game but tends to be more grounded. It does different types of games ranging from action like Where Eagles Dare and The Wild Geese, through to Hard Boiled detective stories and James Bond. It is also interestingly the system that forms the basis of the Wasteland games.

>Maid
The original game could only have come from Japan, and is fun in its own turbo-autistic way, but is actually a good system underneath it. I have successfully run it hacked as a more traditional fantasy game before (guards within a literal god's castle). Unlikely to get chosen but the option is there.

>The One Ring
Hands down the best Tolkien game ever made. I dont know it well but the rules really feel right and adventuring feels like an adventure with a company and the fact that the game breaks up for the winter and makes a mechanic of it for character and setting development is brilliant.

>Dragon Age
You know what this is. Pros are a nice and easy to understand system, and I have the splat that expands on the rules to get the feeling of ties to NPCs meaning something. Cons are that the system is just okay to good and never really knocks your socks off. I also only have it in hard copy so player aids would have to be typed out to be given to you.

>Dark Stars/Bodycount
The same game and setting but different crunchiness. Its a mix of cyberpunk, regular sci fi and a bit of ancient aliens. Its fun and can be played pretty straight as a cyberpunk space setting too. Were I running it for EC, I would probably play Bodycount which has fewer options but is significantly easier to work with. I also have an alternative setting brewed for the game if you want something different to the stock.
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No. 27866
179 kB, 902 × 916
175 kB, 1032 × 945
That sounds pretty cool, but I don't think I actually could participate. My only experience with RPGs are Super Nintendo JRPGs, Baldurs Gate, a few roguelikes and a vague knowledge of the alignment system. I'd probably be a burden on such a project. Also I'm afraid I couldn't always be online when needed.

The images below are taken from an online alignment test, I think we had a thread about those on old EC: http://easydamus.com/alignmenttest.html - I usually land on the edge between lawful neutral and true neutral.
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No. 27879
>>27852
What would you recommend for a complete beginner to learn the ropes?
I'd go for either sci fi or fantasy, both are good.

I'm assuming there's a lot of prep work involved, so we'd have to pick a system before hand. Maybe set up a poll?

Hoping for at least 3 people to participate. Of course, there's always the option of just invading some public game with a couple ernsts and colluding behind the scenes :-DDDD.
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No. 27888
>>27879
I am by no means an expert, but I do have some experience through a former flat mate who experimented with various sytems.

From what I remember, the Fate system is really cool when you want something simple but story focussed. It does rise and fall with the people you are gathering, which is true for all P&Ps but much more so here since a huge chunk of control is distributed from the GM to the players.

Less "creative" but pretty functional and comparatively simple is the system of the Cthulhu P&P. The setting is either modern or 1920s, you play pretty regular people without extraordinary talents that will likely die or become mentally ill during the adventure and it is not expected to carry your characters through multiple sessions.

WoD: Vampires is also rather simple, but only for the players... from what I could gather it's quite a lot of prep work for the GM and it's not easy at all to be a good GM that delivers the atmosphere.

Now I'd love to play some Shadowrun or Cyberpunk2020 due to the theme, but I have no experience with either (except for the recent SR video games).
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No. 27899
>>27866
There isnt really any experience requirement here. It is probably a good thing tbh since there is a zero percent chance of you being a 3.PF drone :-DDD

I usually get CN (fuck the police, fuck the system and fuck you too). But alignment is not really an important thing.

>>27879
Its not a huge amount of prepwork, but it does exist and games do different things well or poorly. I wouldnt run a game of fantasy spies in an OSR game because the social rules are often nonexistent.

I curated the list for games that I own that arent too overwhelming, so any of those work well for a new player. The easiest is Knave but the OSR tends to not have tactical combat like newer and older games do. The second list tend to have more robust rules at the cost of being slightly more complex and a little more constrained.

Are you thinking more like an all access adventure or are you more into crawling? Almost the difference between Baldurs Gate and Icewind Dale if you have played them.

>>27888
Im not big on Fate personally. Its a bit too freeform for my liking, which beyond taste makes it hard to learn because the group have to really play off of each other. If yoh dont have the confidence to do so, the game falls apart.
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No. 27902
36,3 MB, 602 pages
>>27899
>Im not big on Fate personally. Its a bit too freeform for my liking, which beyond taste makes it hard to learn because the group have to really play off of each other.
What about The Burning Wheel?
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No. 27903
>>27902
Burning Wheel is something I can get behind. Character creation is pretty cool, and I think the way they do it is better than the aspects in Fate. Building blocks rather than being quite as broad.

I havent run it though. Just a read a while back so I dunno how well it plays exactly. Heard good things though. You have experience I take it?
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No. 27904
>>27902
>You have experience I take it?
Not at all. I just find it interesting.
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No. 28027
>>27899
Ah, I haven't played FATE myself. What I know is from the rulebook that was laying around in the bathroom while my former flatmate was preparing a campaign for some people.
That's also how I learned about Shadowrun :D

And reading the Shadowrun players guide there I noticed that I was missing something from all these games: Diverse game mechanics or mechanics that are optional and that the GM can chose.
Maybe that's because I simply haven't heard about the P&P's that have such a thing...

Sometimes in video games you have mini-games for certain interactions. Like hacking in Deus Ex. I usually find them to be lame or too streamlined and they almost never have anything to do with the skill actually required for the task.
And I think this could be different in a P&P. If you play a detective in Cthulhu, there should be a puzzle mechanic for finding clues in a basket of information, or if you're a decker in Shadowrun, you will have to do some near-realistic debugging of a piece of software to find a memleak/buffer overflow etc.

While the other players do their thing, you will have to spend a few turns doing your specialty in a mini-game.

I have no idea how well that would play out and it certainly isn't for everyone, but it would feel less like a pretend-adventure where I have some dice tell me that I've hacked a mainframe. Immersion on one hand, but also educational.

Do you know of any systems like that?
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No. 28031
>>28027
I don't know one that fits all those categories, but toolbox rulesets exist for creating subsystems, GURPS being a good example in that it isn't designed to be played from the book but the book is just rules that you can use to create your own game. I think the problem with people having subgames is that it can detract from the experience of having other players if everybody is doing their own thing instead of working on roughly the same page. That's why I like to take a middle ground and ask how a skill is going to be used when it is used. It makes interesting decisions possible (how to use a skill and not just when to use it) without really increasing rules complexity/bloat.
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No. 28034
I would enjoy watching the sessions if that’s cool. I don’t think I’ll have time to actually play though.
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No. 28043
>>28031
You make a good point. How much have you been able to play GM?
My experience is meek at best, both as GM and player I've only had like 2-3 rounds. And it's been 16 years since I was a GM and that was DSA which nobody outside of the Germony seems to know.
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No. 28055
71 kB, 941 × 636
>>28043
>DSA
>the wat
>Der Schwarze Au
OH you mean the dark eye yeah I know of it at least although that is largely just because of vidya. You need to just tell English speakers that it is The Dark Eye. Or use the full name. Fucking no one except for a small select few are probably going to immediately connect DSA with Dark Eye because the letters stand for German words. In fact I wondered at first if you meant The Dark Eye but DSA sounded to me like maybe you meant something else. Don't bemoan the fact people don't know what you're talking about outside of Germoney if you use acronyms for German words. Either call it Schwarze Auge or Dark Eye around non-Germans. Or DSA if you solely want to talk to those small number of people who know what it means.
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No. 28059
>>28043
I'm forever GM on and off for 7-8 years. Been interested in rules design for about the same time.

DSA/Dark Eye/whatever is known outside of Germany in some circles, but it's also known as being autismal. I really love how it's the biggest game in Germany in spite of, or perhaps because of, its occasionally overwhelming autism.
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No. 28067 Kontra
117 kB, 900 × 1273
Oh, and I missed a game from my list.

>The Frontier
Lightweight d20 system that is essentially a paper Borderlands game with the serials filed off. Might seem like a pointless addition to an already long-ish list of options, but Borderlands 3 came out recently so if someone is riding on a Pandora high, that might really appeal.

Interested parties, just either pick a game or just some preferences. Even if said preferences are theme or what kind of experience you're looking for (crawling, semi-linear campaign, sandbox etc.) and I can get an idea of what systems work for you. That way I can get started on putting together some player aids, brushing up on rules and crap.
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No. 28079
>>28055
I was not aware it was ever translated and everybody here calls it DSA, nobody sais Das Schwarze Auge. Otherwise I would have used the english title.

>>28059
Interesting, I always thought D&D was much more autistic than DSA because the only people I knew that would go full autism mode regarding rules were D&D players while DSA players were usually the "yeah, yeah, whatever"-crowd.

>>28067
>>27772
Liminal sounds good to me.
I'm also always down for Tolkien, so The One Ring is good too. And Cyberpunk is mighty fine with me, so I'm in for Bodycount.
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No. 28080
>>28079
I mean in the sense that Rolemaster is considerd autismus maximus. DSA is far more rules-heavy than most of the commonly played games in the world. The exception I'd give is probably 3.PF, but they also have the downside of being 3.PF which yes, is the kind of person you talk about there. I found that 4e guys are pretty cool, and the B/X & OSR guys are ice cold.

And preferences are noted. I'll continue to take note of what potential players are up for and test them in Astral to see if they're going to be engaging using it (how to make theatre of the mind combat engaging over the internet is a tricky question). Then I'll compile a shortlist based on that outcome and see what sticks. I know that the Brick was interested, if you could throw down a couple of preferences mate, that'd be great. No hassle if you've changed your mind though. Also, assuming that he is in, I'm still after maybe 2 more players.
t. hanks
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No. 28415
80 kB, 736 × 855
296 kB, 337 × 763
Okay, all three work okay on Astral, leaning towards either Liminal or Bodycount though for the sake of gameplay experience. The One Ring seems like something that would work better as a later game. Better to use a lighter system to get a group started off and established before going to something a bit heavier, just for the sake of keeping the strain of a completely new group playing over the internet to a minimum. I also listened to an on-topic episode of Radio Grognard recently about how to run theatre of the mind online, and it was such a simple solution that it blew my mind, just post up thematically appropriate art to set the scene and give the players something to look at with the abstracted reference off the side somewhere. Dunno why I never thought of it before.

So then on to business, considering that there hasn't been any other input I'm going to submit to round 2 of selections Liminal and Bodycount, which I'll work on some better summaries for so that interested parties can make more educated choices.

Here's the old setting intro for Bodycount while you wait for me to work out the summaries https://www.youtube.com/watch?v=r1FFuCI6_2M

Also, just a few hours ago, they posted about a new kickstarter campaign to get the planned splats to happen which will be ebin since one of the planned ones they've talked about in the past (ayylmaos) is entirely houserules at the moment. https://www.youtube.com/watch?v=8fiWRVFYQhE
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No. 28792
759 kB, 885 × 1327
Liminal:

Set in the modern UK, the premise is that there exists the so-called 'Hidden World'. It's got everything from Vampires and Werewolves to Wizards and Fairies. Most of the Hidden World isn't even that hard to find, it just tends not to be searched for by the average person because magic isn't real. The kinds of creatures that exist are pretty broad due to as the book says, the metaphorical ghost of the British Empire, so alongside the Celtic Fae you have Rakashas and Djinn etc. etc.

Players create a kind of person called a Liminal, someone who as the same suggests, occupies the boundary between the human and hidden worlds. More broadly, they create a crew of such characters who can be mages either of the educated Council of Merlin or just gutter mages, werewolf gang members, Fae Changelings or just clued in humans. The specifics are up to you, but the idea is that you'll pass for human while having some connection to the less mundane.

Each character has a drive that defines why they are doing what they do and it also acts as a way of progressing the character, as drives allow for generating extra Will (kind of like a mana bar but with more uses), and also getting extra experience.

The Crew itself is also mechanically important, rather than just a name for a party equivalent. The Crew has assets of its own that all members can benefit from, and a crew goal. Crew goals are one of the main ways to gain experience in a session, so the group is encouraged to work for the Crew rather than for themselves (which can be somewhat at odds with a character personality or drive for interesting outcomes). Finally the Crew has assets such as safehouses or transport based on the decisions of the players during character creation. These are in addition to whatever individual characters possess.

The basic mechanic is 2d6+Skill+Trait Bonus against a target number, and is really simple. Successes are boosted by a success at least 5 greater than the target, and extra complications from rolling double ones.

Direct any further questions my way and I'll try and answer. Will do the Bodycount post next.
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No. 28793
33 kB, 424 × 331
Bodycount:

Style over substance cyberpunk meets 80s action movie. It's a very lightweight d20 system with 5 stats that broadly cover everything you might need to do. They form the basis of secondary stats like speed and health. There are more unique ones like Edge too which is a pool that can be spent to improve outcomes on dice rolls and at the end of the session, converted into XP, and Noise which represents your reputation on the mean streets of Block 47. It can make some things easier, but remaining unidentified harder and the bigger you are, the more people there are that are going to want to take you down a peg to boost their own rep. Skills are very broad to encourage faster gameplay where everybody has a role to fill instead of there being a more simulationist approach to different abilities within broad skills (using medical kits and computers through grenades are all the same skill here). Finally there is Bodycount which is a tally of how many mooks you killed in the session, and the player with the most mook fatalities under their belt at the end gets an extra point of XP.

Character advancement works as an XP-buy system where you accumulate XP and then spend it to improve your access to gear, improve stats and skills or buy talents that act as character perks. The trees are designed to boost players towards specific gameplay styles like stealth, tank, cybernetics etc.

The core mechanic is similar to Liminal, you roll a d20 and add skill and stat to it to compare to a target number. Merely succeeding isn't good enough to get away clean though, and you need to succeed by a margin of 5 to succeed without consequences. Likewise, just failing means that it's not all bad but fail by more than 5 and things start getting bad.

Combat is far more central here than in Liminal and the game divides enemies into three separate types. The first is mooks who are just mobs of however many guys and are instantly dead when hit. Then you have Villains who are tougher and have access to stats and skills plus armour and HP. Finally are Bosses who are essentially enemy player characters, complete with Edge points to spend. The idea is that you should save the intense battles for when there are dozens of mooks, or until the players are facing down against real opponents, to fit in with the action-movie aesthetic that the game strives for.
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No. 28810
>>28080
I am curious, where did you learn about TDE?
There was a thread on it on /tg/ once in a blue moon, but besides that I wonder how people noticed it.
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No. 28816
>>28810
My old store in high school had legit grognards who had the knowledge. That and yeah, just seeing it crop up here and there on the internet.
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No. 28823
>>28080
I'm down too and up for pretty much anything, including Shadowrun although I think the SR rules system seems kinda retarded
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No. 28832
>>28823
So I've narrowed it down at this point to Liminal v Bodycount, see above. That'd make 2 players, so ideally we'd still need 2 more to kick things off. For further enticement, I'm going to add that I'm not going to be running a campaign per-se. Not until we have a solid core group that I know can make it work over the internet, so it's not like dipping your toe in and deciding you aren't feeling it is going to screw anybody over. What's going to happen is a single adventure, probably a very short one at that.
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No. 29001
I like the premises of Bodycount more, but prefer bell distributions over flat ones.
Tough choice.
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No. 29004
>>29001
I used to be a lot more pro-curve than I am now, and I can certainly see the place that it has within game design, but really diving deeper into the OSR lately has reignited my love of simple d20 systems that can be fucked with easily to really make it your own. If you like the sound of the setting and presentation, then I'd say it's a winner.
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No. 29051
167 kB, 679 × 960
Alright, strongest signals have been towards Bodycount so that's what I'm working on.

From players, I'll need you to make an account here https://www.astraltabletop.com/ and post your username so I can find and add you to the game. Then it's just going to be a week or two while I sort out the game specifics between real life commitments and then we can have the first session. That's assuming that I get more players. So far we have two, I'd say a minimum of 3 to even bother but 4 would be ideal.
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No. 29242 Kontra
>>29051
I'll create an account as soon as I'm done with work today (hope I don't forget it). I won't bump the thread because I don't really want to put this thread to page 1 while the kohl-raid is going on.
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No. 29860 Kontra
After struggling with how to make Batyr stand out as an OSR ruleset, I decided once more to scrap the whole idea. It as a game no longer exists. Instead I'm looking at an OSR sourcebook. They can be lots of fun and good ones are genuinely excellent. It also lets it work with more existing rulesets, and it's 'easier' in the sense that I don't have to come up with the rules, just make the content compatible.

The main goals are going to be a brief overview of the setting and random tables for generating characters, NPCs, scenes etc. as well as the second part which will be a subsystem for integrating the camp and clan into adventures, and probably a third part that looks at converting from heroic historical to Central Asian fantasy. In essence, a book along the lines of Vornheim or Yoon-Suin. I'm already liking the way it's making me feel more than making complete rules.

