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Author Topic: Tabletop Games Thread  (Read 196582 times)

sjm9876

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Re: Tabletop Games Thread
« Reply #165 on: November 18, 2014, 05:26:57 am »

Personally it doesn't matter to me because after 4e came out I said "fuck this, I'm not buying any more WoTC products".
You might want to limit that thought to RPG's, since Betrayal at House on the Hill is a damn fine game.
I think that they're rushing these editions out to wring mpre cash out of their players and I won't be party to it.

Maybe. 3.5e was[Apparently. I never abused the loopholes that much myself and had a bunch of fun with it.] horribly unbalanced and at some point, someone high up decided to fix that and made 4e, which, while better balanced, was approximately as bland as pudding. Cardboard pudding. So 5e is more backpedaling from the negative response from the fans so they don't lose their customers.
5e wasn't as rushed out as it could have been. As has been raised, it underwent 2 years of playtesting, (which was sadly needed, but the point stands.)

Unrelatedly, I think whether you like 5e comes down to what kind of game you would like to run/play.
If you want a 3.5e style game, where a bunch of specialised characters ascend to demigodhood, then it isn't for you.
Personally, I find the flatter curve allows PCs to do a wider variety of activities, but not as surely, keeping the game far more interesting.
All a matter of opinion.
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Re: Tabletop Games Thread
« Reply #166 on: November 18, 2014, 05:31:24 am »

I've found that the ECL 6 system works really well for keeping a flatter power curve in 3.5 while allowing for some advancement. Basically, 6th level is the highest level anyone in the world can be outside of a couple extremely powerful individuals. After that, you either gain a feat or attribute point whenever you'd normally gain a level. My group's house-rule is that every 6th level after 6 (12, 18, 24, etc) you can opt to actually advance a level, and that works really well for us.
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Fniff

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Re: Tabletop Games Thread
« Reply #167 on: November 18, 2014, 01:01:06 pm »

Hey guys, I've been doing some ~homebrewing~
I'm sure most of you have heard of the World of Darkness, the urban fantasy/horror roleplaying game. I'm also certain that some of you might have heard of Fiasco, the Coen Brothers RPG. I have come up with an idea that mashes them together. The intention is to make players that don't need to be artificially brought together by circumstance and to immediately generate stories that the players have a hand in. Note: this means that the party is less often "a party of adventurers going deep into the night" and more like "a bunch of losers killing each other for something vaguely mythical".
I'm basically aping the character creation system from Fiasco then welding it onto the World of Darkness. You start out by rolling a large pile of dice (4 per player) and then start defining Relationships, Objects, Locations, and Mysteries.

Every player has two relationships with the players to their left and right. First you say what kind of relation it is (Crime, family, etc) with a die, then use another die to define it (Dealer/addict, siblings).
Objects/Locations are distinctive items and areas that two players can add to their relationship. It's a similar system to relations; say what kind it is with a die (Valuable, Underground) then define it (A stolen assault rifle, a tunnel that loops back on itself). The object and location is integral to the relationship of the two characters: perhaps one of the characters stole the assault rifle from the other, or they both discovered the tunnel.
Finally, there's Mysteries. These replace a feature from Fiasco called Needs which are obsessive motives. Mysteries are questions that the two characters are both involved in. If the question was answered, both of these characters would be seriously affected. These could be as mundane as "Is my wife cheating on me?" to as strange as "Why is my furniture bleeding?". The mystery is once again integral to the relationship. It could be between the husband and the boyfriend of the wife, or the unfortunate owner of the bleeding furniture and the person who cast the spell on the furniture.

After you've used all your dice, you should start making character sheets and explaining how this all fits together. From there it's a regular World of Darkness chronicle, but I think this could add a whole new dimension to play. Here's a test I did, which resulted in a pretty sweet premise for a chronicle if I do say so myself.
Spoiler: Premise (click to show/hide)
Spoiler: Characters (click to show/hide)
I think my "make a Bay12 World of Darkness game that doesn't rely on exposition" project is coming along nicely...
« Last Edit: November 18, 2014, 01:05:47 pm by Fniff »
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Leafsnail

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Re: Tabletop Games Thread
« Reply #168 on: November 18, 2014, 02:45:51 pm »

We MtG thread now?
Speaking of which there's a silly little forum based format I've wanted to have a go at.
http://mtgsalvation.gamepedia.com/3-Card_Blind
Basically each player picks a very small number of cards, then you run all the decks against each other (in a deterministic manner) to see which one does best when you start with those cards in your hand.  A surprisingly diverse and interesting metagame emerged for the 4 card blind games that are linked from that page.

