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News
  • 08/21/12 - Poll ended; /cod/ split off as a new board from /pco/.

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142375 No. 142375
Continued from >>128320

Anyone else get or give any good RPG swag for christmas?
159 posts omitted. Last 50 shown. Expand all images
>> No. 158459
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158459
>mfw the Runic Men playthrough of King of Dragon Pass ended yesterday
>and I missed it

It almost makes me want to play the game myself... but I know my clan ring will never be as good as Swen's.
>> No. 158463
Trying to find a Mage the awakening game is impossible...
>> No. 158489
Have any of you guys tried out gaming via roll20.net yet?
>> No. 158491
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158491
Damnation, I want to play ALL the Fiasco. All of it.

>>158463
That's rough buddy. Have you ever considered running one? It might be a little stressful up front, but it could pay off in dividends with a good group.
>> No. 158511
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158511
>>158489
There's no polite way of saying this: are you viral marketing that site? Because I've seen a lot of threads on /tg/ over the last month or so, saying how roll20 was the best and everybody should go there. I'm not condemning, you have to earn a living like the rest of us... I just think maybe you should be more subtle, or at least more upfront about this sort of thing.
>>158491
That's the next game on Tabletop, right? I heard they've done a deal with Mongoose and making a Paranoia version. Speaking of Tabletop:

>mfw all the games I like are way too expensive in my country
>> No. 158516
>homebrewing like a boss.
>contemplate how possible it'd be to publish this schlock.
Team Fortress 2 Engineer Updateyoutube thumb
>> No. 158526
>>158491

I played that with some friends last year, it was a blast. Resulted in a near-literal lesbian trainwreck.
>> No. 158529
>>158511
Hes not viral marketing Mini, its actually good and people are spreading it with word of mouth. I use it to run Rogue Trader. (plus why would a free, advert less site use viral marketing!?)
>>158516
What ya brewin?
>> No. 158530
>>158511

Well, the Roll20 guy DID make a thread or two about it on /tg/. Viral accusations aside, it's not a bad little piece of software at all. It definately needs work though. I'd like it to remember that I don't want to transmit voice or video every game (I have Skype already!), and I'd love some multi-genre support for tokens.

As for the Paranoia Fiasco playset, it is goddamn amazing, and it is free. You should get it now (after obtaining Fiasco). Now. NOW.

http://www.bullypulpitgames.com/downloads/index.php?cat=7#105

NOW
>> No. 158532
>>158511


I have no way to prove to you that I'm not viral marketing, but if you'll trust the words of a lowly anon, I was just genuinely curious if any of y'all were playing games on there.

I have yet to use it for an actual game. I've messed around with the map creator a bit, but that's the extent of my exploration. I'm pretty sure all the features on that site are all free, anyways. At least, I didn't see any "UPGRADE NOW" propaganda in my short perusal of the features.
>> No. 158536
>>158532

I use it for a Dresden Files hack. I find it good for setting up Zones. Thinking of using it for a 4e Tomb of Horrors tournament I'm planning to set up in October/November.
>> No. 158591
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158591
>>158532
Okay, fair enough. It does sound like a decent bit of software, but I don't play online any more, so... yeah.
>> No. 160052
Cruising /tg/, er-ly in the mornin'. What starts as a thread about furries playing a babyfur version of D&D becomes genuine plans on turning bags of holding into shit/corpse converting objects to fuel flame throwers, cholera bombs, and unlimited sources of oil. With math dripping all over the fucking place as neckbeards whip up numbers of how much methane and hydrogen a decaying human corpse produces.

