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starkebn posted:The Hobbit rules, TLotR drools
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# ¿ Jun 2, 2017 15:08 |
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# ¿ May 15, 2024 12:49 |
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Serf posted:If you have to teach your kids D&D at least teach them 4E. Covok posted:A kickstarter just finished on just that book: Cortex Prime. They already have an SRD ready.
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# ¿ Jun 5, 2017 21:45 |
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Harrow posted:However I will defend iced tea, but I won't defend d20. I got nothin' nice to say about d20 really.
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# ¿ Jun 12, 2017 17:38 |
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Okay, so I'm adding this to my list of "helpful sites for game prep." A cool fantasy city generator. https://watabou.itch.io/medieval-fantasy-city-generator example output:
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# ¿ Jun 13, 2017 15:22 |
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Wait, did I see right on RPGnet that Stewart Wieck died? I am not finding anything else about this. Is this legit?
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# ¿ Jun 24, 2017 03:40 |
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gradenko_2000 posted:Goon Project? Win an Ennie? ... that I got when I visited the potter who used to make them, and he had a silver-painted spare... It's a pretty sweet oversized ceramic d20. I think the new ones are fancier; this was a looong time ago.
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# ¿ Jul 5, 2017 14:13 |
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Dagon posted:I bought a pile of magic commons for cheap on ebay, and went to town with a 1" hole cutter and keep them semi-organized in coin pages in a binder. You see, the alea tools have a tiny neodymium magnet in the middle. Washers have a big hole in the middle. So the washers will never sit cleanly on the center of the magnets; they will slide off to one side or another. Look for ... heck, I forget what they are called - maybe blanks? 1" metal discs.
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# ¿ Jul 12, 2017 16:49 |
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ImpactVector posted:I'd say washers are perfectly fine if you're not using the status markers though.
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# ¿ Jul 12, 2017 17:22 |
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ESPN made an ad about NERDS and how Sports D&D is a lot less nerdy than Elf D&D (...or, uh, in this case LARPing). https://twitter.com/espn/status/887416889059815424 Nerds overanalyze dumb ad and make really long, over-detailed articles about it. http://www.enworld.org/forum/content.php?4306-ESPN-Calls-Role-playing-Bad-Fantasy#.WXlbbZczqM8
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# ¿ Jul 27, 2017 04:24 |
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That Old Tree posted:Late to the party (I guess?), but I got around to reading 7th Sea 2E, and now I'm ordering a physical copy it's so good. I had such low hopes, even with some of the names that have been attached to the game, the only reason I have a PDF of it is because my friend wanted the book for his birthday. But, goddamn, this is like anti-Wickian in every way, and directly answers every criticism my shallow remembrance of first edition can recall. I feel like there would've been more conversation about this, but the whole thing seems to just be quietly and competently grinding away at its massive million-dollar stretch goal list. What gives? Like it hits the spot between too many and too few rules, while those rules also don't seem to work, and simultaneously expecting a lot out of the GM.
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# ¿ Aug 1, 2017 15:43 |
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So I am not all to familiar with modern/supernatural RPGs, and I'm looking for recommendations. I've been kicking around a campaign that will go straight into the modern kinds of high-weirdness supernatural/pseudoscience stuff - kind of a full-on theosophy/hollow earth/Lovecraft/ufo/cryptid/ancient alien/etc. campaign. I am positive that there is tons of support for a game like this, but I really only have the Lovecraft part covered and I'm looking for something a little more pulp-ish. What would be a good system for it? I am leaning towards something like Savage Worlds, but am open to other suggestions!
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# ¿ Aug 3, 2017 16:21 |
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Haystack posted:So, the basic question here is: who are your PCs, and what are they going to be doing? It works for TV, it can work for me. ImpactVector posted:Not sure if you've used it before, but SW is kind of a mess IMO. The tactical combat is really boring and has a really high character building skill ceiling.
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# ¿ Aug 3, 2017 16:51 |
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Wow, thanks for all the suggestions. Mostly I am seeing Fate (maybe Atomic Robo) and Gumshoe Esoterrorists. With maybe Unknown Armies thrown in. I'll check out Esoterrorists first - it seems to be the most direct comparison, and I haven't run Gumshoe yet. Thanks, all!
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# ¿ Aug 3, 2017 18:08 |
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Arivia posted:Oh my god Strike has literally nothing to do with conspiracy gaming. Holy poo poo. It's a bad 4e clone. You're acting like the d20 fans back at the turn of the millennium - it's the only answer and perfect for everything! How many years since then have RPGs been working to prove that isn't true and you need to find a system that actually matches the game you want to play? The Strike cheerleading squad really needs to shut the gently caress up. Atomic Robo is looking good so far. I am however totally unfamiliar with the source material.
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# ¿ Aug 4, 2017 00:42 |
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Kai Tave posted:It's also pretty legit when you take context into account and realize that dwarf74 is someone with a lot of experience running D&D4E under his belt so the potential argument of "but Strike forces you to reskin everything" is nothing he isn't familiar with and capable of doing if it's the game he's after (which it isn't so whatever). Strike was a totally reasonable suggestion, since I didn't really specify that tactical combat wasn't what I was looking for, here. I get plenty of that in my 4e games, and I prefer to switch up styles regularly. quote:There's also a game called Hollow Earth Expedition. I have never played it or even read it so it could be complete fuckin garbage for all I know, apparently it uses some kind of dice pool system where evens count as successes and odds count as nothing, beyond that I have no earthly idea how good it is, but it's definitely a game that exists.