>>29242
Good idea. Don't want no kc refugees in the group. It's intended for Ernsts or not at all!
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No. 29895 Kontra
>>29051
Made an account.
Tbh the site and engine feels kinda buggy. It's acting weird on my end, at least.
I imagined the whole ordeal as a more down to earth experience with using a /roll command in some IRC channel somewhere, with text descriptions for everything and a map that's hosted as a picture somewhere :-DDDDD.
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No. 29902 Kontra
48 kB, 736 × 407
>>29895
What bugs are you having? Some things are a little suboptimal but it overall works fine on my end.

>IRC
Yeah, maybe that'd be better in some ways but in the longer term I think a VTT is the way to go. Way more flexible. I find that Astral is definitely a work in progress but it's not too bad, and once we scratch off Roll20, there aren't that many user-friendly ones that don't cost money. Be glad I didn't try and set up MapTool. While it's one of the most powerful engines for doing this kind of thing, it's also a lot less user friendly. This one lets me send messages to the game to announce game news and you get email updates and so on. Plus immersion features like inbuilt music player. Maptool has loads more functionality but is reliant on self-scripting a lot of it.

The idea of using a virtual tabletop over something like IRC is also that there's a distinct possibility of later doing hexcrawls or something. Plus, dungeons and crap are easier to share maps of with less chances of chinese whispers (fun as shit mechanic, but not for a new group). Eventually I'll probably also make use of the grid since presumably we'll try other systems that aren't theatre of the mind, or use overland maps and random encounters.

Also, should I take usernames now? Or wait until the kc thing blows over? I'm fairly easy either way.
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No. 29918 Kontra
>>29902
The "app" basically runs at 30 frames per second and blanks out regularly for some reason.
Have you tried roll20? I'm looking through their site and it seems a lot cleaner. I'll register there and report if it's any better.
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No. 29945 Kontra
>>29918
I know of Roll20, and they've been a bit dickish in the past because they're the big fish. Essentially they got really mad about constructive criticism and started banning paying customers for it, they're also partnered with the big fish from the paper world. On the other hand, the Astral devs are pretty active on the development forums, and are partnered with DTRPG, home of self-published turbojank homebrew. I like the underdogs.

Yeah, I wouldn't be paying them squat by swapping over, but still it's the principle. That said, if it's going to be the only one that runs properly, I'll swallow my damn pride.
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No. 29958 Kontra
286 kB, 1920 × 939
>>29945
Well, that sucks, human nature(tm) always seems to get in the way.
So far I like the roll20 editing tools much more (:-DDDDD), but since you'll be the one running, it's your call to make.

Astral seems to be laggy in firefox, I think it's better in chrome. It does have advantages though, namely a more streamlined experience, while roll20 is more like a presentation tool than anything.
I'll look around for other options (mostly for personal research), but I'm fine with either, as long as I can sort out the framerate issue.

This made me think how it'd be cool if a PC RPG had a sort of "GM" mode where one player can place npcs and trigger events, and update the game map in real time.
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No. 29976 Kontra
>>29958
Let us know how you go. I'm easy making an account on Roll20 if that's what it takes. The Firefox v Chrome thing makes sense too, since I'm using Iridium which is Chromium based instead.

>it'd be cool if a PC RPG had a sort of "GM" mode
Neverwinter Nights had this. It was pretty ebin and well implemented all things considered. To my knowledge, the games are still active basically because of that feature :-D

http://neverwinternights.info/dms.htm
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No. 29977 Kontra
>>29958
Also, I think a game with player classes being different schools of philosophy, with combat being magical shitposting at each other would be pretty ebin for one-shots :-DDD
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No. 29997
Tales From the Loop PDF is free today on DTRPG. Haven't run it, don't really have it on my radar, but a legit system from a big publisher doesn't come along for free all that often. I think it's like US$25 normally, so it's something of a steal :-D

https://www.drivethrurpg.com/product/210617/Tales-from-the-Loop-RPG-Rulebook

>>29958
Did you want to do some testing with Astral tonight? I can get you into the group and maybe see if it works better in player mode compared to create mode? If we can't work it out, I can set up a Roll20 session and see if that comes along better though. I was also checking out MapTool again but I can't be bothered figuring out all the hosting shit, especially not with Australian internet :-DDDDD

For now, it's easiest to just use a browser-based option.
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No. 30000
>>29997
Sure, just give me the time + timezone.
kz_brick is my handle.

I'm trying out some other clients in the meantime just to be sure.
>>
No. 30008
>>30000
Just sent the invite out. Whenever works for you is good for me, within reason. We are only 4 hours apart, with me being 4 ahead.
>>
No. 30088
i think tabletop games are best in a living room, at least with the help of a good video game system. I am still a sucker for an old-style board game when I need it. But if you are thinking of getting into the hobby, I think there are a few things you need to think about before you begin.

First things first, why would you get into this?

Many, many folks started into the hobby for the simple reason that they love to play. They know that the board game and the miniatures on it are a blast for them to play. While in the past it has been possible to get into the hobby, most folks have only played with hobby games of their own devising, or have been playing them for a long time and would like to continue to do so. This is a great point to begin your discussion, because the hobby is the only way we've been able to give back to the community.
>>
No. 30103
>>30088
I think that who you play with is far more important than where you play. A bad session is still bad even if you're at a table with friends, while an excellent group can make even long-distance gaming far more fun and immersive than an average group at the table might.

Tbh, I started playing because it was fun too. Been around the block, RPGs, Wargames and card games both big and small. I work on my own projects because it's fun to fiddle with, simple as that. There are some ideas of contributing to the hobby, especially in the realm of the OSR, but at the end of the day I am in it for fun.

I think it's a disservice to ourselves to not take advantage of the tide of newbies to make a healthier traditional games scene though. The influx is a great opportunity to diversify the playerbase and make the scene more sustainable, but instead we just funnel them all into WotC and GW's orbit and leave the rest of the hobby out to dry.
>>
No. 30467
435 kB, 1 page
I forgot to mention the other night that our test on Astral was pretty successful and we have our first player in the group. If the other Ernsts that are interested would post their usernames so we can get them in the group too, that'd be great. Since I have only 3 days of work this week, there's a good opportunity to have our first session (character creation and intros) later this week.

Sheets are done in-client but having a 'real' one as a backup would probably be a good idea. Plus, at the end of it you get a memento for whatever it's worth.
>>
No. 31371
134 kB, 412 × 421
Picked up the Combat Medic class for OWB. Dropped a buck in the tip jar though like the core rules, they are technically pay what you want. For the cost of download you get a pretty well-thought out class. It comes in at 1 and a bit pages long and manages to create a character that feels like more than a healbot.

I'll start with the statblock. They progress in the middle of the order for OWB. They aren't getting levels like Maquis or Charmer who get to their midgame pretty early, and they aren't quite the grind of the Tactician or Überläufer. In the same way that the Combat Engineer progresses steadily but not quite the quickest, so does the Combat Medic.

Their Hit Dice make them one of the squishier classes, and are at the bottom of the pack in that respect, alongside the Charmer and Combat Engineer. This is something that I actually love about the class. It emphasises the mortality of the medic, even when their abilities encourage them to run into incoming fire to try and save wounded comrades. It's a nice contrast to have, and makes the heroic actions that the character is designed to make, all the more heroic.

Their Basic Hit Bonuses are average support character stuff. They get mild enhancements in the last 3 levels, but nothing amazing. They aren't trained in heavy weapons or explosives, and using them is at -2 to-hit.

To offset their squishiness and low BHB though, they have above average Saving Throws. These guys can really hold their helmet on and get moving if they need to. Their starting saving throw isn't normally achieved until 3rd level or so in most characters.

On to their abilities:

First up, they have an affinity for medical treatment. They heal more damage, and more again if they have a medical kit. This applies to travel as well (with a bigger bonus), so a party with a medic will be in tip-top shape more often. They also get to further improve their saving throws against poisons, disease and fear. Once they hit 3rd level, they can heal a number of characters equal to their level up to the maximum amount during combat healing or daily healing. This is pretty powerful, healing the toughest class at level 3 up to 30% every time.

My favourite two abilities I saved for last since they are where the really great design comes in. First up is Grim Determination.

This ability means that so long as the medic ignores incoming fire to rescue or heal someone, then they get an AC bonus equal to their level. They lose it if they fight back. So the medic is encouraged to go out into no-man's land and stop that kid from bleeding out in his foxhole, relying on his team to continue the fight, and ignoring any shrapnel that hits him, to focus entirely on saving another. Good stuff, I like it. It meshes well with the ability to overcome fear, and the great saving throws, and these offset your low hit dice without actually removing the low amount of HP you have from the equation when you do make those actions.

Finally we have Allied Outrage.

This is another great thematic ability, and is pretty unique in that it gives the GM a tool to portray something of the enemy using gameplay rather than dialogue or exposition. What it does is sit there as a status so long as the medic hasn't engaged in combat. If he is fired upon in spite of this, then his allies get a +1 to-hit and +1 damage for the rest of the combat, becoming enraged at an enemy who so wantonly breaks the Geneva Conventions. At 3rd level it becomes a +2 to-hit and +2 damage, and at 5th, +3 and +3.

What I really like about this ability is that it lets me as a GM tell something about an enemy. If the enemy sees a named SS commander order his men to fire on the medic, then not only do they get the bonus but the context tells them that this is a particularly vile individual, and it's far more 'sticky' than having some no-name civilian tell them about Herr Fuckwit, SS Ultracunt.

I'd highly rate this class as an addition to the ones in the core rules. I like its overt focus on bleeding to save your comrades, as it was something explored by the Grunt class but never fully realised until now. I think it fits the types of games that it wants to run well both mechanically and thematically.
>>
No. 31378
>>30467
Shit, shit, shit. I forgot all about it over the stress of handing in my BSc. thesis.
I'm still with you guys but I need to sort things out today before I can read the backlog of this thread (will leave tab open).

Since I'm in the masters now, I will have courses over the day and either evenings or early mornings are free in my timetable. I'll get back in the evening, have to run to Uni now before they start the lecture without me D:
>>
No. 31379
>>31378
It's all good my man. Education comes way before playing pretend with rando Ernsts.
>>
No. 31439
>>31378
>>29051
Finally made an account, only slightly later than proclaimed in >>29242 :DDD

>ernst.würfel

I've read the thread-backlog as well. Looking at the char sheet you posted I feel like I should brush up on a few things. You posted a general overview of the gameplay, but it's been years since I've played a pnp. Searching the tubes for "bodycount rpg" reveals all sorts of stuff from vidya to news about ISIS beheadings :D ... Any recommendations?
>>
No. 31440 Kontra
>>31439
Also, the link to verify my astral account redirected to a broken page, but from what it looks like my account is working.
>>
No. 31441
>>31439
Invite is out. Going out and won't be active for a while though, so won't be responding probably for the rest of the night.

You can get the rules for free on drivethru, but it's simple enough that realistically once we set up your first lot of macros, you should be pretty much set to go. It frontloads most of the work onto the GM, and there isn't much work to do on that end to begin with.

https://www.drivethrurpg.com/product/241962/Bodycount
>>
No. 31443 Kontra
>>31441
Sure, I'll also be at uni for the day. With 4 hours of time diff between you and brick I'll be 9 hours behind you. The best times would probably be your evening and my morning. If we get a player from the US someone will have to do night shift :D
>>
No. 31849
631 kB, 827 × 585
Oh shit. New Dolmenwood update :-D
https://necrotic-gnome-productions.blogspot.com/2019/10/dolmenwood-campaign-book-planning-update.html

This is my most anticipated RPG product at the moment. I am beyond hype. To the Brick, I'd really recommend looking at the artists he has linked as being commissioned to do the art. They're a good example of what I was talking about during our testing session re: doing art with regards to the OSR. The artists linked are not what I'd consider the kind of art you see in most products put out by 'Big Gaming' for lack of a better term.

Also: Still looking for one more player. Currently we have a timezone spread from Australia to Germany, so if you're in there it is best, but if you're American and willing to be up at annoying times, be my guest. That said, if we don't get any more bites, I can probably make a two player group work, and it becomes fairly easy if you guys want to roll up two characters instead of just one. A little more demanding, but it shouldn't be too difficult. Especially if you've ever played a party-based video game where you're doing that anyway.
>>
No. 31889
>>31849
I've never considered that one player can play multiple chars, but it's so obvious :D

Either way, during weekdays I'll be at uni between 12:00 and 18:00. Lucky for you guys I get up pretty early which means our best bet is my morning between 5:00 and 12:00 (14:00-21:00 eastern aussie time). On weekends I generally have no schedule so anything from 5:00-22:00 is fine (14:00-7:00 for you).

Initially I was reluctant to sign up but now I'm eagerly looking forward to the adventure. I hope I don't slow you guys down too much due to lack of experience.
>>
No. 31899
>>31889
Yeah, multiple characters is never ideal, but it can be done. It shouldn't be a habit though. It's a lot easier to fix a 2 player party in the OSR though. You just upgrade the player hit dice to the next biggest (d6 to d8s for example) so that each person is harder to kill and has more powerful HD-based abilities.

Those times actually work well for me too. I usually work mornings though afternoons, so nights are my best bet to compliment your mornings. Now assuming that the brick is cool with an afternoon session, we have a rough game time set up. With days, I'll probably attempt weekends just because I'm more likely to be free, and less likely to fuck with other people's schedules.

Don't worry about slowing down the game. It's a simple system and with Astral, we can just set up macros for your most common actions so you can get your rolls at the press of a button. I'm actually all about new blood in the hobby, so long as it's in good faith and they aren't infected with Mercer Syndrome.
>>
No. 31967 Kontra
13 kB, 509 × 519
5 kB, 294 × 307
587 kB, 614 × 924
Testing ans self-made dungeon generator for Golgotha. Top and bottom corners represent vertical transitions, meaning that rooms 10 and 11 are actually in a lower level (to be rolled up later). I went with a pointcrawl because it lets me ramp up the 'weird' factor that Golgotha thrives on. So for example, the corridor between 1 and 2 is actually going to be described as straight, so that they head north off of the landing pad and come into the next room from the west despite not actually changing direction. Similar spacial oddities are going to be all over the place too as they explore the half-dead, million year old alien installation sunk into the atmosphere of a gas giant. At the middle though I have a puzzle room that is a 4-dimensional hypercube (based on And He Built a Crooked House) and is what contains the artifact they are meant to grab (itself the size of a housebrick but requiring 2 people to move).

Dog, weird OSR shit is so much fun to make.
>>
No. 32030
Ex-Bernd from Germany would like to join. What are you guys playing?
>>
No. 32031
>>32030
Bodycount. Lightweight d20 system for things in the vein of a sci-fi/cyberpunk Stallone film, with some obvious ancient ayyliums/stargate influences. If you want in, find the link to astral and post your username so I can add you to the game.
>>
No. 32309
Alright, looks like we'll be doing two players.

What's Saturday morning zulu time like for you guys? That's my evening, Brick's late afternoon/early evening and Germany's mid-late morning. Saturday apparently works well for the German who I believe has the most stringent schedule of us.
>>
No. 32310
>>32309
Shidd, I need to finish reading the rulebook and make a proper character sheet.
But I'll make sure to be ready by then.
>>
No. 32312
410 kB, 4 pages
>>32310
Ignore the pregens at the front, but here are the basic how-tos as per the free pdf from the website. Character creation we'll go through together on the day. It's not hard though. Sheets are purely as a backup, an excel sheet with all your stats and gear on it works just as well tbh. Character creation is rolled up and takes like 5 minutes tops, so no need to worry too much about it.
>>
No. 32369
>>32309
Sure, what time exactly? I will probably get up early by most peoples standards and 5:00 UTC (6am for me) would be fine. If you'd prefer later that's okay as well but don't worry about it being too early for me :D
>>
No. 32381
>>32369
That works alright for me. Let's say 0600 zulu, assuming that works well for the brick, I believe it's midday-ish for him.
>>
No. 32396
I would also love to participate tomorrow.
how will you play?
forum-adventure-style?
With headset?
Can s.o. post the bodycount pdf here/somewhere?
>>
No. 32399
>What are you playing?
DnD 5E, because I am totally new to tabletop RPGs and it's easy and I can fit it in my already rather busy schedule without expending too much time

>What are you running?
Lost Mines of Phandelver, with some work colleagues that are also new. We are stumbling through this together. One day I just asked around and immediately had five people at hand. Seems like Stranger Things really popularized it (never watched, I am a regular nerd), although one dude has played a bit of DSA years ago. I must say I find running a set module harder than my own stuff. We had some sessions where people were sick or could not attend otherwise and because everyone is still level 2, I didn't want them to lose out on the XP or story, so I had one session with mainly roleplay and letting the group collect sidequests and another one where they actually had to gather ingredients to make a potion for their sick companion. I really liked those more than just reading from the book and then noticing that important information I could have known is written further back (I know, I should prepare, but time is scarce...).