The Millenial Generation really is in the business of burning a house down with lemons.
>> No. 160073
>>160052
Well its all life's giving them lately.
>> No. 160076
What does Pen Ward play?
What's his influence for AT?
>> No. 160083
>>160076

Dungeons and Dragons. Given how old he is, he probably played a crapload of 2E.
>> No. 160084
Thought that might be it.
Thank you.
>> No. 160090
Yeah, there's a lot of 1E and 2E-flavored silliness present in Adventure Time. The monster concepts feel more like the sort of gleeful insanity that they came up with back in the OOOOOOLD D&D, back when they had things like the Wolf In Sheep's Clothing and the Raggamuffins and the evil squirrels that ate people's Soul Nuts and the Hippopotamus Mercenaries.
>> No. 160091
>>160052
And to think, I minimized that thread. Glad it got archived.
>> No. 162210
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162210
Werewolf: The Apocalypse 20th …youtube thumb
>> No. 162211
>>162210
First they did a V:tM 20th Anniversary book, and now Werewolf gets the same treatment.
Please, let this herald a full-blown revival of the Old WoD.
>> No. 162224
>>162211
Well we already know there's going to be a conversion guide for demon the fallen for the nWoD demon book thats coming in 2013.
>> No. 162290
I'm tempted to bother the W:tA blog for development of the 20th anniversary thing, but after reading all the comments on there, I don't think I have anything to add.

The idea that Ethan wants to revisit The Skinner, Sam Haight, and remove all the hodgepodge godmode stuff seems sweet. I really liked the idea of the Skin Dancer cult. And I'm pleased to hear Ethan was as big a proponent as I am on Kinfolk character inclusion, but that might be too much for the already space taxed book.
>> No. 162675
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162675
>mfw I don't have any of my books because they were lost in a shitty move
>> No. 162685
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162685
FFFF-Damn it, wheres my Mummy: the curse dev blog update, I need to hear more!
>> No. 172511
http://www.kickstarter.com/projects/viralgames/engine-heart-is-coming-to-a-store-near-you

They're already about a third of the way there, but I just thought that you guys ought to know about this.
>> No. 185217
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185217
I made this a while ago - have I missed anything out?

Also, in b4 WIL WHEATON A SHIT or TOM VASEL ONLY SORT OF LIKED CHAOS IN THE OLD WORLD, WHICH MAKES HIM A HYPOCRITE
>> No. 185222
>>185217
Snakes and Latte's Snakescast is another decent boardgame podcast.
>> No. 185588
>>185217

There's also The D6 Generation, it's a podcast on the DiceTower network with SHITLOADS of content, and interviews with creators, developers, and other assorted nerdfolk.
>> No. 186470
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186470
My gaming group is back together. It's D&D, which is an 'eh' system imho, but I'm just glad the group is back together.
>> No. 186545
>>186470

System doesn't matter, anyway. Hope you enjoy yourself.
>> No. 186594
>>186545
It does matter a bit. Some systems are better at some things than others--that's why there ARE different systems in the first place. D&D is CAPABLE of doing whatever game the GM and players make it do, but that doesn't mean it's as WELL SUITED toward it as another system would be. What D&D is best at is combat, with its out-of-combat game serviceable but unimpressive compared to more narrative-focused systems like Fate (this is especially true of 4th Edition, which is a great war game and a mediocre storytelling game).
>> No. 186612
>>186594

>(this is especially true of 4th Edition, which is a great war game and a mediocre storytelling game).

Which was much better than D&D 3.5 which was mediocre in both accounts.

Seriously if you play D&D 3.5 and you don't encounter any problems it's probably cause nobody actually stopped and realized "Hey wait a second. I could just turn myself into a monsters that's easily as strong as the fighter for the entire combat encounter!" or the Cleric assumed all he was good at was healing.
>> No. 186614
>>186612
Yeah, I had a lot of problems with 3.5 and its level of brokenness (which is only made worse by the house rules that people come up with to make it MORE broken), but didn't want to get into edition wars over them. That said, it's storytelling game is no WORSE than 4E's, and may even be a little better (in ways that aren't immediately apparent to me but which I'm willing to allow might be there)....but yeah, its combat was definitely worse in terms of how well it worked as a game than 4E's.