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# ¿ Aug 4, 2017 16:30 |
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drrockso20 posted:So with D6 Star Wars that marks at least three major systems available for free in a somewhat legal fashion, anyone know of any more besides; But I can add Powers and Motherfucking Perils to the list, avalon hill's foray into the boxed set rpg world. http://powersandperils.org I did an F&F for it around, oh, 2012 and it's a wonderfully bizarre game that's very early 80's, with design elements that I've never seen before or since.
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# ¿ Aug 11, 2017 13:00 |
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unseenlibrarian posted:The Marvel TSR one at least has permission from Wizards. Whether it or the Star Wars D6 one has permission from Disney, on the other hand...
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# ¿ Aug 11, 2017 14:02 |
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mango sentinel posted:Marvel in the 80s was owned by a movie distribution company owned by Roger Corman, I could see them doing dumbshit things. Hell when they got bought by some genius businessman at the end of the 80s, he was the smart guy that licensed the characters to Universal theme parks in perpetuity. Marvel had no idea how to actually manage IP until Disney bought them. Oh here we go. Right at the bottom: "TSR is a registered trademark owned by TSR Inc. TSR inc. is a subsidiary of Wizards of the Coast, Inc., a division of Hasbro, Inc. Names(s) of character(s) and the distinctive likeness(es) thereof are Trademarks and © of Marvel Characters, Inc. and DC Comics, and are used without permission, for educational purposes. This site is NOT a for-profit enterprise, and does not make money. It provides resources to players of a game no longer being produced." ...yeah, they just haven't been C&D'd yet. If you want this stuff, I'd save some local copies.
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# ¿ Aug 11, 2017 14:33 |
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Liquid Communism posted:It needs rules work. They rushed to get the main book in print for GenCon last year, and as a result the Duelist system is just plain badly integrated and the ship system non-existent. I dunno; I don't regret backing it, but I'm in no hurry to run it.
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# ¿ Aug 16, 2017 17:20 |
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gradenko_2000 posted:War of the Burning Sky was a third-party adventure path for both 3e and 4e, though I believe the 3e version is better quote:Zeitgeist is another third-party adventure path, this time for Pathfinder, 4e, and I believe also 5e. I've heard very good things about the 4e version in this case. quote:4e had a similar thing going on: quote:I believe Shadow of the Demon Lord has its own 1 to 10 campaign by now, but Serf would know more about that
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# ¿ Aug 17, 2017 13:39 |
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gradenko_2000 posted:Star Wars SAGA was good, and it was just 3.5 in space... soooooooooo...
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# ¿ Aug 17, 2017 17:21 |
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So I am hearing various reports that Starfinder is basically nothing new under the sun(s), and is pretty much "Pathfinder in Space" without much in the way of innovation or streamlining. This sounds suspiciously like exactly what I'd expect out of Paizo, so I'd like to hear some goonsensus. e: Like, is this designed to appeal mostly to the Paizo faithful, or is it an attempt to reach out to the broader gaming base that thinks Pathfinder is poo, like myself? dwarf74 fucked around with this message at 19:08 on Aug 22, 2017 |
# ¿ Aug 22, 2017 19:01 |
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Cease to Hope posted:jesus christ it has plain old 3x3 d&d alignment And that example of play is So what I'm getting is yes, it really is just PF in space, and that any innovation is only relative to PF itself and the numerous d20 games that preceded it. Hard pass.
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# ¿ Aug 22, 2017 20:03 |
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Pope Guilty posted:Pelgrane's got a Bundle of Holding which is the entire run of The Esoterrorists for $20.
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# ¿ Aug 25, 2017 13:53 |
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gradenko_2000 posted:The Esoterrorists always struck me as the pulpy HRT/SWAT-team equivalent to Delta Green's nihilist X-Files vibe.
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# ¿ Aug 25, 2017 17:11 |
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Hostile V posted:The Book of Unremitting Horror has some fascinating monsters (the Organ Grinder, the Torture Dogs, the Shattterer) and some other monsters I will never use (the Man at the Bar, the Blossomer, the Snuff Golem). It is an impressively creative book and also not a book for people might be squeamish about abusive content. I would say that's generally worth the price of admission.
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# ¿ Aug 25, 2017 19:43 |
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Halloween Jack posted:It's super weird to me that horror is now "Lovecraftian" if the monster has tentacles or is a living shadow or whatever, or if it's just considered especially weird for whatever reason. Like, Silent Hill isn't cosmic horror. It's intensely anthropic horror. Or for a particularly ghoulish example, Carcosa, where the unknowable Lovecraftian entities demand sexy naked virgins for some reason. In Esoterrorists, the horrors seem a lot more personal and directly malevolent.