Of course this format hasn't been updated for a long while and there's some stuff there that desperately needs to be banned (eg Channel, other things that let you play Emrakul turn one, probably some of the titans etc).

e: There's a more current banlist we could steal here.  I'd still definitely add Channel to that though.
« Last Edit: November 18, 2014, 11:51:07 pm by Leafsnail »
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Parsely

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Re: Tabletop Games Thread
« Reply #169 on: November 18, 2014, 02:58:25 pm »

Are there any underwater PnPs? I desperately want to find a good system for personal underwater combat.
D&D 3.5's Stormwrack splatbook has some pretty okay rules for it, but if you don't know D&D 3.5 already and you want to make use of its more advanced underwater/flying combat rules right away, you may be in for a bumpy ride.
I'm really hoping there's actually an actual underwater RPG out there somewhere.
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scriver

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Re: Tabletop Games Thread
« Reply #170 on: November 18, 2014, 03:03:10 pm »

Pen and paper don't usually fair all that well underwater...
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Parsely

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Re: Tabletop Games Thread
« Reply #171 on: November 18, 2014, 03:04:17 pm »

Pen and paper don't usually fair all that well underwater...
._.
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AlleeCat

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Re: Tabletop Games Thread
« Reply #172 on: November 19, 2014, 02:25:26 pm »

So, a friend was telling me about a Pathfinder character I thought was interesting. He's a Bard who will later be taking levels of Sorcerer. Why? Because what he thinks is bardic music is actually sorcery. Eventually he's going to start accidentally casting Sorcerer spells, and it's going to freak him out.

timferius

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Re: Tabletop Games Thread
« Reply #173 on: November 20, 2014, 10:46:53 am »

I'm still struggling to Roleplay NPCs as DM. It's really starting to hurt my games I feel. Does anyone have any good advice? I'm a bit anxious about it, so I tend to stutter and underact. I also have to stop interrupting myself to insult myself after I say something cheesy/dumb.
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uber pye

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Re: Tabletop Games Thread
« Reply #174 on: November 20, 2014, 04:36:30 pm »

embrace the cheesiness/dumbness, purposely overact to counteract your underacting.

although it may depend on the tone of the game and the character as not everyone should be large hams
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AlleeCat

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Re: Tabletop Games Thread
« Reply #175 on: November 20, 2014, 05:17:09 pm »

You don't have to make silly voices for everyone, and you don't even have to act if you don't want to. You can probably get by even if you just relate everything the NPCs are saying to the players. i.e. "The farmer says there are bandits to the north."

On the other end of the spectrum, you can just go full on ham and not really care about how ridiculous you get.

A good way to get a balance is play in a game you're not DMing, and get into character. Give your character a different voice from your own, and try to act as your character would act. Good DMs come from practice. Just practice.

timferius

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Re: Tabletop Games Thread
« Reply #176 on: November 20, 2014, 06:01:53 pm »

The best would probably be to play in a game, but time constraints make that rather non-possible to get out often enough.
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Mephisto

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Re: Tabletop Games Thread
« Reply #177 on: November 21, 2014, 01:31:38 pm »

I love old board games, but best practices regarding knocking out players have been modified a bit between then and now.

My department at work games over lunch every Friday. We're developers - everyone else already thinks we're weird. Just embrace it.

Today's game was Nuclear War. Published in the 60s, but this was an 80s reprint. We played with six people, two of which were taken out by disease, defection, and disasters before the first turn. Shortly after the war started, another guy got taken out. Not by war, but by disasters again. Thus began a war of attrition, whereby my supervisor eventually got taken out by a relatively weak nuke. This engaged the retaliation rules, which means he can assemble any warheads and delivery mechanisms in his hand and fire them off. Long story short, his two warheads take out the guy who killed him as well as myself.

On the one hand, getting taken out before play starts sucks majorly. On the other, I think we could use more games where there is the potential for none of the players to win.
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smeeprocket

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Re: Tabletop Games Thread
« Reply #178 on: November 21, 2014, 03:27:56 pm »

I just found this thread.

So... Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn

7th ed is out on pdf now, I am going to convert a single player module set called monophobia to it and run that as soon as I brush up on the rules.
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Dutchling

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Re: Tabletop Games Thread
« Reply #179 on: November 21, 2014, 06:22:12 pm »

Went drafting tonight.
Spoiler (click to show/hide)
Made a nice little profit :)
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