>What are you working on?
Currently nothing, just trying to finish this campaign so I can finally do my own stuff

Also, I was kinda surprised how sadistic and evil my group can be. Right in the beginning they had a goblin hostage and their plan was to set the hostage on fire and send it into the cave to flush the others out. Then when they had killed the bugbear (after climbing straight to his cave) they decided to scare the goblins with their boss in the other cave by cutting his head off and letting it float around the cave. Also, our fighter girl took all his teeth for making rancid arrowheads with them.
>>
No. 32400
12,5 MB, 55 pages
>>32381
Sounds okay for me. I woke up again in the middle of the night again, but I'll be sure to set up an alarm.

>>32396
Tomorrow UTC 6 AM.
Playing through the virtual tabletop platform Astral https://www.astraltabletop.com/
It's pretty much a chat room with some dice roll and map drawing, token functionality. (we'll only be using dice rolls).
Rulebook attached.
>>
No. 32405
>>32400
Thanks for posting the pdf. Reason I haven't done mine is that mine is on my personal drivethru account, and I don't want to spread around my real name via watermark tbh.

>>32399
A lot of the issues with adventures, even (or especially) with some big publishers come from them actually being poorly laid out. I tend to largely agree with the metrics that this guy uses when he reads aventures. https://tenfootpole.org/ironspike/

In short, it should be succinct enough to be easy to find information in at a glance, use evocative language to give you an idea of what you're dealing with rather than longform explaining shit and finally, it should have things to play with. Interactivity. Paizo is especially notorious for bloating their adventures and having poor usability, and a lot of the big WotC adventures go down the same road. That'd be my guess as to why you find it easier to use your own things. I usually do my own stuff, but sometimes I really love a good pregenerated adventure, if I find it interesting, such as with Winter's Daughter and really, most things Dolmenwood.

If you are looking for another great starter adventure, B2: The Keep on the Borderlands is excellent, even just for ripping ideas out of. It has a lot of brilliant aspects that make it very fun. My personal favourite is the keep itself acting as an adventuring base for the party and giving them something to dump gold into (especially with gold=xp, the superior system). That said, it's for Basic. Fundamentally similar but different enough to need conversion for 5e. There are conversions floating around though. Or you just play Labyrinth Lord, B/X Essentials, Swords & Wizardry or any other retroclone.

I'm also a lazy GM who tries to avoid prep unless it's for a group I can consider worth bothering for. My current irl group doesn't want to do anything but kill monsters. If I put an encounter down, it's going to just get shot rather than any kind of interaction. It's cool, I just made random tables and am randomly generating the pointcrawl as they move between rooms, with wandering monster tables going off every 5 turns. Next session they leave the 'mildly creepy' tables and go into the 'weird higher dimensional geometry' tables.
>>
No. 32430
Starting up the session in 30 minutes.

The agenda today is really just housekeeping matters. We establish something of an idea regarding when we play and for how long, what kinds of game we're after and then creating characters for the first game. I may also throw in a basic combat example to get everyone up to speed with things. It might end up being a shorter session than one in which we are gaming proper, but this kind of thing (session zero) is very important in my experience. Not so much for narrative reasons, but just for the sake of having a functional group where everyone is on the same page.
>>
No. 32431
>>32430
Ah, this sounds very reasonable. I thought I already screwed up when I discovered the "JOIN GAME" 10 minutes ago and feared I should have done this long ago. But if we are just creating our chars now I guess I'm fine.
>>
No. 32432 Kontra
>>32431
"JOIN GAME" button*
>>
No. 32433
>>32431
All good. Jump on in and we can get started.
>>
No. 32436
That worked out well, looking forward to the next session.
>>
No. 32437
>>32436
Yeah, same. I'll be fun. I'm going to try and get those sheets in the thread by tomorrow some time (and before radio time so that I don't system noise over the music again).
>>
No. 32438 Kontra
>>32436
There is no way to access my character sheet while the game is offline, it seems. I assume these things are saved in the session and will be available when resumed?
>>
No. 32439
>>32438
Yeah. They stay attached to the game. I'm working on versions of the sheet posted here: >>30467 for you guys too, just so you have something to reference.
>>
No. 32440
>>32439
Cool. I'll check this thread regularly for updates. Does it make sense to create a 10-sentence background story for the chars or do you want us to develop that together to fit into your plot?
The last game I've played was Cthulhu and there it made sense for the GM to give some hints to the players regarding their background.
>>
No. 32441
>>32440
Im more of a 3 sentence guy if people want backstory. Who were they? Who are they now? Who do they want to be?

For example, Luke Skywalker. He grew up on a moisture farm on Tatooine, left to find adventure and answers, and strives to become a Jedi Knight like his father.

It gives all the detail you need to run the character as both player and GM and nothing more. Let the stories be told at the table instead is my philosophy.
>>
No. 32442
>>32441
That sounds reasonable enough to me, yes.
>>
No. 32446
333 kB, 792 × 1120
314 kB, 792 × 1120
I think that these are complete. I'll double check tomorrow to make sure, but I don't think I missed anything.
>>
No. 32461
I'm always curious why tabletop RPGs are so popular among nerds (nothing wrong with it of course). It seems like it's kinda like improv theatre in a gaming/fantasy setting, which I'd personally be way too anxious or introverted to do.

Seems fun for people who enjoy it though.
>>
No. 32463
>>32461
I'm just trying my hand at it, but for me the appeal is less role playing and more interactive story telling and world building, having characters interact, etc. And the fact that there's rules and mechanics behind it helps give the whole thing structure and direction, instead of just imagining stuff.
Some probably enjoy the strategic and gamey aspects of it, like playing a video game but with more freedom and less grafix.
Others might actually enjoy the act of role playing and theatrics (weirdos).
>>
No. 32464
>>32461
The "improv theater" angle is less annoying if you're playing among friends or people accept that it's all a game. A game where everyone sort of knows each other and expects awkwardness is different from something like public social interaction where shit like reputations and first impressions are on the line.
>>32463
>less role playing and more interactive story telling and world building, having characters interact
That's pretty much roleplaying.
>>
No. 32488
>>32461
That's a very difficult question. Personally, I'd not consider role playing as pretending to be someone else in the acting sense, but interacting with the world based (largely) on the knowledge that the character has, essentially making character-informed decisions. As I've said before it's not a hard rule and meta is perfectly valid in certain cases.

For me, the fun thing is creating challenges that are interesting. Seeing as I tend to design in the OSR style, even when not playing an old school game, this means challenges that have no obvious, 1-step answer and most of the time I don't even figure out what works beforehand. Let's use a classic example, 'You need to cross the river. There are crocodiles in it.' From here the players can interact with the environment, and stretch their brains a bit. Do you create a zip line? How? Kill the crocodiles? How? etc. etc.

What emerges are the stories that everybody chases so much by weaving grand narrative into games where it just isn't necessary. Now that's not to say that evoking atmosphere is unimportant because it sure as hell is because getting the feel right means that players can make better informed in-character decisions which is more fun for everybody.

The kinds of things you are going to think of will vary greatly depending on setting. If you're playing in an ancient barrow with unspeakable horrors in the dark (Best Left Buried, Veins of the Earth), then your understanding of what constitutes a good idea is going to vary greatly to exploring 18th-19th Century South Carolina (Lowcountry Crawl, Colonial Gothic). Settings are essentially the framework that provides limitations, advantages and context in any situation. That way, the setting ties back into setting the challenge, and thus the fun in having your characters overcoming that challenge.

There's more to the appeal of setting than just that, but it's more a discussion of its own than something that makes specifically RPGs fun.
>>
No. 32489
331 kB, 792 × 1120
Oh yeah, I also noticed a mistake on the Hubert sheet. Fixed in this one.
>>
No. 32544
>>32488
I would like to add that PnP RPGs are the only way to ever get a true detective-like experience. It's a genre that vidya has never gotten right till this day and probably won't until we have specialized AIs for information retrieval about the world.
>>
No. 33017 Kontra
>>32489
So, when is the next session planned? I noticed friday being listed under schedule but it's still unconfirmed by all members.

Kontra due to current activity on page 1.
>>
No. 33235 Kontra
>>33017
The timetable saying Friday is would seem to be that it changes according to the user's time zone. It's set as 0600 on the Saturday for me, and I assumed it'd be the same for all.

Probably not going to be able to this week too sorry. I'll fix it up later, but I've been called in for a big shift on Saturday and won't be able to run it. I'll shoot for 0600Z on the 23rd for the next one.
>>
No. 33554
Just going to bump this so that the heads up about the session that was planned for today.

To make it not a complete throwaway post, I'll make it known that Necrotic Gnome released the new Old School Essentials (1981 B/X Clone) print run. It's a pretty good option for a baby's first OSR game because it's well written for clarity and usability while sticking close to the core old school rules that are compatible with virtually everything. The build quality of Necrotic Gnome books is insane too. Nice paper, silky hardcovers and stitched bindings. Maybe not entirely necessary compared to an el cheapo softcover of Labyrinth Lord or something but still a nice little luxury item.

https://necroticgnome.com/collections/old-school-essentials
>>
No. 33592
>>33554
so this OSR-stuff is basically (A)D&D. Are the IP-owners okay with this blatant rip-off?
>>
No. 33637
>>33592
Okay? Yes. They've legally bound themselves to be okay with it, and if they change the rules, we are legally allowed to ignore them. So back in 2000 they released the Open Game License (OGL) which specified that some parts of certain rules, monsters, treasures and so on were to be designated as Open Game Content. So long as you make sure to have the System Reference Document (SRD) in the back of your book which outlines the use of Open Game Content. Other products can also reference the SRD in marking some of their own content as open, and so long as you add their reference to the end of the OGL in your own book, then you're breezy. The things that never go open are the trademarks though, so you'll see OD&D being referred to as 'the classic adventure game' or something along those lines. B/X is a slang term so they can't ride the author for it, even though it's overtly referring to the Basic/Expert sets of the 80s.

The intent was to open up the ability for people to publish things for 3rd edition as third parties, something which was not really doable in the past. This happened, but it also let people create new games. A big example is Pathfinder 1e which is a 3.5 clone that at its peak was probably more popular than D&D itself. The OSR did the same thing except it went back and reimagined the older rules that were suddenly fair game.

http://www.wizards.com/default.asp?x=d20/oglfaq/20040123f
>>
No. 33640 Kontra
>>33592
Further clarification: old school D&D is not technically under the OGL, but since they can't copyright game mechanics like 'roll a dice and add modifiers', all that you needed to create a retroclone was legal room to use the terminology like Armour Class.

Oh, and it sort of depends on the game in question as to whether it's AD&D or not. A lot of them use a B/X base because it's clean (for the time), lightweight and pretty powerful. With a little clarifying and tidying up, you have a solid base game. Some versions will adapt it further into something new, some won't. Then there are retro-inspired OSR games which do very similar things and are totally compatible but aren't really based on an old school ruleset, but an old school style of play instead (The Black Hack, Knave, Dungeon Crawl Classics). Finally you have the AD&D clones. Some of the B/X games have supplements for it, Old School Essentials has a couple of books for rules and classes, Advanced Labyrinth Lord does a similar thing except it's a separate edition with more mix-and-match options. OSRIC is a fully edited AD&D 1e clone that is much more playable than the original if you don't care for the nostalgia of sometimes poorly written rules. 2e is not often used in the OSR.

The key thing is that they never copy paste from the original because technically speaking they aren't Open Game Content.
>>
No. 33709
>>33637
thanks! didn't know that roleplayers have their own open source/fair use movement.
>>
No. 33851
I'm reading through the rules of Bodycount in preparation for the next session and need some clarification on the Resource Level. The manual states twice that use of an item you have no clearance for results in you being disabled with LTL and the item being collected. But what constitutes as "usage"? Lets say my weapons resource is 1 and on the floor I see a sort of MG lying around. If I just want to pick it up to barricade a door handle with it, do I first have to check what resource it requires because the act of picking it up already triggers the drones of Prime Industries?
I'm not asking for lenience regarding mistakes, mind you. Such details can create interesting tactical choices as long as they are consistent.
>>
No. 33857
>>33709
No worries. The OSR is something of a love of mine, and the more people who get interested, the better.

>>33851
It's a ruling over rules aspect. Lots of the rulebook is. In fact, it's something of a problem in Dark Stars too. How I'm doing it is that discharging the weapon will activate the scan. If it's not a weapon say like a restricted access military-grade medkit, then breaking the seal scans your tag. Then grenades when you pull the pin and so on. The arrest by drone isn't automatic neither. If you guys can figure out how to get out of dodge before they arrive, or get reinforcements then you can get away with using restricted items.
>>
No. 33875
>>33857
Thanks for clarification.
>>
No. 33914
Started playing 40k this or last year and been playing DnD with frens from wörk for almost 2 years now.
I wish I would've discovered the hobby earlier in life. I mean 40k would've been too expensive but DnD is low cost high value.

I now got ~1200 points worth of Imperial Guard glued and mostly painted. I am not very good at painting but I am slowly developing I guess. I've never been good with brushes, pencils or anything of that kind so I was very sceptical about it but it's still fun and relaxing for me to paint. I have very low standards though so I don't do anything fancy and I'm fine with my models looking only okay. It's more about getting it done to finally play with them.
I'll read the entirety if this thread later. I am very pleased to find it here!
>>
No. 33926
>>33914
Cool. What kind of Guard do you play? I remember mechanised being the shit back in 4th which was the last time I played on the tabletop. I've since moved on to Inquisitor if I want to play some form of 40k on the table and even then haven't played in years. Lost large portions of my collection in moving over time as well which is a shame. I'd also recommend Combat Patrol rules. They're fucking awesome. 400 point games with no 2+ saves and shit. It's a nice middle ground between the tactical games and the 1000+ point mayhem. Less flashy things can shine but you aren't bogged down with occasionally autistic tactical level rulesets.
>>
No. 33933
>>33926
Got a pretty mixed list right now but tanks is the meta in 8th ed. basically stacking leeman russes.
But I'm more of an Infantry/Artillery guy myself.
8th edition seems to be pretty rules light/streamlined already but I can't judge since it's my first edition.
I'm on a tourney on sunday with a fren (tag team), wish me luck!
>>
No. 33944
>>33857
Do we have a session scheduled for the coming saturday? Same time?
>>
No. 33954
>>33933
Nice. I was always a fan of dumping a half dozen templates on the board at a time too. Good luck with your tournament.

>>33944
Yep 0600Z on Saturday. Been punching some stuff out last minute but should have it all ready in time.
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No. 33967
39 kB, 669 × 476
>>33954
No worries, I'm also behind schedule with reading the rulebook :D

Also creating a character portrait for Kurt turned out a much slower process than anticipated. (Which could have been foreseen, really)
Worst of all, the inspiration for my name was Kurt Gödel + Gustav Landauer[1] but as it turns out, "Kurt Landauer" is the name of some manager of a large football club[2] and I hate football with a passion. We all have to live with a burden, I guess. I'll just make it my characters trait:

Kurt simply wants to have fun, usually at the cost of others whose ass he kicks, but has to live with a tragic fate: To share the name with a person he hates. In the corporate dominated world of The Block, authorities of all kind have united to make it impossible to change ones name. Suppsedly for the safety and security of The Block, because "Terrorists want to change their name, are you a terrorist?", but really they just want to avoid complications in survaillance. Can Kurt survive this adventure while overcoming his anger management issues?

(Picture relevant, Mnemonic is an ass-kicking-inspiration for Kurt)

[1] https://en.wikipedia.org/wiki/Gustav_Landauer

[2] https://en.wikipedia.org/wiki/Kurt_Landauer
>>
No. 33969
>>33914
>I'll read the entirety if this thread later. I am very pleased to find it here!
Done, although I skipped over some.
Ausfag has some decent taste and knowledge about ttrpgs and their scene. You seem experienced!

About DnD (5e)/The OP:
I'm currently playing in one game with gf and loose friends but this group rarely gets together because most of them are still studying and come from all over the place.
There I am playing a Halfelf Bard of the college of Whispers. He is inspired by the generic H.P. Lovecraft protagonist; Scholarly, Curious and Eloquent. The Whisper subclass fits well into that theme with nods at cosmic horror and insanity.
My DM even let's him hear voices in his head sometimes which really ties into his whole schtick and I love it. Too bad we rarely play.