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# ¿ Aug 28, 2017 16:47 |
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DocBubonic posted:The horrors in Esoterrorists is definitely humanistic, even though the monsters resemble Lovecraftian ones. If the Gumshoe system works for you, you could always borrow what you need from Trail of Cthulhu (like the monsters themselves) and adjust it to the time period your game is set. Also on the Pelgrane site there are links to converting CoC material to the Gumshoe system (if you have CoC material on hand).
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# ¿ Aug 28, 2017 20:50 |
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Halloween Jack posted:Pretty much everything about Numenera can be summed up as "FATE D&D done by someone who doesn't get FATE or anything that isn't D20."
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# ¿ Aug 31, 2017 15:44 |
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So hey, I ran No Thank You Evil for my two sons (6 & 7) and a friend's kids (7 and 4, with help from mom) and it was a pretty great time. The rules are nice and simple - simplified Cypher, which is just fine for kids - and the whole vibe was a blast. The hardest part of running for kids is striking a good balance between a collaborative group story with rules, and an anything-goes let's-pretend brainstorming session where everyone does their own thing. I think they mostly got the hang of it by the end of Dragonsnot Falls - everyone wanted to play again but, man, I was exhausted worse than in any game I've run for grown-ups.
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# ¿ Sep 6, 2017 01:34 |
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Flaggy posted:I just picked this up for my kiddo, any tips I should know starting out? The game is not challenging, by design, and the characters are fairly well over-prepared for anything that may come their way. The rules are incredibly easy, and probably resemble what the Cypher System would have looked like before Monte decided it needed to use a d20 instead of a d6. (Cypher is crap, but this is for kids, and it's easy to understand.) There's simply not enough challenges in an hour or half-hour of time for them to ever run out of their little tokens to spend - and if they do, they can always Have Fun and get them all back. Prompt them to Be Awesome and help their friends. It's best with at least 2 players, because of this. Having one grown-up helping the players is a good idea, too. Get the box set; the cards are a great visual aid for getting everyone started, and the little tokens help even non-readers get their feet wet. funmanguy posted:First suggestion, be sure to have fun! Second suggestion, absolutely no loving WIZARDS!
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# ¿ Sep 6, 2017 05:29 |
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drrockso20 posted:Why would your eating habits get you banned from a Discord server? (I don't know what 'loose beef' means or why eating it could be bad, though, so, uh....)
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# ¿ Sep 6, 2017 16:04 |
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Subjunctive posted:I ran it this weekend for my girlfriend, her 7-yo, and my 9-yo. The adventure book has the players getting a point of Fun at the end of each adventure, so I think that's probably how it regenerates. Like I said, before, I'm struggling to see how anyone could spend more than 1 Fun for a normal 30-60 minute session, though. Maybe that's because I ran it with 4 players, though.
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# ¿ Sep 6, 2017 16:45 |
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hyphz posted:Here's a bunch of NTYE fixes I wrote elsewhere:
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# ¿ Sep 6, 2017 17:18 |
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Nuns with Guns posted:As a point of clarification, Red_Mage vanished but in retrospect Gau is the most likely one to have run off with all the money.
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# ¿ Sep 8, 2017 20:46 |
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FMguru posted:He actually wrote multiple books of (generic, systemless) DM advice: FMguru posted:Tell me more of your full set of Gord the Rogue novels. (Sea of Death is actually not so bad; it's a nice, pulp-y, action novel where you can almost hear the dice rolling in the background. The later books get progressively more gonzo, to the point where Gord and his bard friend are killing demons in the thousands - the bard with sweet guitar licks, and Gord shooting lasers from his sword. I am not making this up.)
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# ¿ Sep 12, 2017 19:25 |
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LongDarkNight posted:That sounds like some weeabo fightan magic. Drizzt ain't got nothin on Gord.
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# ¿ Sep 12, 2017 20:13 |
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Kwyndig posted:The Warhammer RPG sound neat but I don't think this version breaks a lot of new ground in fantasy play except for by having you start as pig farmers and beggars. The magic system is interesting and dangerous, although there's good odds the players will not interact with it significantly. (They almost certainly won't at the outset of the game.) It's still a mid-00's game, with some clear roots in the d20 system, but it's solid for what it is.
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# ¿ Sep 14, 2017 06:02 |
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Cease to Hope posted:WHFRP 1e (which is what I played) and 2e are less "GRIM DARK IN A WORLD OF GRIM DARKNESS AND YOU WILL DIE" and more "Monty Python's Life of Brian the RPG". The system also includes Fate Points to save you from certain death, and a fairly forgiving (if random) chargen system that lets you fix a broken stat. I'm re-reading now that I got the bundle, and it's better than I had remembered. Of course, the main issue I had with it didn't show up until play - combat can turn into a big whiff-fest, unless you are paying close attention to special actions (aiming, all-out attack) and tactics (ganging up on people). And don't have most enemies parry; it makes stuff drag.
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# ¿ Sep 14, 2017 18:20 |
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# ¿ May 15, 2024 12:49 |
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Oh! One important thing about WFRP2e is that the first published adventure - Ashes of Middenheim - gates the entire adventure behind a roll that nobody might succeed at.
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# ¿ Sep 14, 2017 22:46 |