Personally, after Fate Core came out it's very difficult for me to come up with a situation where I wouldn't rather play Fate than most other engines I've seen, other than the ones that really break the mold like Shock! or Everyone is John or....I forget its name, but that one based on 1,001 Arabian Nights where you tell stories within the main story.
>> No. 186622
I don't see what system has to do with storytelling. It's literally storytelling, you can do it without ever touching a die. And D&D's skill system lends itself just fine to telling stories and including dice in them for that bit of player interaction -- if you have the types of players who have trouble cutting loose -- within the story. Unless you find that breaking up big pieces of narrative with tactical combat isn't fun, I can totally see the Storyteller system or something being much more up your alley. But even then, I think, as long as you're into the genre of the game you're playing, and your group is cool, it shouldn't matter what system you're playing. You know, within reason.
>> No. 186628
>>186622
There is the issue where the rules doesn't cover what you want to do, straight up disallows certain things for arbitrary game-y reasons, or have weir exploitable parts that can muck up story elements. Of course, all of these things can (and will, if your GM is halfway competent) be quickly houseruled, but if you need to change/ignore so much material you'd be better of just picking a better system to begin with.
>> No. 186630
>>186628

I still don't see your point. If you need rules for every little thing, then you're not exactly focused on role-playing in the first place, are you? I guess if that's your problem, then yeah, you should totally stick to your hyper specific system that makes you happy, and there's nothing wrong with that. But if you don't want to play a certain system, you have two options: don't play, or run your own game in the system you want to play. Don't make your fellow players and especially not the GM deal with you whining about the system; run your own game.

Again, I totally concede that certain feelings and genres work better in different systems. I'd much rather play a pulp game in Savage Worlds or Spirit of the Century, and I'd rather play medieval high fantasy in D&D or Pathfinder, horror in Call of Cthulhu or a Storyteller system, etc. But really, when all you're doing is nitpicking about rules, or a lack thereof, you kind of have to step back and see if you actually want to play role-playing games at all, maybe you're looking for something less structured like a diceless system, online text RP or larping.
>> No. 186631
I was having a similar discussion with my table last week - our current GM insisted that a system should only be there to facilitate roleplaying, and it doesn't matter which one you use.

That's his reasoning for running a d20 Modern game, anyway.
>> No. 186633
>>186630

>If you need rules for every little thing, then you're not exactly focused on role-playing in the first place, are you?

The thing is: you're treating mechanics and fluff as though they were two separate entities and changing one does absolutely nothing to the other when that simply isn't the case.

Tabletop games are all about the interaction between fluff and mechanics. Effecting one WILL HAVE CONSEQUENCES on the other almost always.

> But if you don't want to play a certain system, you have two options: don't play, or run your own game in the system you want to play. Don't make your fellow players and especially not the GM deal with you whining about the system; run your own game.

Well this kinda comes back to a lot of issues involving D&D being one of the most prevalent systems, its fanbases general unwillingness to leave their comfort zones, as well as this overly-permissive attitude that certain things are just "fine" as is problems and everything and trying to make them better is just the work of an asshole and bleh.

The point I'm trying to make is that I'm lucky I found players and GM's who're totally cool with playing a variety of systems. But I know there are people out there who're less lucky than I am and all I can really say is, well... sorry?

keep in mind I'm of the opinion that Ravenloft is a TERRIBLE D&D setting. It's a good setting! It's just D&D is the last system I think of when I think of Gothic Horror.
>> No. 186635
>>186622
I can tell from the way you're talking that you've never played a game of Fate or Shock!. Or if you have, you didn't get it. The degree to which storytelling is enhanced by systems like these is unbelievable. I've been able to get people who, when they play RPGs, think purely in terms of hack and slash come up with genuine, unique characters simply by house ruling in and going through Fate's world and character creation process even though we were playing D&D--hell, they did a huge chunk of the work for me in designing the campaign because of it, too.