The other game is the one I am DMing for 4 co workers and the gf of one of them. They grew on me due to the hobby and daily lunch together so they're actually the closest friends I have now. Since our schedules are basically identical we can meet every Wednesday and sometimes even squeeze extra sessions in on weekends when we miss too many sessions because of irregularities.
It was the first time I ever DMd and I wasn't a particularly experienced player beforehand either so I was kinda nervous about it but today I am way more confident. I made many mistakes but I guess that's normal when you're starting out. Luckily not all of these mistakes are actually visible to the players though.

I am running an entire homebrew campaign in an entirely homebrewed setting which, as you can tell, is/was a herculean task for a proper noob like me. My players were noobs too though so it didn't really matter, we're all having fun.
I used Dwarf Fortress to create a world map for me and I filled it with content myself. I did the mistake of making it too big though. Players are traveling for days a lot and travel is kinda boring in DnD if done en masse. Random encounters get really stale after a time and having something interesting occur EVERY time is hars to do for weekly sessions. So that's a thing I will be doing different next campaign. Smaller scale, less unnecessary clutter.

The story/"main quest" is another story, I might elaborate on that if someone wants to hear.
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No. 33973
1,7 MB, 1600 × 1253
>>33969
Yeah, running a game can be tricky. I consider myself experienced but far from a great GM. I think that my biggest problem right now is that I'm soft on my current IRL group because they're all relatively new, with the most experience being computer RPGs, which are similar enough that they feed bad habits at the table, but dissimilar enough that they don't teach good ones. I struggled to get them to be proactive and for the sake of not sitting in silence for 10 minutes at a time, got soft on them, essentially reinforcing the bad habits of PC gaming where the entertainment comes to you instead of you interacting with the environment to generate action.

Good job running a homebrew for your first game. It's going off the deep end to an extent but is frankly a good skill to develop. Don't be afraid to pick and mix though. 5e is a lot like the OSR in that it has an ungodly amount of product (including third party) that you can mine for ideas and/or content. It's not all good, but there is good stuff out there.

>Players are traveling for days a lot and travel is kinda boring in DnD if done en masse. Random encounters get really stale after a time

There are houserules floating around to fix this, though I can't tell you much on the 5e side since I don't play that edition personally. That said, there are system neutral supplements for this kind of thing, and 5e is still D&D, so old school stuff is not too difficult to convert up to 5e if you have a rough handle on calculating XP rewards*. Into the Wyrd and Wild is an excellent way of making foreboding wilderness travel work, and includes some rules for making camping and survival more engaging.

Tbh, I love random tables though, and that book has plenty of them. If you want to try something with a bit more buildup than 'roll every x turns', you can use dice mechanics. One type that I like is to use a full set of polyhedrals. Put the 20 in plain view, and when they do something 'loud' or after a certain amount of time, roll it. If it's a 1 or 2, then reduce the die type to 12 and then 10 etc. Once it gets to the d4 and a 1 or 2 comes up, then have something serious go down. It's in plain view so they can feel things ramping up as the probability of something happening gets higher and higher, and it reinforces the feeling of pushing their luck as they travel long distances overland. You can also add minor complications at the transitions between dice types if you want a steadier stream of minor events. Avoiding tables, you could also have a set string of events that foreshadow the big one at the end.

You determine how to reset the counter, but resting in an inn or a town or something are good ways to entice players into areas where you can set up hooks. Hexcrawling is another way to greatly enhance wilderness exploration because it has a distinct layer of gameplay where the players are having constant interaction with their surroundings via the map and moving across it instead of just being reminded here and there that they're in a forest on their way to the next adventure goal. Pic related is an example of how that layer looks.

*Old school tends to trend towards gold=XP, where players are rewarded by the value of loot they can haul back to town, while combat represents a drain on resources that restricts how much loot they can feasibly attain. You're encouraged to avoid danger to enable you to stay in the dungeon longer to acquire more shinies and hence more XP.
>>
No. 33976
247 kB, 716 × 431
time to paint
>>
No. 33977
>>33976
Is that 8th Cadian?

Respect. Mine were just a homebrew PDF, but were I to start playing again, I'd be painting up the 8th too thanks to recent lore changes. I can't really think of another major faction where the poster boys are also actually rad as fucking hell. Crazy how with one bit of lore (fall of Cadia) they went from generic to awesome.

I've considered putting together a warband for Inquisitor based around remnants of the 8th after said fall though. Problem is that putting together cool warbands can be pricey because of custom minis and finding specific bits, plus time intensive if you need to greenstuff something, or modify them in some way before you even get to painting. I don't really have the time or money for a game that I don't have a group for right now though :-DDD
>>
No. 33978
263 kB, 719 × 529
>>33977
Yep. But only because that's my first army and I went with a tried and tested color scheme. That's not nearly all of my dude thugh. I have about 80 figures and 6 tank/transport/artillery pieces.
My paintjobs areverage at best though. I have jittery fingers and thus are not very good at details. Thank god there's liquid talent (washes).

Yeah I wouldn't out money into if if you can't play. But you might check out the used market. At least here there's online groups just for trading used WH stuff and I made some good purchases there, saving up to 50% of the GW price..See the dudes in grey? Those are actually bought off from another's player. Only the faces/hands aren't painted yet and I'm slowly catching up on them.
>>
No. 33982
>>33978
Well, your dudes represent a formation that performed rear guard duties for the evacuation of their homeworld, while said homeworld was literally falling apart beneath their feet. They're kind of badass now instead of being the generic vanilla force that they were when I still played. Paintjobs look fine to me. Better than when i started. It's not as though most people you come across are golden demon winners neither.

Yeah, I love Inquisitor, but the Kill Team reboot basically murdered what little scene still existed. Pockets still exist but the big draw of creating a squad of "Your Dudes" to murderise a squad of "Their Dudes", got taken away by the fact that KT is actually still officially supported by GW, and the rules are still in print and crap like that. The fact it's got an aspect of balance doesn't hurt neither tbh (Inquisitor functions entirely on the social contract, no points values are given to anything).
>>
No. 34002
Session starting in about an hour. Can bump it back if 0600Z is inconvenient this week.
>>
No. 34004
>>33973
Finally time to reply to this one.

  1. Inexpierenced players, vidya habits.
Yes I read about that a lot but aparrantly I got lucky with my group. Aside from the usual warm up phase they began roleplaying pretty quickly and taking their time for pure RP moments. They seem to get what the freedom of an ttrpg is all about. Only one player struggled for longer because he just couldn't handle the freedom of the game. Sometimes it's rough coming from rigid vidya into a game where you can do basically everything.

2. Homebrew
Yes, I do ofc use the monsters and spells and items from the official sources and I'm always on the lookout for stuff I can use out there in the web. But I already homebrewed some magic items and monsters, too.

>Into the Wyrd and Wild
Never heard of that, will check that out.

3. that dice mechanic with the d20 in the middle
Sounds interesting! Might try something like this during a "stealth mission".

4. Gold/XP
Yeah I chose the milestone XP thing. I think classic XP system is too gamey.

>>33982
Yeah Cadians are hardcore now. But fluff wise my dudes are some rag tag regiment of leftovers (to justify the different uniforms). They dudes in grey are voidborns from some mining asteroid and the Cadians were put there after Cadia's fall to pad their numbers. They don't get along very well but with each battle they win, they grow on each other.
The Ministorum recently sent them a Psyker (I bought a Primaris Psyker) and they're freaked out by him. And they got a Leeman Russ and a very competent tank commander (I also bought Pask and another Leeman Russ) which boosted morale a fair bit!

What's your issue with KT? KT is what actually got me into the game.

>>34002
Have fun, lads!
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No. 34005
>>34002
I'm good, might be 5 minutes late but I'll be there.
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No. 34006
42 kB, 1 page
>>34004
Cool lore tbh. Better than mine which was just 'mining world PDF full of diggy bois with a hardon for earthworks' :-DDD

Kill Team is a solid game, and I don't really dislike it. It's just not as flexible as Inquisitor with regards to making interesting kill teams/warbands. In terms of playability, it's better for sure because like I said, Inquisitor has no concept of balance, but the complexity of Inquisitor allows for some very unique things to happen on the table, especially because of GM rulings. This is the character sheet, you have one per mini. As you can see, there are a lot more fiddly bits to customise, at the cost of being far less streamlined. It's also fairly unique in requiring a GM to play, with the advantage being that you can instead turn it into a tactical RPG where everyone has one character and plays against NPC opposition.
>>
No. 34011
>>34006
Never heard of that, very interesting!
I read that 40k 1st edition also had a GM, still! And it had many rules for enviromental hazards like a planets giant flora holding on to your dudes and stuff. Was defenitely more narravtive based back then or at least that was their initial intention. Luetin09 made a cool video about all the 1st ed stuff recently.
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No. 34015
331 kB, 792 × 1120
314 kB, 792 × 1120
132 kB, 798 × 914
Alright we had our first true session just now.

First up, meet Hubert, played by kz_brick and Kurt by ernst.würfel.

They received a job from an anonymous individual to destroy a mainframe located at some corportate offices. When they arrived they figured that the best way in was to get someone to let them in. Luckily for them, the guard booth was manned by an overweight slob with more pounds under his belt than IQ points. They got in undercover as computer maintenance guys, and shortly after discovered that they weren't alone in pursuing the prize here when a keylogger was found in the interior security station along with evidence of tampering with entry logs. In fact, they were behind the competition who seemed to either be an inside man, or someone with seriously good paperwork.

Looking around some more, they found few guards, but managed to convince one on patrol that they were security buffs and got some useful intel out of him, while also not getting shot. There was also an overworked office drone trying to meet a deadline without the appropriate forms being filled in. The horror! Following this, they traveled along a service corridor and ended up in a maintenance storage area. It backed on to an office space on one side but more importantly a waiting room with a real wooden door on the other side. Real wood means real cash in Block 47, so our heroes decided to get in on some side loot. Unfortunately for them, the door was guarded. Never ones to let a little murder get in the way of loot, Burt and Kurt MacGuyvered a booby trap and lured a guard into it, killing him instantly and ending the first stage of the adventure. The infiltration.

Next time on Dragon Ball Z Bodycount: Hubert and Kurt find themselves locked in deadly battle with three corporate security officers. Will they have the strength to overcome them and acquire the riches beyond the wooden door? Who is this mysterious competitor for the mainframe computer? Find out next saturday!
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No. 34024
>>34015
Nice.
>>
No. 34046
3,6 MB, 4032 × 3024
Testgame against my team mate and discussing tactics for the big game tomorrow!
I won this game at least.
>>
No. 34070
32 kB, 202 × 360
>>34046
I like your table mat. Gotta say though, that's one shooty tag-team. Hope you don't have to face too many assault forces :-D

Good luck, let us know how it goes.

Also, I'm going to post a two-post review today. The first one will be pictures because I can't find the cable to transfer them to PC and I don't want to type a whole thing out on my phone if I can avoid it.
>>
No. 34073
>>34046
Looks bloody cool.
>>
No. 34076 Kontra
>>34011
Oh, I missed this post. Yeah, RT was a very odd game. It's kind of awesome but it's very odd. I do really like RT aesthetics though. It was very proto-40k and most of the elements were there, just in weird ways. People say that the Marines are vastly different, but they've just been presented differently since the early days if you ask me. They were still deemed monks in fortress monasteries, they were just a mix between actual soldier and warrior-monk instead of just warrior-monk turned to 11.

Yeah, Inquisitor was one of the Specialist Games back when GW still had that line of products. Thing is that nobody played using the official Inquisitor rules because they were in 54mm heroic (so bigger than standard pieces by about 2x). This meant that not only did you need a lot more terrain because the game is lethal as fuck, but the terrain you had didn't work for it, and there were not many 54mm 40k minis to boot, so variety was lacking.

People figured out pretty quickly that the game was very easy to hack for 28mm heroic (standard 40k) though. Since it's roughly a 2:1 ratio between Inquisitor and base 40k, you could likewise turn all the measurements into a similar scale. The game ran on a feet to inches system, so you convert it to feet to cm system instead and get the same effect on the table while not having to rewrite much of anything else. Thus Inquisitor28 (=][=28) was born and it's the one that survived the 40k Specialist Game apocalypse to the current day.

I bet they regret axing the Specialist Games line to an extent though because Battlefleet Gothic could probably be made profitable nowadays with the video games bringing people in.
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No. 34083
1,4 MB, 1920 × 2560
1,4 MB, 1920 × 2560
1,5 MB, 1920 × 2560
1,5 MB, 1920 × 2560
Text to follow.
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No. 34084
Today I'm reviewing Revolutionaries by Make Believe Games.

I picked this up for my birthday and it arrived in the mail yesterday. First impressions are good. As you can see in pic 1, the aesthetics are pretty good. It evokes the theme presented very well, stands out and what you can't see is that it's made to a high standard. The cardboard is silky and quite tough feeling, no bendy cheap-feeling cardboard here. It's an A5 size, which is personally my preferred scale for RPG material, but YMMV there.

Opening it up my first impression was to be blown away. The aesthetic continues inside and remains tasteful. What you get are three softcover booklets, one set of dice with the 5 and 6 replaced by the Union Jack and the thirteen stars and split snake respectively. They represent the mechanics regarding Liberty and Death. You also get a softcover codebook that contains alphanumerical coding used by the Culper Ring so that you can create and decrypt coded messages authentically. This is done in such a way as to look kind if authentic and can be used as a player aid at the table, with the GM handing over actually encoded messages for them to decrypt as a minigame of sorts. It's a nice touch. Finally we have a deck of 54 ID Cards. These are very important and I'll come back to them.

The build quality inside remains quite high. The soft covers are booklet style A5, stapled together but the covers are made of a high quality smooth-finished cardboard and the inside paper is not especially thin. The text is a little dense, but it's not a complete dealbreaker since the rules are relatively simple anyway. Art is done tastefully, being mostly just emblems or greyscale of actual paintings. That which isn't, has a copperplate look to it that remains consistent. The codebook also isn't glossy paper which makes it feel even more like an artifact when used by the players. I like that touch. The dice are pretty standard. I've felt better and I've felt worse. In terms of box set dice, they're not bad. Cards have a nice feel, not too flexible and seem fairly durable.

For me though, what really impressed me is that this is a superb example of a well thought-out product. There is some excellent design in how they put the various elements together to not only make it nice to look at but to vastly improve the playability of the game. The first is the way that the books are split. It's not a new idea by any means, but it's something that more companies need to do if you ask me. Not only does it look nice, but it means that you don't have to keep passing one big book around the table whenever someone needs it. There are two books designed primarily for the GM, the White and Blue ones which are the system rules and a pair of starter adventures respectively. Keeping the rules separate makes them easy to reference without digging through fluff and adventures, and the adventures serve as a way of introducing how a functional adventure looks in a fairly non-traditional setting and gameplay cycle.

They also seem to have understood that not everyone is going to know that much about the American Revolution, and even less about Espionage for the Continental Army. They decided then that they needed two things, firstly was a way to introduce important people, events and so on to the players. This is done using the red book, which gives background on the areas of operation, historical situation, important figures, allied and hostile organisations etc. What it also does well is gives an overview of period tradecraft, to help players make intelligent decisions in a game about historical espionage.

The second genius part in my opinon is the system being based on ID Cards. I am not totally in love with the system itself, but it is fairly well designed regardless of my personal feelings on it. Essentially a character is created by choosing 5 cards. How they are chosen is up to the group, but once you have 5 cards and have defined how they fit into your character's identity, you arrange them into three stacks. The first are what the character idealises and strives to be, the second is what comes naturally and the third is what they're trying to suppress but not entirely suceeding to. The front card of each pile is the Face Card and the three Face Cards determine which aspects of the person is being presented openly at the time with the others being less apparent but still there. Between scenes, the cards can be rearranged. Pic 4 is essentially the character sheet for one I just threw together from a random draw.

As I said, I'm not totally in love with it. The card thing is cute and effective at giving people ideas of period-appropriate characters as well as instilling a depth of character, but it's a bit too cute sometimes. I find myself wishing for a more traditional character sheet option but having not played it yet, my opinion may change. In a way these are bit like aspects in Fate, though I do prefer this method where instead of extremely broad ideas, you're instead dealing with the way that the person presents themselves at different times, and which values they choose to emphasise.

All in all, I don't regret the purchase in the slightest. Indeed it's an excellent product that is designed in a clever way for playability and immersion, with the caveat that it's very non-traditional.
>>
No. 34089
>>34084
This sounds pretty awesome actually. I had no idea it existed until just now.
>>
No. 34091
>>34089
Yeah, it's pretty cool. Fairly difficult to find though. I got mine from Miniature Market, and I think they still have a couple left if you were wanting to pick it up.

Honestly, I have ideas for using parts of this game outside of the game though. The ID Cards themselves are pretty good for just shuffling and handing one out to determine a rough character idea for even the OSR or what have you. Their background and appearance is there, and the Skills can be turned into focuses of the character's personality and/or skills.
>>
No. 34094 Kontra
1,2 MB, 1920 × 2560
>>34091
Unless you get Inventor.

>no, you cant be Ben Franklin
:-DDD
>>
No. 34100 Kontra
Okay, did some more reading. I take slight issue with one choice taken which was to present the Culper Ring as a kind of occult secret society complete with literal magic when they were in fact just a Pro-American spy ring. It's not a deal breaker but it is slightly disappointing. Colonial Gothic already exists and is far more established and frankly a better system for that kind of thing. It would have been wiser to make this a strictly historical game. Thankfully the nature of the rules is that you can pick and choose which ones to use, but unfortunately this misrepresentation leaks into the player worldbook a bit, so you can't just hand it over unless you intend to have the occult aspects. If you're doing historical , you'll have to let them know of the differences between the book and the actual Culper Ring that you're running. It really should have been the other way around. Easier to add things like hidden magical knowledge to the lore than it is to take it out.

I'm a bit disappointed because this isn't actually referenced in the product description which in fact refers to the 'grim realities of war', and 'bearing witness' to the historical events. I think that this aspect then looks like an attempt to appeal to RPG players who can't conceive of a system without wizards and in this case, it detracts from the overall product if you ask me.

It isn't the end of the world, nor does it entirely ruin the product, but it is something I feel obliged to mention since it wasn't apparent at the time of my initial review.
>>
No. 34101
>>34015
It was a lot of fun, thank you.

I'm still somewhat in the process of finding my character and since we don't know each other that well there is also a certain threshold to coming out of ones shell.
Years ago, when I played with friends, I was more daring to put the role out there. This worked especially well in Cthulhu where it was thematically fitting to have someone do weirdly unexpected things that were left unexplained. Like putting another character in jeapardy and having the GM figure out how to solve that. I was playing a bit of an occult maniac but I only let other players learn that gardually.

Here, with Bodycount, the role I invisioned is more of a punk, still green behind the ears and thus naively fearless in some regard. But I felt doing unresponsible things in our first session would be dumb since you guys had no idea of knowing that I'm not just an asshole of a player :D
I'm talking about rash decisions of a young punk, à la "I don't care about danger, I'm going in there" and then realising I'm in over my head and apologising to the team after they rescue me (that would be you, kz_brick :-DD).
But yeah, these things should be left to later sessions, not the first ones where players get to know each other.

In any case, I like the setting of Bodycount and I had a fun morning with you guys.
>>
No. 34103
>>34070
Yeah we're a shooty team.
Our team name is Taus and Panzer. But I don't think anyone will get that reference though. Thanks, we'll do our best. It's starting in 2 hours.

>>34073
Thanks. Terrain and mat are my fren's. They were smart enough that you can flip it around and got a desert terrain look on the other side but we still need some more terrain pieces for that.
>>34100
That's a very interesting setting and concept. I wonder how this plays. And yeah that magic aspect is a bummer, I get where you're coming from but maybe it adds to the game mechanically if not thematically.

I've been on the SPIEL in Essen this year. It's the biggest fair for traditional games (in Europe I think) and there was an entire building just for upcoming ttrpgs but most were very generic fantasy which is frustrating because there might have been a gem among them but time is precious and you can't just sift through every "knights, wizards and dragons" RPG.
But stuff like that game always caught my eye.
I took some photos of games that go on Kickstarter soon or I wanted to remember because it sounded interesting, maybe I'll do a post on that someday.

Tell us how it actually plays when yku get the chance!
>>
No. 34104
46 kB, 611 × 474
>>34101
Glad you enjoyed it. Don't worry about bad first impressions. I can spot the difference between someone genuinely playing a character and someone being disruptive for the sake of it. The former is fine, the latter is a pain in the arse. Bodycount doesn't particularly worry me so much with that sort of thing anyway because it is designed to be stacked to the action heroes a bit. Similar behaviour might not be as great in an OSR game where traps can 1-hit you at low levels, and a rookie character would probably know to stick behind the guys who know what they're doing some more. Context is everything.

>>34103
That's a GuP reference isn't it?

>adds mechanically
Not really if you ask me. The magic swings between 'hax' and 'generic'. To me, it's far more evocative when your agents are cornered in a wet New York alley by Redcoats and are facing three options. Capture, Death, or escape with heavy wounds that will take a long time to recover from and ones that they may not ever fully recover from on top of that. That is more intense and exciting mechanically (the fundamental mechanic of all RPGs being the making of decisions) than the ability to cast a spell to do an aura of damage, or heal wounds instantly and so on. It cheapens the consequences of failed espionage quite a bit, and some spells regarding the acquisition of knowledge can cheapen espionage itself, which for a game that is designed around espionage shouldn't be something that happens. If you want magic and occultism, then Colonial Gothic, which I already mentioned, has a far more developed setting that makes a lot more sense than retconning a spy ring into a centuries old Libertarian Mage's Guild essentially. Its retcons are more wide ranging and thus stick out considerably less because it nested with the rest of the world better. Witches came over to avoid the Church, Vampires came over to escape the peasants that had discovered them etc. compared to 'oh yeah, random secret magic that isn't really explained beyond it existing'. Maybe I'm just being a sperg though.

I'll definitely update when I do play it. Might be a while though. Also, if people like reading about systems, I can go through my collection and write about some of them for you.

>SPIEL Essen
Ebin. I'd like to go some time. I almost went to a big game design fair in Singapore last year but I missed it by a couple of days. That's the stuff that I really like when looking at new games, elegant mechanics that reinforce the game's themes as they present them. I know what you mean though. When you see your hundredth generic fantasy game, they do start to blur together a bit, especially since a lot of them are both derivative/boring and not compatible with other systems. That's why I stick to the OSR for my fantasy stuff these days, and I'm even working on a B/X hack for Medieval Kazakhstan. Everything is compatible with everything so if I find something I want to run, I know I can make it work with what I have instead of having to find a new rulebook and learn it, and then start a new game with new characters for that new content.

Do show us some of what you saw if you feel like it. I'd be interested to see what's happening. Anything with strong themes or interesting mechanics is of particular interest to me. Note: By strong themes I mean themes that are presented well, even if they are generic. They don't have to be generic, but a strong theme in a game can sure as hell be whitebread as fuck but presented in an exceptional manner.
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No. 34106
4,7 MB, 4032 × 3024
Tourney starting soon. Some very cool tables.
Also most people here seem pretty normal - not the stereotypical neckbeards you associate with the hobby.
>>
No. 34107
>>34106
My wallet hurts just looking at that setpiece. It's a thing of beauty but that's two very expensive kits mashed together. At least they're very expensive down here :-DDD

Really nice ice wall too with the ruined tower. The verticality on that table should make for some interesting games. You on that one I presume?
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No. 34109
5,2 MB, 4032 × 3024
>>34107
Haha no that's not me. The terrain is provided by the store and yeah it seems to be pretty expensive. Also very cool models, mine look very amateurish in comparison.

We've been assigned a table. Tau & IG (us) vs. Darkeldar & IG.
We're losing :(.
Winning inititive seems very very important.
>>
No. 34111
>>34109
Yeah, if Dark Eldar are able to win initiative and get in, then you couldn't have a much worse team. I imagine. Hopefully you can pull some magic out of your arse though.
>>
No. 34121
25 kB, 635 × 737
>>34111
We lost 12:67 points and got wiped off the table.
2 more games to go.
>>
No. 34128
>>34121
Yep. That's a paddlin'.

Ouch. Hope the rest goes better. Will check in tomorrow when I wake up.
>>
No. 34132
>>34128
Lost the second one, too but at least we had a good fight there. The opponents were more our level of experience.
>>
No. 34139
>>34132
And won the last!
Battle report follows when I'm home or tomorrow.
>>
No. 34204
>>34139
1 in 3 is nothing to scoff at especially when one of the losses was actually a pretty close match too. Good shit mate.
>>
No. 34215
1st Battle: Astra Militarum & Tau vs. Astra Militarum & Dark Eldar
The AM had 3 Leeman Russ tanks, 1 Basilisk (Heavy Artillery), 1 Manticore (4 single use high damage, high armor piercing missiles) and 30 regular dudes as 3 squads.
The Dark Eldar had 1 Jet and lots of these troop transporter ships (that acutally look like sailboats). We "won" the initiative rolloff but this is actually a bad thing: We only get to decide the side on the battlefield. The enemy has to deploy their models first but then gets to act first which is not a good thing in the current meta. Being noobs we also made some grave mistakes in our deployment and then when the first shooting phase on their turn came, we lost already most of our armies: My two best models (Tank commander and knight commander Pask) were shot down by the AM manticore and tank commander. My Tau friend lost most of his shield drones and I lost a heavy weapon team and some dudes. Then the dark eldar swarmed the objectives with his mobile vehicles and then the game was basically won. 5 more rounds of humiliation followed and we were wiped off the table, losing 12:67.
At this point I should explaing the scoring system of the tournament:
1st: Holding objectives. There's 5 objectives on the map. If you have infantry units within 3" of one and the enemy has no or fewer units contesting it, you get 1 point at the end of your turn.
2nd: Killing enemy models. Every 100 points worth of enemy model you kill scores 1 point. Models with >=10 wounds count half their points when they have only half or fewer wounds left.
3rd: A little more complicated. Teams can choose three tertiary mission to score points with. E.g. kill 75 models or hold one end of the table for x turns, stuff like that.

Since we were wiped off the table: 2000 points killed meant already 20 points for them just for killing us. They ofc held all the objectives too so... yeah.

2nd Battle: Astra Militarum & Taus vs. Adeptus Mechanicus & Iron Fists (Space Marines)
The Admech-list was fairly standard. Some infantry, some characters and some shooty robots. The Iron Fist-list was meta cancer: Dreadnought spam. We "won" initiative again so they had the first turn BUT at the beginning of each game you can roll a d6 and on a 6 you steal the actual initiative from the enemy. So now they deployed their units thinking they can shoot first (i.e. agressively) and we deployed ours defensively. What a chaos! We moved into shooting positions and were able to fire our broadsides (heh, one of the Taus mechas is called Broadside) into the exposed enemy. We destroyed a dreadnought, killed lots of infantry and I almost killed the AdMech Doom(or is it Dune)Crawler! ... Well but if AdMech is good at one thing it's repairing vehicles and a nearly destroyed Robot soon was at almost full health again after a single turn and the spending of some command points. Their turn. They shot back but my psyker shielded my tank and they fired their smoke launchers so no big deal. My friend lost a few shield drones but nothing to worry about. We were holding 3 of the 5 objectives still so everything ok.
Then it was our turn again and we made a huge tactical fuckup by focusing our fire on the wrong enemy units. I can't really put my finger on what exactly went wrong but it was only going south from there. They kinda just outgunned us and slowly pushed us off the table but this time we were literally fighting until the last man was standing.
We lost 27:50~something but this time it was an actual fight and both teams had fun.

INTERLUDE
2 Battles fought, 2 battles lost and we had half hour break between the games. We went into a locally famous Ramen restaurant that serves authentic japanese Ramen and is run by Japanese. I've been there quite a few times arleady but never did I eat so fast because we didn't have much time to eat.

3rd battle: Astra Militarum & Tau vs. Death Guard (Nurgle Demons/Chaosmarines) & Thousand Sons (Tzeentch Demons/Chaosmarines)
Defenitely the most entertaining match. Our two opponents too were kinda new to the game and just tried to get a 1000p army somehow to participate in the tourney. They lost their first two games as well so their skill level had to be close to ours.
The Death Guard-list was full of poxwalkers (blob trash mobs to clutter the enemy) and some chaos machinery and a demon prince. The Thousand Sons-list also was full of some cost blob unit whose name I can't remember, some psykers/casters and a Vortex Creature, a giant chaos beast.
Again, we "won" the initiative so they went first but they had a very melee focused army and spent their first turn slowly walking towards our ranged focused army. It was our chance to dampen their assault by shooting as much as we could in our first shooting phase but only did moderate damage. Only my wyvern (anti infantry mortar with 4 canons, huge range) was actually suited for this scenario so we focused most on the armored/high priority targets.
Their turn again. They casted some spells to buff and launched their first charge into my first line of defense, a lone infantry squad holding an Objective in the middle of the table got attacked by nothing less than a demon prince. Needless to say that they got decimated in seconds, 8 guardsmen dying after a few swings of the demon prince's hellforged swords. The last two naturally failed their morale test after the melee phase and deserted - I can't blame them.
The enemy was now past the middle of the table. The Tzeenchplayer could actually teleport some melee units into our flanks and it was looking bleak for us but we were still able to shoot, shoot a lot! Tanks, artillery, heavy weapon teams, infantry, and the Tau's mechas were firing lasers, shells, bullets and swarms of rockets until barrels began glowing red hot from the heat and the air was all foggy from the hundreds of smoke trails. The Vortex Beast fell, the Dreadnoughts fell, lots and lots of Poxwalkers and tzeentch demons fell, the Demon Prince wounded but still remaining vigilant.
Now it was getting late. Games around us came to an end and they began clearing the tables, counting points for determining a winner. For some reason this game took really long - I think because both our teams were fairly inexperienced and had to look up some stuff now and then. We played two more rounds in a rush, us finishing off their demon prince with one of the Tau commanders (He jetpacked to him and won a 1v1 standoff, melting him with his two fusion blasters, very cool!). I managed to air drop my Tempstus Scions (People who played dawn of war might remember them as the Kasrkins, too bad they changed them, I don't like their aesthetics as much) into their backlines and took an objective my wyvern cleared earlier. And that's kinda when the game had to end because of the time limit. Total bummer. We were both super invested and even though our side was winning at the moment, there were some very tricky situations where they managed to bind our most potent shooters into melee combat (i.e. preventing them from shooting). Anyway, time was up and we had to score points. We won 27:21 and shook hands, parting ways into the night.

Overall a mixed experienced: Losing so hard wasn't fun. Playing under time constraints wasn't fun but the last game kinda made up for it. I learned quite a lot about my army and the game as a whole though. But maybe a competetive tournament might not be the best way to learn this stuff so that one's on me I suppose.

I just bought a ton of tyranids online. Fuck.
>>
No. 34260
>>34215
Game 2 sounds cool as hell. I love matchups where both have directly opposite strengths and weaknesses. It makes for tense gameplay where you're trying to do everything right because getting it wrong can be extremely costly.
>>
No. 34340
So I've been thinking about card-based complication systems since Brick gave me the idea. Really glad he mentioned it because it's given me quite a bit of thought-experiment time which is always entertaining.

My current idea is essentially a deck of complications that you draw into at the same rate as wandering monsters. The cards themselves are broken into two broad categories of event vs condition. The former happens once and is put on the bottom of the deck. The latter constitute ongoing effects and remain in play until the end of the adventure. For me, I typically go for a default of 1-in-6 every 2-3 turns depending on the tone of the dungeon with regards to wanderer rate.

An alternative to this would be to have players draw cards. One way I thought of was to assign a dungeon level based on its relative danger and have players draw complications equal to the dungeon level each. Then each player keeps one and puts the rest back. Conditions are applied to the dungeon upon entry, and events are kept in reserve by the GM as a way of tension building. The players know that something could happen, but don't know exactly when, which makes the buildup more evident. It doesn't need to come out of nowhere, an earthquake event could have you foreshadow it a few turns beforehand with small tremors, and they should be broad enough that describing why they are happening shouldn't be too hard. For example, the earthquake card gets passed over to you by a player and you quickly add a line or two to your dungeon description that describes the area as having occasional seismic activity.

I dunno. I'm filing the idea away for now, but maybe I'll come back to it someday.
>>
No. 34344 Kontra
1,5 MB, 1920 × 2560
1,7 MB, 2560 × 1920
Also, check out what I maded. I thought that it was a pretty ebin way of presenting the game theatrically and it is really convenient to carry everything around in one hand like that.
>>
No. 34346
>>34344
Is than an ammo crate? I can't tell with certainfy from the potato quality but it looks like it's made of metal, which would be pretty rad.
>>
No. 34347
Mother just informed that today is my birthday, and that grandma might possibly be coming over on the weekends. I will have to find a way to hide while they have their celebrations, which might make me unavailable, either for the game session during the day or the radio in the evening.

I will report on the situation closer to the weekends, but for now just a heads up.
>>
No. 34348
>>34346
Yeah. My only camera is my phone. It's not WWII vintage, only Vietnam I believe judging by the markings but still, yeah. Metal ammo crate (specifically a 250 round belt of .30) is a pretty fun way to present your WWII RPG.