And it's not about "having rules for every little thing." Quite the opposite--Fate has very few rules, compared to D&D, Shock! has even fewer. It's just that the rules they DO have make the difference between a war game and a storytelling game.
>> No. 186636
>>186630
I don't want rules for every little thing, I just get annoyed when rules actively obstruct player actions, create the boring type of unrealistic outcome, or are just to damn complicated for no good reason. Sure, any system can be fun as long as you're with a good group, but it's still better with an actual system that helps you along rather than slow you down and distract you.

So just to be clear: I'm not naming names, I'm not saying the whole matter of rule preferences isn't subjective or anything like that, but what I'm saying is that system does matter.
>> No. 186645
>>186636
You'd hate GURPS then
>> No. 186664
>>186645
Uuhm... GURPS is actually my favourite system ever, and I've never understood why people find it complicated. The rules are clear, logical and internally consistent, which is a lot more than I can say about prey much every other system I've tried.
>> No. 186665
>>186645
>>186664
Actually, can I ask you why you'd think I'd hate GURPS? Because it really isn't obvious to me.
>> No. 186674
>>186664

>which is a lot more than I can say about prey much every other system I've tried.

Take it you've only played D&D and World of Darkness then?
>> No. 186675
>>186665

Also while I'm not >>186645 I think I can see where his logic is.

See: In GURPS you're always going to be doing 3d6 roll under. For everything and the rules for them will always wind up feeling very clean and imprecise. This means that everything you do, from Piloting a starship to commanding an army to creating a great baking dish will usually be stated up in a mechanical way that all feels very derivative of each other.

This isn't even like say Apocalypse World where the narrative of the events is meant to influence the mechanics instead of vice-versa. GURPS is a game where its mechanics are always going to be very similar and thus wind up having the entire thing taste like oatmeal with various spices placed on it. The spices are nice but... it's still oatmeal.

I'd argue that it's also horribly imbalanced and only gets away with it because 'it's modular' which is basically telling the GM to just balance it himself instead of going the route of doing something specific but well.

It's the ultimate generic system and it suffers from all of the associated problems WITH generic systems.

>> No. 186679
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186679
>>186674
Neither of them, actually.

>>186675
I've heard people complain before that "everything is roll under 3d6"-blandess, but doesn't most rpgs boil down to rolling dice and beating target numbers? I can only think of a few that doesn't.
The thing about brokedness is totaly true though, there's no denying that. The problem (which is also the good thing) is that it is more like a developers kit than an actual game. It won't really properly if the GM doesn't also play the part of a game developer, which makes it a lot more effort to run.
>> No. 186681
>>186679
To me playing GURPS is fine, if you don't mind playing a little loose with the rules. Because there are rules for just about everything, and god help you if you are playing with a rules lawyer and you actually need to look up the rules on something that only comes up once in a blue moon.

Its a great system if your GM can go "Fuck it this is what iIm gonna do, or else we'll spend half an hour trying to find it" to keep things moving along.
>> No. 186746
>>186681

I'm inclined to agree. But I'm also of the mind that you should always play loose with the rules, only bring up situational shit as the GM or player if it's adversely affecting the narrative, which is why I said I don't think system matters in the first place. Unless you either want or don't want a tactical miniatures game inside your roleplaying game, then I can see 3rd-4th ed D&D being annoying to have to play in if you don't, or a system like Fate being annoying if you do. Whatever, as long as we're playing games together, that's all that should matter, you know? No sense in getting bent out of shape about other people having different opinions.
>> No. 187170
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187170
BTW GUYS! I've been working on this for a while now:

https://www.dropbox.com/s/accysyzip06p8uc/HeroWorldBeta.pdf

It's a Game that uses Apocalypse World's engine but is meant to be modeled after Sentai Shows like Power Rangers or Kamen Rider.

Currently I'm looking for players who might be interested in playing a Rules Light game based on dumb superheroes. If you're interested just say something!
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