>>34347
No wukkaz mate, just keep us updated.
>>
No. 34349 Kontra
>>34347
Also, happy birthday I guess. I assume that you're somewhat like me though by your post and tend to be disinterested in the event enough to need reminders that it exists :-D
>>
No. 34350 Kontra
>>34349
Thanks.
And yeah, birthdays are like funerals, they're more fun for the guests than the subject :-DDD
>>
No. 34351
>>34350
Ebin.

Tbh, I have had a fairly morbid fascination with my own funeral. I think it'd be interesting to fake one's own death just to see the fallout. It's basically the ultimate projection of how you are perceived because there is no internal bubble where the self-observed version can countermand any assumptions made. Be interesting just to see the final verdict of what exactly you were projecting the whole time :-D
>>
No. 34356
>>34351
Reminds of those folks who were falsely reported dead and got to read their own obituaries. I think the most famous case was Nobel, and afaik the obituary was not very kind to him, calling him a "death merchant". Not sure if it's something that really happened or a myth, but I thought it was interesting.

I've also had a morbid fascination with death for a long time, but not with its consequences, but with the experience of death itself. Always wondered what it feels like to have your mind shut down piece by piece, and if it's even possible for a mind to process its own transformation. It seems paradoxical for something to observe itself becoming something else. I can't even imagine it.

But I guess that's the one thing I can be absolutely certain to one day find out :-DDDD.
>>
No. 34358
>>34356
>But I guess that's the one thing I can be absolutely certain to one day find out :-DDDD.

Unless you die in your sleep or reasonably intoxicated.
>>
No. 34360
>>34260
>Game 2 sounds cool as hell. I love matchups where both have directly opposite strengths and weaknesses. It makes for tense gameplay where you're trying to do everything right because getting it wrong can be extremely costly.
Sounds like you're referring to the 3rd game but I get what you mean.

>>34340
Do you have any specific system in mind for this or rather as a general idea? Either way, sounds like a cool idea. Until its novelty wears off of course and players start thinking
>Oh, that card again -.-'
>>34344
Ebin
>>34351
Andy Kaufmann is still alive!
https://www.youtube.com/watch?v=RiCO7JDV4h0
Listen from 4:00 onwards.
"And then when you REALLY die, nobody will believe it... you'll be immortal."

And now on topic:
I just came back form my weekly DnD session and I might need some input on this one.
The main story goes like this:
There's 5 random people "marked" by some godlike entity. Bringing all 5 people together grants the one who performs a special ritual a very powerful wish that can change reality itself.
Think Dragonball but the balls are NPCs.
The idea was to make the players race against the BBEG in a constant chase after these McGuffins who are also people with personalities, motifs and goals themselves.

The next one of these NPCs is an high elf military general in the high elves capital on a sunny, tropical island. I need some input on what sidequests I let them do there. Of course this particular NPC won't just go along with some wierd adventurer party that claim the end of the world in nigh. They will need to earn his trust.
"Luckily" the elves there are at war with the Lizardpeople in the jungle from the island.

There's a big session on saturday so I need some stuff to prepare for this day...
>>
No. 34363 Kontra
>>34358
Fair point.
But I have to wonder if "dying peacefully in your sleep" is really a thing. I imagine death is quite painful when it's due natural causes, and such pain would definitely wake you up, even if motor functions have failed by that point.
>>
No. 34369 Kontra
>>34363
Both my grandmas died in their sleep. The first one when I was quite young, so I didn't see her before, but my mom told me that my aunt was at her home when she quietly sleept, and was then actually dead.

My other grandma died not long ago, she suffered somehow and was delirious, it was quite painful and demanding, she was more or less speechless while feeling dead coming for her. Anyway I visited her the evening before she died in the morning hours, she couldn't really breath anymore but she died in her sleep. Wait, now that I read it, nobody knows if she woke up in the night and had a last fight with bodily experience.
>>
No. 34373
195 kB, 1280 × 720
140 kB, 1280 × 720
124 kB, 234 × 390
341 kB, 2000 × 1125
Will you also start a Darke Eye / DSA- round?

I would love to join an Ernst-TDE/DSA-round!
>>
No. 34375
>>34360
It was the 3rd, my bad.

As for cards, it'd be designed as a system neutral thing. Not so much rules as they are statuses. I can see them getting old, hence why I dunno if they'd ever replace random tables, but they might have their niche, even if not used very often.

Also thought of an idea regarding a hazard deck where you have a bunch of outcomes for triggering countermeasures and whenever your character sets them off you draw from it to determine what happens. Could be a pit trap, could be an alarm that summons enemies etc.

Like I said, shelving it for now. I have other subsystems to work on right now :-D

>Side quests
Typically if I write them, I have a few ones that are sub-paths of their own, and then randomly generate others. You can use tables or I sometimes use this site to just give me a two sentence outline for something I can run off cuff https://donjon.bin.sh/fantasy/random/ That generator also does something that is very underrated when people make small quests. Giving it a complication. It means that plans have to change to adapt to a new variable which keeps things fresh.

Another thing to consider is that since you have a war, you want the place to feel at war. Side quests in the city could involve tracking down lost supply shipments, missing patrols etc. or investigating rumours of a fifth column or guerilla lizardmen in the sewers (play up the references to the old alligators in the sewer thing). Outside the city, you might want to have the part encounter sites of battle or skirmishes, with maybe bandits scavenging. This isn't necessarily a hostile enemy, and might be willing to trade for some of their loot, just don't go trying to claim jump or they will fight you. You may also want to investigate why the Lizardmen are doing what they're doing, and you might get some ideas from there.

All else fails, tropical islands make for the setting of some awesome dungeons. Especially if you go with the pirate's treasure theme. Then again, that depends on how campy you like your game.
>>
No. 34380 Kontra
>>34373
I don't know the system at all, let alone well enough to run it. Especially not for Germans. I don't want to butcher the most popular of Teutonic RPGs for a German audience. I mean, assuming that the setting has a fairly approachable readme, I could run it in B/X after the current game but if the appeal is the mechanics and not the setting then you're SOL with me.
>>
No. 34417
>>34373
Meh, I've grown out of DSA. Actually, I can't remember the last time I was even interested in any fantasy RPG. It eventually just felt like endless repetition.
>>
No. 34494
>>34375
Thanks for the input, I really need that inspiration. Tomorrow is game day and tonight I need to do some serious prepwork because it's gonna be a long session.

So the eld general won't join the party as long as the war wages (war might be a little overstated. It's one city defending against frequent raids from the lizardmen) so he can use the party as a deep strike team to decide the conflict in he elves' favour.
But there will be some interesting dynamics:
  1. The dwarf fighter is a stereotypical elf hater, he will have a hard time helping elves
  2. the lizardman druid might have qualms about fighting her kin but I will just say that they're evil savages on that island to make it easier. (I won't make a diplomatic solution impossible though, it's d&d after all)
So the main thing is settles but I need some stuff to pad it. The elven capital needs NPCs, a huge library, powerful wizards, jewelers and goldsmiths, a pompous port where trade flourishes and maybe some twist about the aristocracy or the conflict with the lizardmen.
>>
No. 34499
1,8 MB, 1019 × 1920
>>34494
Yes, that's one option but the lizardmen, even if savage have a motivation? Why do they raid? Is it a new thing? If so, why? Is it for food? Could there be a way for the party to fix the food issue and by extension the raiding one? Is it for wealth? What do they lust after wealth for? Is there a way to leverage this? What about the elves? Do they want peace, or a punitive expedition? If the latter is true, then perhaps there are other mercenaries around who will either help or hinder the PCs depending on what they choose to do.

It's the same reason you should have reaction tables ready for intelligent monsters. If you can leverage something to achieve your goal easily, then it's often just as cool as a big set-piece battle, if not cooler because you 'feel' like you are breaking the game. It also creates some interesting opportunities for character definition. How highly do they prioritise the main objective? Maybe the lizardfolk PC would prefer to stop the raids by solving the issues of the Lizardfolk? How does this play into the aims of the other PCs?

As you can see, creating even a basic idea of what the other side hopes to achieve with its antagonistic behaviour can jump start all kinds of content. Suddenly the quest to essentially commando-raid the lizardfolk could branch in several ways, especially if you go deeper than factional interplay and go into intrafactional politics. Perhaps the lizardfolk warriors are the dominant force, but some wiser elders and craftsmen among the villagers know that fighting a developed force like the Elves is suicide? Could a regime change achieve the same goal, and how exactly is this going to come around?

I find that when it comes to selling PCs on why they should do something, it's often easier and more effective to make them do the justification themselves, and you'll often get more organic stories out of it to boot. Player brains are a very powerful tool in your utility belt, don't forget to use them.

With a more developed conflict, you also have a lot more things for the players to think about, and interact with, so you've got more time going into planning how they are going to solve the core obstacle (the elves wanting the lizardmen to stop raiding), which should lessen the amount of filler required to an extent. A couple of generic dungeons that you can stick a macguffin in (Aztec-style pyramids?), some encounters that aren't really quests but more interesting places with things to fiddle around with, and some wandering monster tables (with reaction rolls and non-combat creatures like say sirens or mermaids who attempt to fool characters into being pulled off their boat and to their doom) and you should be set up for a pretty awesome mini-sandbox really.
>>
No. 34503
>>34499
Nice post. Yeah I'm actually thinking about all of that stuff too but I kind get tired, you know?
See when I started building this world and I added a new location, I always answered some basic questions:
Why is that city/village there?
Who lives there and why?
What do the inhabitants live off of?
Who's in power and why?
etc.
But then the pace of the campaign took up but my motivation for prepping isn't constant to be honest so now I just can't put as much effort into each new place although I want to.
As I said somewhere above: I underestimated the whole homebrew stuff and now I just want the campaign to end to get the weight off my shoulders but I don't want to let it end half assed because it's been going dor some time now and it's our first campaign.
So I'm kinda forced to make it well but I don't always have the motivation to do so. Yeah, I know, big mistake but I will learn from that.

Now today after work and chores I will sit down for two hours and just do the job, which will be easier with your help (thanks lads).
>>
No. 34504
>>34503
No worries man. Glad to help. I too tend to let my prep slip sometimes. It happens to us all. Typically I plan in broad strokes and just make a ruling on the details if it becomes relevant. You don't need a lot of detail in terms of geography and politics, but enough there tat you can figure something out that fits with the rest of the game. If I was to write something up in my own notebook for that conflict, it'd be maybe a single A5 page in deliberately broad strokes for example. It's more about making yourself a toolbox that you can use to resolve anything your players can throw at you (it's your world, you know roughly how things are meant to work, even if it isn't written down in detail), which in the long term actually saves prep time because you aren't urgently creating entire sessions each time, but just fitting your existing tools together in ways that make sense for the situation your players find themselves in.

t. lazy gm
>>
No. 34506
>>34504
I too try to only make some broad outlines but I noticed that some things are just better with preparation.
Battle maps (i.e. the places where fights happen) are better done with care so you can think about where difficult terrain and hazards can be and also add some elevation.
>>
No. 34509
>>34504
K, I just got an idea about the subplot between the elves and the lizardmen
>Elves and Lizardmen used to live in relative peace, tolerating each other
>Old Lizardking was old and his successor was a greedy cunt, plotting war against the elves for more land
>old king knew his successor was about to fuck up, secretly gave a 1000 year old egg (can be a dragon egg or so) to the elves to protect it from the evil lizardman
>old king dies (was it murder?) and new king seizes power
>does an evil ritual with a demon to strenghten the lizardmen for the war
>they all get yellow scales and get buff but also go insane/evil
>the elves don't really know why they got the egg in the first place
>500 years pass and history gets blurry
>lizardmen say elves stole it (fabricated by the new king)
>elves say it was a present and want to keep it

Now the players can either steal it back for the lizardmen or break the curse on their people or find a hidden stone wall relief in a !mayan temple detailing the history (archived by the old king to document what happened) or the players can go on succesive missions to fight the lizardmen with the elves.

I think that's enough for a subplot. They have some secrets to discover, some fights to fight and some investigating to do. A nice riddle for the !mayan ruin would be cool, I hope I can find something.
>>
No. 34517
>>34347

Sadly, I only have limited time as well. A friend is helping me fix my bike which has been sitting in my living room dis-assembled for weeks now. And this saturday morning he's finally got some time. So at best I could play from 6:00-8:30 Zulu.
>>
No. 34518
37 kB, 680 × 441
52 kB, 680 × 383
26 kB, 223 × 346
89 kB, 873 × 546
>>34503
>See when I started building this world and I added a new location, I always answered some basic questions:
>Why is that city/village there?
>Who lives there and why?
>What do the inhabitants live off of?
>Who's in power and why?

Why don't you borrow stuff from the High Elves cities of DSA like e.g. Tie'Shianna or Ometheon?
>>
No. 34532
>>34517
I can make it after all, but not sure if terminating the session early is a good idea, might mess with the pacing.

We could always have the session a bit later in the day, if aussie's schedule allows for it.
>>
No. 34536
Alright lads, I can do a shorter session at best. Cant really push it back on my end because I gots to be up at 4am tomorrow. Maybe we just do the 0600Z-0830Z slot. It is a little shorter but should be fine.

>>34506
Oh right, maps. Yeah, I have been doing theatre of the mind for 99% of encounters over the last few years so I forgot that other games need plenty of them. Angry GM did a big article on the topic recently too, worth a read if you are interested.
>>
No. 34557
8 kB, 605 × 773
Oh yeah, remember how I said that I'd make a map to help you guys visualise what you'd already discovered? Here you go, the MSPaint-made version of my written down one minus the stuff you haven't seen yet.
>>
No. 34568
272 kB, 1366 × 726
Aright, just logged into Astral and tbh, I'm probably going to postpone the game this week. The client has gone into a new update, and no longer uses the old system of attributes and actions, but instead functions off of a virtual character sheet (essentially the same things placed over an image. I need some time to figure it all out, so I guess we'll just pick up next weekend. That seems to work better for everybody anyway. I'll try and get them sorted out on my days off next week before the session, so you don't need to worry about them.

Not sure how I feel about the new system tbh. It's prettier and feels more traditional but it's also less space efficient, and doesn't really add more functionality.
>>
No. 34569
>>34568
Uh sorry, I just woke up and I don#t feel particularly well today. I hope it's okay to postpone to next week because I'd rather get an hour more sleep before me friend shows up to help me fix my bike.
>>
No. 34570
>>34569
Yeh, not a problem. Like I say, I've got to get a handle on the new client update anyway.
>>
No. 34850
Just wanted to pop in here and ask if german ernst is done with his character portrait. If not, if he could give me a loose description and examples.
I kinda want to get started on the comic strip, but have nothing to work with right now.
thanks
>>
No. 35181 Kontra
437 kB, 1920 × 1080
>>34850

Sorry for the late reply. I'm working on it with mixed feelings :D

(Kontra to avoid page 1 during raid)
>>
No. 35232
I'll be ready this saturday at 6:00Z, how about you guys?
>>
No. 35237
>>35232
Yeah mate. My room will be a sauna, but I should be able to wrap up the session before perishing. If I go AFK for more than an hour without notice though, just assume that I died before reaching the tap :-DDD
>>
No. 35249
>>35237
I was really confused for a moment there until I remembered that it's summer down under. I have cozy -2°C here right now. Will try to complete my avatar till morning :D
>>
No. 35271
So, the interface has changed... can we take 10 minutes up front and you give us a tour of what's what?
>>
No. 35272
I'm here.
Been up since 6 AM. I don't know why, but mental effort of any kind gives me a bad headache, so I might not be on top of my game today.
Hope you'll bear with me.
>>
No. 35273
>>35271
Yeah. All your existing macros should still exist thankfully. I'll go into it in more depth when everyone is there in say 15 minutes. Just got a few things to do around the house before we start.
>>
No. 35274
>>35272
All good mate. I'm half dying of heatstroke. Can't say that I'll be in peak form myself :-D
>>
No. 35275
222 kB, 472 × 478
Alright, that session was a bit over 4 hours now and I was a bit exhausted at the end. But I really enjoyed this and I'm looking for more in the future.
Thanks for all the work you did as GM and thanks to the brick for the fun.

Regarding my portrait... since I'm no good at painting or drawing I used one of those character generation tools intended for this 3D porn crap flooding patreon and then tried to paint over a still image with Krita.
So there's the reason "he" looks so feminine... these character generators are obviously aimed at creating women :-DDD
>>
No. 35276
>>35275
That's actually a pretty clever solution to the problem of character profile creation. Never thought of that.

Like I said before though, thanks for playing, I like to run games and it's hard to do that without players. Being a GM is only a chore if your players make it so. Since you guys actually made decisions, it let me focus on running the game world instead of having to drop a new breadcrumb every two minutes. Writing stuff is pretty easy after a certain point. I knew what the game was going to broadly be (office raid), and then I just flipped through my notebook for NPCs and ideas that I liked until I had an idea of what I was running. It's why I can't recommend keeping a notebook of ideas for gaming enough. It will make your life a lot easier if you ever decide to run a game.

Some of the plotlines might have seemed underdeveloped, but that's more about leaving hooks for carry on gaming out of habit, also the cold-ish war between the United Nations and Tau Ceti Collective is one of the main conflicts of the Dark Stars setting, though I forgot that it's not really touched on in the Bodycount book, hence why that last part might have seemed out of place. Leaving hooks and NPCs also feels cooler for the players when they start developing a network of friend and foe NPCs and it's easier to run because I have fewer roles to fill, and since you've got recurring characters, you can have more fun playing out their quirks for the PCs.

Also, if someone in the timezone wants to play, you're welcome to join our next game since we just finished the first adventure. We play at 0600Z on Saturdays. With two players, we've got plenty of room for one or two more.
>>
No. 35280
>>35276
>also the cold-ish war between the United Nations and Tau Ceti Collective is one of the main conflicts of the Dark Stars setting, though I forgot that it's not really touched on in the Bodycount book, hence why that last part might have seemed out of place

That explains it. I was trying to look up the name of a corporation you droppend in the PDF but didn't find anything.

Will there be a write-up of this session like last time? I enjoyed that a lot.
>>
No. 35282
>>35280
Yeah, I'll try and put it up tomorrow. I might also stitch together some lore from the Dark Stars book to help out some.
>>
No. 35283 Kontra
>>35282
In short though, the UN society is a well-meaning but hopelessly inefficient bureaucracy that has ceded lots of local authority to turbocapitalism, while the Collective is an AI-oriented post-scarcity Communist society that is starting to figure out that they aren't actually post scarcity, and are getting into scuffles and imperialism-lite because of it.
>>
No. 35286
>>35275
>>35276
There's actually many parametric character creators out there, both 2D and 3D.
Although they tend to be a bit basic, and geared toward a particular cartoony style (intended for 3D printing and making into tokens, so they have to be pretty chunky), so if you want something more unique or to put them into a unique pose, I guess you'll have to get actual 3D animation software. Or hire an illustrator :-DDDD. Of course there's also professional stuff like Poser and plenty of alternatives to that as well.

OR you could be a cheeky cunt and use modded Skyrim as a character generator. God knows there's an endless supply of mods to tune it exactly how you want :-DDDD

Now that made me think. There must be a market for custom 3D character portraits and printable figure for tabletop nerds. Might be an interesting hobby + income if you're into 3D stuff.
>>
No. 35319
>>35286
Yeah. Not gonna lie though, I usually don't bother with depictive tokens in meatspace. I've always been a fan of simply having a couple of distinctive features. For example, a bandit boss might be of a very solid build with cropped hair and a scar running down his left cheek. That's really enough to do the job in 99% of cases. Never actually thought of modded Skyrim though. That's actually not a bad idea neither. There's support there for a pretty insane amount of sliders once you mod them into the UI. It's a very robust appearance generator.

I typically just give each player/NPC a coloured counter if they need one tbh. Online it's less hassle to have pics because I don't have to print anything out to create pogs or standups or what have you. Even then though, I just find a close enough picture, or use a picture as the basis for the appearance. I've never understood some of these people spending what they do on character art that's sometimes so snowflakey that it's virtually useless for reusing as anything else. Were I to do it, it'd be for particular NPCs that I use in a lot of games and that I've become fond of.

That said, people with more money than class are a great way to make some tin.
>>
No. 35463
108 kB, 960 × 537
Alright lads, I have a question. Do you prefer something more episodic but with recurring characters, or a game that has an overarching goal and any adventures that you decide to take are working towards that. I don't mean linear there, just that you're making decisions on how the game moves towards a payoff, instead of each job being its own payoff. Note that it's easy to transition one way or the other at a later date. This is mostly just so I can hash out the adventure material for Saturday.

In other news, the Dark Stars kickstarter is nearing printing time. I'll be getting a subpar printing of the core book early since I opted in (this way I'll have a couple of spare books to pass around the table, one slightly out of date but whatever) and a better quality one later alongside the sourcebooks. I do quite like the system, maybe after we're sick of Bodycount but we still feel like Sci-Fi I'll take us on to Dark Stars, the d100 big brother of Bodycount. It is a very fun setting, I like how they just go with what they think is a fun or cool idea instead of worrying too much about realism. For example, pic rel.

Though I might also just go with White Star and muh homebrew setting too. We'll see. You lot might be over sci-fi by the time we're done with Bodycount.
>>
No. 35466
>>35463
I still wish KULT could get more kickstarter backers and eventually get turned into some kind of maybe Disco Elysium/Tides of Numenera/Planescape Torment tier cerebral and deeply philosophical bizarre experience of a crpg.
>>
No. 35467
>>35466
Tbh, Kult comes off more as just unironically edgy than anything else, it rewards being a cringeworthy edgelord or lawful stupid and that's about it. Acting like someone who isn't a literal retard and who understands the concept of nuance gets you pushback from the game since the rewards are really earned by going to the extreme.

Also isn't it pbta now? That's something that you either love or hate, and I'm on the 'nope' side. I don't like the changes to the roles of players and GM. It has drunk a bit too much of the 'GM is there to be a vending machine of fun for the players' kool-aid for my liking. To me the players have agency, not authority while pbta tends to give them both at the expense of the GM, down to telling you how you 'should' run the game and handing setting powers to players. I also prefer my narrative to be emergent from gameplay while pbta superglues them together. People swear by it and will say that I just don't know the system well enough, but it really didn't click with me when I tried running it once. I felt like a meat computer running a predefined game rather than a GM.
>>
No. 35493
>>35467
>pbta
This is the first I've heard of it. You mean Powered by the Apocalypse right? Never heard of it before and don't know the rule set.

Tbh this is actually something I have often taken issue with in virtual settings with any kind of morality meter, because it just isn't even something that makes any kind of sense neither logically nor morally and I think it must probably come from some kind of super heretical American interpretation of Christinaity that posits the devil as having almost as much power as God and so of course then they expect the fantasy systems to either reward you for choosing and sticking hard to one or the other in much the same way Lucas basically constructed Star Wars mythology. This is stupid because it's basically rewarding the player for doing the wrong thing enough and going all in, which is less like accumulating dark power and more like just being increasingly wrong and removed from things. KULT does seem to have this kind of an issue yes. Or I suppose many other fantasy systems that either reward you for choosing clarity or some equivalent of dreaming or madness and basically saying if you go nuts long and hard enough somehow you're supposed to end up with a better understanding of reality on par with the greatest of sages, as opposed to it just being you going from mildly deluded, to just having a few screws loose, to being full on psychotic and completely wrong about everything which at least in a setting like KULT makes some kind of sense doing it that way.

In terms of GMing I think that part of the problem is lots of people just wind up with really bad GMs. Finding a good GM is not easy nor is being a good one easy but of course if you just railroad everything yeah I agree you'll never make anybody into a good GM.

I think probably a big part of it is lots of That Guy kind of neckbeards like using it as an opportunity to become petty tyrants and force people to be subjected to their own really bad fiction. I think not a lot of GMs understand that being a good GM means dealing with the fact that you can have an entire wonderful campaign mapped out and within 5 minutes the players have already decided to completely abandon whatever you were trying to do and now they're too busy looting the countryside, and being able to go along with it to a degree and understanding that's still part of the fun insofar as you also should be able to gently guide them back to having any kind of actual structure and purpose to what they're even doing. It's a balancing act that I think not a lot of people know how to do and sadly a lot of them probably just try taking the opportunity to completely railroad players into their bad story about Ultramar.
>>
No. 35498
>>35493
Yeah, the setting thing is mostly taste. I guess I can see where they're coming from, it's just not the kind of gameplay that I find particularly entertaining to deal with. Same reason I never liked Paranoia. Over the top action? Fine. Going full retard all the time though just gets exhausting to deal with tbh.

The tyrant GM thing is a common argument but I think it's rarer than it sounds from my experience. Adversarial gameplay just doesn't happen as often as people make it sound, and incompetence is often as much a factor as malice. Also, planning a campaign in detail is something of a rookie error caused by bad advice in books. Firstly not everything is a sandbox, and a degree of good faith is expected at the table. If you show up to a one shot dungeon and try to sandbox, you're not getting railroaded, you're being a dick. Bad GMs exist, but I don't think that they're the majority, deliberately bad ones even less so.
>>
No. 35499
>>35498
Noticed a half-formed thought. Planning in detail as a rookie error. Essentially my point here is not that you shouldn't plan detail, just that it's often better to create tools for yourself that can run many different scenarios that might arise instead of having to try and guide them back towards the content that you've invested heavily in.
>>
No. 35502
>>35463
>Alright lads, I have a question. Do you prefer something more episodic but with recurring characters, or a game that has an overarching goal and any adventures that you decide to take are working towards that.

Does the latter also mean switching characters every now and then?
Because I did like this aspect of the Cthulhu games: Re-invent yourself every adventure.

I can imagine that an overarching goal is more difficult to pull off but it does seem more immersive to me. It's how the Shadowrun games from 2014-2016 worked: Most missions were not related to each other, but all were in the context of a greater story. I liked that because it means I don't have to remember a ton of details on the story because 90% of what happens is only relevant to a single adventure with the remaining 10% being the umbrella-story that doesn't have to be complicated with twists and turns but can give you a sense of purpose.

So I think I would like an overarching story that gives the context but not the content for several short adventures. With the option that for roughly 2 out of 5 adventures I play a different character than Kurt, perhaps.

P.S.: Do we still get a recap of the last session?
>>
No. 35505
>>35502
Oh yeah. Forgot about that. I'll try and post it tonight if I remember.

I was thinking more like the second type, where you have a simple goal that you decide on how to complete, where the payoff for the adventures might be pieces of a plan that you've figured out for achieving the goal. Essentially, you get a bit more power regarding how you are going to achieve the goal, and then the individual adventures are about the details of getting the plan into action.

It'll probably be a short one overall, probably only a couple more adventures to solve a fairly simple issue, then we will try a different system. That solves the issue of wanting to try a new character while also letting me run new rules with different vibes. Like I've been wanting to run Machinations for a while but don't really have an audience in meatspace. Spoiler: It's a Postmortem Studios product with everything that entails.
>>
No. 35506
>>35505
Ah, so we know the overall goal upfront and each session would be one step of the way there?
>>
No. 35507
39 kB, 300 × 300
Alright so recap of last session. The firefight was close and personal. Hubert even got knocked on his back by a guy as he breached the door, bypassing their initial ambush positions. It wasn't too bad though, since he turned the guy's chest into hamburger shortly afterwards, returning fire towards the remaining three guards. At the same time, Kurt was shooting at them from the shadows but quickly tired of it and went batshit, killing a pair of guards while helping Hubert to his feet. The final guard went down shortly after.

That said, alarms were raised by this point, and they hurried in the direction of their goal, the mainframe by the most direct route, through the executive office. In there, they encountered the security operation's commander, Sergeant Hansen. He stalled for time, trying to keep them tied up long enough for reinforcements to arrive, but Kurt and Hubert were having none of it. In spite of him putting up a real fight, wounding Hubert, he went down and was rendered unconscious, his eyes gouged out. Brutal.

However, the door to the mainframe was nowhere to be seen. Eventually they found the door controls on the executive chair, but were stymied by the required passkey. Searching the desk yielded nothing but employee records (surely he wouldn't have set the key as his birthday, right?). Anyway, they also discovered a rooftop access and instead used the cooling vent to access the mainframe. While searching for the most choice parts to destroy they encountered a hacker, the one who had so expertly infiltrated the place before them offloading some of the data onto her own storage. A standoff ensued before cooler heads prevailed and diplomacy was achieved. The hacker informed them that the target was a cyberweapon developed to combat the Free AIs of the Tau Ceti Collective, and that she had been hired to secure a copy for them to research. They decided on a mutually beneficial arrangement where each would pretend the other wasn't there, and both would get paid. She was also persuaded to part with a burner email, in case they were ever likely to cross paths again, since she'd prefer to avoid the painful mixups in the future.

After this, Kurt and Hubert smashed up what they had to smash up, and got out through a hole in the back fence, leaping from the roof leaving them bruised but alive, out before the reinforcements from corporate security could arrive.

They would be rewarded with 5000 credits for their efforts, and a new insight into some of the backroom powerplays taking place between the United Nations and Collective.

>>35506
Yeah. Pretty much. So say that you need to access site X, but to get there you need key Y, which is behind a door that you can't hack without program Z. You decide to look into finding somewhere you can get a copy of program Z, and then scope out the location of key Y and finally use it to access site X. Think of it as a kind of big fuckoff dungeon made up of smaller dungeons while episodic is just a series of dungeons. Both have advantages and disadvantages, whichever sounds better to you is what I'll go with.
>>
No. 35509
>>35507
>>35507
I think I would prefer the connected sessions towards an overarching goal.

>burner email, in case they were ever likely to cross paths again, since she'd prefer to avoid the painful mixups in the future.

Kurt certainly felt like a giant doofus for not realizing it was a woman until she turned around.

Or, for that matter, that the hacker was actually a friendly.
To be honest, I had a bit of brain drain at that point in the game and the possibility of non-violent encounter did not occur to me at all :D

Regarding tomorrow: Are we go? How about you, brick?

Btw, you should have made your character a depressed philosopher named Franz Kazkha.
>>
No. 35513
Since I am new to tabletop games, I have no opinion.
Whatever you guys deem best is fine by me.

Also, I'm wondering if it's possible to dump the chat text of the past sessions somewhere. I'm still in the preliminary stages of doing the comic (mostly gathering reference material, since I don't know much about sci-fi), and it'd be helpful to refresh my memory on what actually heppened during the games.
>>
No. 35517 Kontra
>>35509
>Btw, you should have made your character a depressed philosopher named Franz Kazkha.
I thought role playing games were about escapism :-DDDDD.
Although, yes, I did play my character a bit too straight I guess. "What would HE" do didn't really cross my mind, I got too immersed in the action and just did what sounded like a reasonable thing to do given the situation, as if playing a video game.
I guess cooperative storytelling, where you're acting as a writer of one character is also a skill to learn.
>>
No. 35520
>>35517
I did the exact same thing the first two times I've played PnP and was surprised how quickly and easily I learned to play a role. I think it was the third or fourth session I've played where I got into playing a role and it came quite naturally.
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No. 35524
671 kB, 740 × 401
>>35509
Yeah, I'm good. 0600Z as usual. Will post a reminder a bit beforehand so we don't forget.

>>35513
I'll try and make a text file from now on after the session.

>>35517
I mean really, the reasonable thing is usually the thing most people are going to do if they're a reasonable person anyway. I also consider that a part of the agreement when sitting down, that roleplaying shouldn't get in the way of the game. If you know the probable answer and instead of keeping the game moving, you just do things you know won't work because "it's what my character would do", then you're being a bit obnoxious, deliberately slowing the game to a crawl for no real reason.

I didn't really notice you not being in character anyway. With your 'surname' being Betonblock, it conjures up an image of someone who knows that the house always wins eventually, so you have to do things quick, clean and simple to avoid giving the house opportunities to win quickly, while you're still in the crosshairs.
>>
No. 35531
I'll open up the room in about 20 minutes give or take a few. 5 minutes late, but I'm hungry and cooking some grub.
>>
No. 35533
I'll be late by 10 minutes, but I'll be there.
>>
No. 35534
>>35533
Huh, the site is giving me a default backend - 404 right now.
>>
No. 35535
>>35533
Wait where are you guys meeting? Sorry I haven't been following this thread closely.

Also, can anyone teach me any good protips for the Pathfinder system?
>>
No. 35536 Kontra
>>35534
Are they having trouble with their servers or can you guys still connect?
>>
No. 35537
>>35534
>>35536
Same error I've been getting the whole time.
Might be something with their servers, but it's per ip/user, for some reason.
>>
No. 35538
>>35536
I'm going alright. I've also got above average connection at the moment. Let me reboot the session and see if that helps.
>>
No. 35539
Session back up. Still fucked or wot?

>>35535
1e? Play something that isn't hot garbage tbh. In all seriousness, I wouldn't bother as a new player though. At least not without limiting your game to core. Haven't followed 2e enough to info you up there.
>>
No. 35540
>>35539
Still fucked, let me set up a proxy.
>>
No. 35541
>>35540
Huh, even with proxy I get the 404 and with Firefox I can't even login due to

>Error: A network error (such as timeout, interrupted connection or unreachable host) has occurred.
>>
No. 35543
>>35541
Technical difficulties aside, I liked the build-up and am intrigued.
>>
No. 35544
43 kB, 255 × 471
Posting relevant information.
>>
No. 35552
>>35539
I thought it was 3e or 3.5? Whatever Kingmaker is. I also haven't been following the thread closely enough to know where you're meeting to start game sessions for pnp.
>>
No. 35568
>>35552
2e came out not long ago and is its own thing. You're thinking of 1e and it's a 3.5 clone. It's somewhat rebalanced (poorly) compared to 3.5 and has an arseload of content (not much of it good). It's bloated and I'm not a fan of it. No. 1 tip, don't be a fighter because casters are broken and after a few levels can out damage a fighter using spells and out utility a thief with cantrips.

We play on Astral, (your question has been answered multiple times in this thread).
>>
No. 35672
Trying out a new FLGS today.
Wish me luck!
>>
No. 35674
>>35672
What are you going to play? Or are you just having a stickybeak?
>>
No. 35754
217 kB, 598 × 434
Oi, so I've been looking at getting some kind of voip set up even if only I use it to GM since tbh it's easier to just say something than type it out all the time, and lets me put up shit on the fly easier.

Turns out that https://talky.io/ exists which is pretty ideal. Browser-based, no signups and seems easy enough to use. Are you guys cool with throwing it on in the background during the game? Like I said, you don't have to use voice if you don't want to, but it should improve our time efficiency significantly if I'm not wasting time typing everything out (and even more if you guys are doing the same).

If you guys are cool with that, I might try a test room at some point before saturday to make sure it works. Nothing significant, just a 5-10 minute hackjob to make sure it functions and figure out what settings work best.
>>
No. 35764
>>35754

I am generally uncomfortable with this, but that won't keep me from doing it anyway because I recognise the benefit.

Unfortunately I won't be able to play on saturday because I'm going to visit my ex-flat mate, whom I've only seen once since he moved out over a year ago. And I have to get out early because he lives in another city now and I need to get there by bus and train.

Friday morning I could reserve some time for you guys, maybe even sunday but that's not a given at this point (nobody knows when I'll be home on saturday).
>>
No. 35765
>>35764
All good. Not going to lie, it's mostly for my benefit because I can feel my fingers seizing up by the end of a normal 3-4 hour typefest.
>>
No. 35767 Kontra
>>35764
Also, I have Friday off so I can do a Friday morning session if the people are wanting it.
>>
No. 35817
If there won't be a session this time, I'm still up for related activities. If you need something to test on the website or something like that, I'm up.
>>
No. 35820
123 kB, 800 × 576
>>35817
Maybe this arvo at usual time, we can test this voice thing, make sure it works? Could test it by talking shop if you're interested. Been meaning to bounce a few ideas around regarding my Kazakh B/X hack.
>>
No. 35828
Yo Brick, if you're around and are still interested in testing some stuff, let me know and I'll set it up. Alternatively, give me a time when you'll be free this evening (I overslept and will be up late probably) and I'll set it up then.
>>
No. 35848
>>35828
sorry, I was on my downer cycle and basically slept the whole day.
you could post a date/time a day or even two ahead, so I'd have time to read it in between sleeping and wandering around with brain fog.
>>
No. 35852
48 kB, 640 × 352
>>35848
No wukkaz mate, it happens. If you are around at 0600Z-0800Z today and are wanting to have a crack at it, just drop a post. Otherwise my next proper free time is sometime Tuesday arvo because I have a half day.
>>
No. 36026
I'm going to put up a test room on talky tonight (somewhere around 0900Z). If someone is around and wanting to help me test, it'd be appreciated.
>>
No. 36027
>>36026
I'll be up.
6 hours is enough sleep, right?
>>
No. 36028
>>36027
It's not going to be particularly strenuous. We've both done more work on less sleep before :-DDD
>>
No. 36037
Hey guys, sorry for my absence but in an unusual turn of events this year I do not have a quiet time around the time of the Coca-Cola-Man and the scandinavian tree. In the past I spend new years either on my balcony or in my bed, enjoying the fact that I was free enough not to participate in anything (which is the true freedom for me), but lo and behold, this year I have stuff to do :D

Depending on certain unforseen consequences I might actually have time on saturday morning, but I want to tell you early enough: It's not a given.
>>
No. 36040
Okay, room is https://talky.io/ECRPG
Password is ernstwurf
>>36037
Hey man, it's good. It's actually pretty hard to get games set up around this time of year in general. My IRL group can't get enough of its 7 (including myself) members together to bother until mid January probably.
>>
No. 36042
Alright. Talky is better on paper than it is in practice, though we had a fun chat regardless. We decided on a discord server going forward. Link is as follows. Should be infinite time, so no rush to join.

https://discord.gg/ZGmpJe9
>>
No. 36126
765 kB, 661 × 627
So then, I set up a couple of extra text channels on the server. The first is the session log itself where either we just end up playing (set up a dicebot) or we post notes about the game for later reference. For meta things like discussing game times, rules questions outside of session time, discussing future rulesets and so on, we'll just use the general text channel.

There's also the design space channel which is essentially for mini updates on anything you are working on, and a place to ask for and give advice. Mostly that's there for me to blog some rough ideas that I want another pair of eyes on, and that are still rough enough to not warrant an actual post in the thread. Feel free to post your own relevant shit though from adventure design, art, game mechanics etc. even if they're more an idea than anything else at their current stage. I'll probably throw up an early mockup of the Batyr class hack for Knave tomorrow to get some feedback.

The server will also remain open to those who wish to join, whether you're in the game, interested in the game, or just want to talk shop with us. My usual rules apply. Everybody welcome, no fuckwits.
>>
No. 36227
106 kB, 298 × 445
New OWB class dropped, the Machine Gunner. It's quite good, though I don't know if it's quite as evocative as the Combat Medic (>>31371). It focuses on suppressing fire both offensively and defending against it, and excels when finding a machine gun nest and keeping up sustained fire, being particularly tricky to dig out of entrenchment.

First things first, this class has a requirement. Due to the fact that you're going to be lugging around a machine gun, only the strongest, sturdiest soldiers get the job. This is codified by needing a minimum Strength and Constitution of 13. I think that this is more of a flavour thing than a balance one. It's not super hard, but isn't a class that is going to crop up every time. I don't mind that as much as I thought I would though, since at the scale we're talking about, dedicated machine gunners were not actually all that common, mobility was often more valued at the section level for commandos. Once you get to full scale raids like Bruneval, machine gunners show up but that's not the scale that OWB works at. It also keeps them from stepping on the Grunt's toes too much since they fill relatively similar niches as the base of fire element.

Moving on to the statblock. They advance every 2000 xp which is middle of the road, the same rate as the Grunt. Their Hit Dice are new, and are most similar to an inverted Grunt. They use the same base die, but add +1 on the first, third and fifth level instead of second and fourth. This puts them in the tougher end of the classes, which reflects the mechanics that the class is trying to play into, where you're meant to dig in and support the rest of the team from your position and not be driven off with particular ease. It's also a clever way of balancing them to being as tough as a Grunt on average, but with a slight endgame bonus for being lucky enough to get the requirements met. Their Basic Hit Bonuses are good. Starting at +1, and peaking at +4. These are above average and I think it reflects the nature of using a machine gun quite well. When you're spitting that much lead, you're bound to hit something. Saving Throws are typical combat class fare, nothing special to note there, with the exception of getting a +2 save bonus against suppressing fire.

On to abilities. First up is Spray and Slay. It gives them +1 to-hit and +1 damage on burst fire attacks. It also gives them the first carrot for using machine guns proper. Normally in OWB, you have to 'get your bearings' by attacking a single target in the area you want to suppress with a burst fire attack before you continue onto suppressing fire next round. However, this ability lets the Machine Gunner just go straight to suppressing fire. I like this ability because it gives you options. It doesn't force you to only be a suppressive base of fire, but allows you to leverage your rate of fire into effective burst fire if that is more appropriate. It's nuanced and that's good.

Next is Fortify. It gives significant bonuses to the use of partial cover (sandbags, low walls etc.) to simulate effective use of a machine gun position. At 1st level, you get to apply an additional -1 to the existing attack modifier for single shot weapons against you. At 3rd level, you do the same with burst fire attacks, and at 5th level, you get an additional +2 (effectively +4 including the flat bonus from the class) save bonus against suppressing fire. The basic rule is that you take half damage from suppressing fire, but a successful saving throw means you take none, so you can see why this is particularly powerful here. Again, it's good and does the job elegantly. The bonuses are big enough to bother with but not so big as to be broken.

At 3rd level you get Terrifying Sight. This is powerful and can turn the tide of battle. I like that they are remembering the machine gun as a force multiplier here. The ability itself says that after three consecutive rounds of suppressing fire, all hostiles in range must take a reaction roll. Depending on the result, they might retreat or surrender outright, hunker down in cover and do nothing or continue fighting. As this is a mass effect, even at an even 1/3 split each way this is pretty bonkers and in a good way.

Overall as it's Pay What You Want, recommended $1, I can recommend it to someone who plays or runs OWB. The class is powerful but not imbalanced, has a somewhat unexplored niche that is nonetheless historically relevant, and is fairly evocative even if it doesn't make the hall of fame like some classes have in the past.
>>
No. 36670
Just a heads up that this Saturday is probably going to be a short session if we do a game because I have something I can't weasel out of at 7pm local, leaving earlier than that to be there on time (we usually start at 4pm local). Just thought I'd make it known so that there are no surprises.
>>
No. 36686
>>36670
I'll finally be there again this saturday. If you want we can start an hour early at 5:00 Zulu.

Sadly I was not able to finnish my avatar because my GPU broke in december, the 3D tools are unusable on my integrated intel GPU and I don't have the money to get a new GPU right now (plus the one I'm eyeing is rather new and the drivers won't be in the kernel until february lest I switch to the git-master for which I don't have the time right now anyway).

Also, I've still to figure out this discord thing... being a recluse who shies away from almost all social media has its drawbacks at times :D
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No. 36688
>>36686
If that works for Brick and you, it works for me. I'm the latest time of the three of us and it's only late afternoon for me, so I don't want to go too early and jack up other people's sleep :-DDD

I haven't used discord before this neither, but it's pretty simple. There's a text chat and the ability to join a voice channel if you want to that has PTT. We've set up a dice bot that will roll what you put in the text chat after an exclamation point (!1d20+3 for example). We actually had an ebin chat the other day during the surprise radio show which was fun. It's a surprisingly pleasant change from conversations on EC because you can talk more shit without feeling pressured by posting too much :-D
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No. 36752
I just moved and near me is a game store that runs paid D&D sessions, 4 sessions per day 7 days per week, each campaign happening in a shared world. It seemed interesting so I went and signed up for a trial session tomorrow. I will let you know how it goes.
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No. 36755
>>36752
Honestly, that's not a bad idea for a brick and mortar store these days. They're closing up shop everywhere because they're being destroyed by online shopping that doesn't have the same overheads, or are fish several magnitudes bigger. I've seen paid GMs being a thing online over the past few years and eyed it with some suspicion, but in comparison a store maybe throwing the GMs a little shop credit or whatever to foster the hobby in their local store and generate revenue directly and in sales of related products is really wholesome.
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No. 36781
42 kB, 1086 × 712
We might have a problem here... I don't have a phone.
I'll try to get it working but if I can't we might have to go back to astral.
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No. 36783
>>36781
That's weird. I never had to use my phone for anything. I had to verify by email, but never phone. I'll try and think up a solution before we start this arvo.

I'm still running on the assumption of an 0600Z start, but I'll be there at 0500Z either way if everyone wanted an early start.
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No. 36784
>>36781
Does there exist some kind of website that makes throwaway SMS boxes like they do with throwaway emails (like 10 minute mail type?)

Maybe that'd work?
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No. 36785
>>36781
Maybe you're using a VPN and it knows that?
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No. 36790
If you lot were looking at the 0500Z start, that's in 15 minutes. If you want to do a shorter session that starts at 0600, then that's an hour from the top of the clock. Reply either here or the server if it's working for you. If it isn't, we'll sort it out.
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No. 36791
>>36790
I'm here and ready. Still not able to log into discord, though.

I was able to see the check for a minute or so after signing up and while verifying my e-mail address it requested a phone activation because of who knows what.

I'm suspecting it has something to do with me using a cock.li address, but I won't use my real address due to all the privacy concerns with discord. The same address worked fine for astral and most other sites.

And I'm not using a VPN/Proxy/Tunnel of any sort either.
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No. 36792 Kontra
>>36791
>I was able to see the check

chat, I was able to see the chat

That's my morning brain writing here :-DDD
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No. 36793
>>36791
Hmm. This cropped up in my looking for solution. It seems mildly dodgy but so do most burner email websites and they typically are okay. See if that works.

https://www.receivesms.co/receive-sms-from-discord/
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No. 36794 Kontra
Also, it's weird because it says you're online in the server itself even though you're not in there.
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No. 36795
>>36793
Trying a bunch of these I'm getting "Invalid phone number". I guess they've blacklisted those, hence the last received messages there are 11 months old.
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No. 36796
>>36794
Yeah well, that's bad web-developers for you. I am technically connected but can't see anything except this message screen.
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No. 36797
Okay then. When I hear back from Brick about when he wants to start, we'll play in Astral again until we can sort this shit out.

Maybe also try contacting their support page sometime. Get them to unblock you between now and next time.
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No. 36798
>>36797
I've installed their desktop client and tried using that but it's giving me the same problem.
Next thing I'll try is using a different mail, though I will have to find a provider that doesn't require phone verification. You phone-people just don't know how hard life can be for a refusenik :-DDD

Is refusenik a word? The dictionary sais so and it has a much better ring to it than "denier"
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No. 36799
>>36798
It's a word now. I kind of like it. Has a nice ring to it.
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No. 36801
>>36755
I went enjoyed it and I'll be going back as a paying customer. The session was 4 hours with a 10 minute break after two hours. Aside from the DM there were six players: 4 regulars, me, and another guy who was a friend of one of the regulars and trying it out. Most were in their 20s or 30s. All of them were people I'd associate with under normal circumstances, well spoken and with good personal hygiene.
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No. 36853
>>36801
Tbh, the bad stereotypes exist in two places. Stores run by their own kind who are too afraid to set down some common decency rules, and at the homes of those people. They're not pleasant to be around, even if you're into RPGs and card games or whatever, so they typically get driven out of stores with a mildly functional customer base, or at best they get relegated to being the local 'that guy'.

Glad you had fun though. Growth is good for the hobby, in spite of what some people say.
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No. 37220
1,3 MB, 1012 × 758
So then, having finished up that last session in a way that ties up the story of Kurt and Hubert in a fairly satisfying manner, selling a cybernuke for a ticket out of the Block. Next time we will be doing something new.

This means two things. First up, if anybody else wants in on the game, 0600Z on Saturdays is our timeslot. You're welcome to join in. https://discord.gg/ZGmpJe9

Secondly is deciding what we want to do next. I could continue running Bodycount in one of two ways. The first would me more of the kinds of adventures we just had, and the second would be a different setting using the same system. I've been toying with the idea of Cyberpunk Soviet Moscow based on a discussion I had with Brick a little while ago.

If you're not really feeling the system that we're using, I'm happy to run another one, but I think we've got a feel for this one and jerking around systems too often can be annoying. I'm guilty of it in real life, but I'm trying to cut back a bit and run more connected games instead of one or two one-shots in a new system every time.
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No. 37222
>>37220
I'm fine continuing with the current system and Cyberpunk Soviet sounds
interesting enough to me.

btw, you two would have loved the exhibition of Moebius, sadly I was not able
to take pictures. Particularly the things you don't see often, like the
abstract pieces that were meant to capture the basic means of shape recognition
without giving the satisfaction of resolving into anything recognizable.
Moebius himself was delighted to find people at galleries try to deny that
these were authentic works by him because they did not match any expectations
peope had of him. I'm thinking about visiting the exhibition again, actually.
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No. 37223 Kontra
321 kB, 947 × 1280
61 kB, 450 × 590
228 kB, 736 × 972
868 kB, 1095 × 1557
>>37222
Forgot the images.
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No. 37242
Yeah, it depends on how we're feeling as to what setting we go for. I think that more can be done with Block 47 than what we have done, and we could theoretically even transplant it to other places within the Dark Stars setting, there are Free Martian Cities for example that are not under corporate/UN control, and there are other planets too with varying degrees of appropriateness for the system. When the Dark Stars shit comes through from kickstarter, I plan on running that system though, it's a more thorough d100 version of the same setting with higher lethality.

I might need a week to make things for the new setting if we go the soviet route though because I have more shifts than normal this week, so won't have time to knock it out before Saturday.

Ebin art too. Already giving me some ideas for weird golgotha rooms to pretzel my group's brains with :-DDD