Yo /tg/, I don't get what a tabletop game is or how Warhammer 40K is played.Care to explain?
Yo /tg/, I don't get what a tabletop game is or how Warhammer 40K is played.
Care to explain?
A tabletop game is a game normally played around a table, as opposed to one played on a computer, or a game played outside. These consist of card games, dice games, board games, miniature war games, role-playing games, and a handful of miscellaneous others.Card games are played with cards. This can be a standard Hoyle deck as well all know it, or it can be a specified deck made by a manufacturer. Some card games are standard; you buy the deck and that's it. Some are expandable, which means they occasionally make more cards that can be added to the base deck. Finally, some are collectible, and allow you to trade, collect, and switch around cards until the deck is customized to your liking. The most famous card game is probably poker. The most famous collectible card game would likely be Magic: the Gathering. Comment too long. Click here to view the full text.
A tabletop game is a game normally played around a table, as opposed to one played on a computer, or a game played outside. These consist of card games, dice games, board games, miniature war games, role-playing games, and a handful of miscellaneous others.
Card games are played with cards. This can be a standard Hoyle deck as well all know it, or it can be a specified deck made by a manufacturer. Some card games are standard; you buy the deck and that's it. Some are expandable, which means they occasionally make more cards that can be added to the base deck. Finally, some are collectible, and allow you to trade, collect, and switch around cards until the deck is customized to your liking. The most famous card game is probably poker. The most famous collectible card game would likely be Magic: the Gathering.
Hey /tg/, two questions: How much realism is too much realism, and what do you think of my writing exercises/can you suggest better?I’m about to DM a game for the first time, in a new homebrew setting no less, and while I like keeping things grounded, I wanted to know if I was going overboard. For example, the Pack: you do not have unlimited space. Even if you can still carry it weight-wise, if it can’t fit into your ‘Real’ pack, or be hooked to a belt or something, you can’t carry it around without actively carrying it. You need food, water & rest on a normal basis. I’ll keep track of the in-game time and how often you need to eat/drink/rest and let you know; I’d keep it as realistic as possible with the amounts needed, but give some leeway, and try and keep a lot of water sources nearby (it’d also make sure the party Ranger earns his weight and is a key party member, which my group has complained about in the past). You could die from hunger or thirst, and expect some penalties if you’re not getting a couple good nights’ rest over a week. Comment too long. Click here to view the full text.
Hey /tg/, two questions: How much realism is too much realism, and what do you think of my writing exercises/can you suggest better?
I’m about to DM a game for the first time, in a new homebrew setting no less, and while I like keeping things grounded, I wanted to know if I was going overboard. For example, the Pack: you do not have unlimited space. Even if you can still carry it weight-wise, if it can’t fit into your ‘Real’ pack, or be hooked to a belt or something, you can’t carry it around without actively carrying it.
You need food, water & rest on a normal basis. I’ll keep track of the in-game time and how often you need to eat/drink/rest and let you know; I’d keep it as realistic as possible with the amounts needed, but give some leeway, and try and keep a lot of water sources nearby (it’d also make sure the party Ranger earns his weight and is a key party member, which my group has complained about in the past). You could die from hunger or thirst, and expect some penalties if you’re not getting a couple good nights’ rest over a week.
>>3492I have played in super-realistic campaigns like this, super-lulzy campaigns (fuck, I've played exalted). And everything in between. The best way to play any P&P is the way that makes it fun. It's a fucking game. Don't jerk off about how realistic it is unless all your players want to jerk off to it as well. If they want to run around and fight owl-bears and kill each other and rampage and tear off innocent-kids' heads, fucking don't do what you're planning.For example: Comment too long. Click here to view the full text.
>>3492
I have played in super-realistic campaigns like this, super-lulzy campaigns (fuck, I've played exalted). And everything in between. The best way to play any P&P is the way that makes it fun. It's a fucking game. Don't jerk off about how realistic it is unless all your players want to jerk off to it as well. If they want to run around and fight owl-bears and kill each other and rampage and tear off innocent-kids' heads, fucking don't do what you're planning.
For example:
It's all up to the players. I noticed that most GURPS players are heavy on simulationism and they would be happy to have an hour-long argument over the temperature of a fireball. They are the perfect bunch for preparing knives, forks and shoes made of better leather for an expeditionMost other types of players consider "realistic" as another word for "low magic, human only" or "ooh, hit locations! Kinky! and still just like to have a good combat or entertaining roleplay without bothering with "so, if we travel for three days of rain across the mountains, how much does rain slow us down if this mountain is heavily forested?"In both cases, if the monster/animal/warlord population is not tailored to the PC powers, you still need to make a way for them to survive/succeed even when facing the owerwhelming odds. Saying "this is too hard, we leave this place and go further down the road" might be a nice change of pace, but doing it more then 0 or 1 times in the whole campaign tends to make players hate you
It's all up to the players. I noticed that most GURPS players are heavy on simulationism and they would be happy to have an hour-long argument over the temperature of a fireball. They are the perfect bunch for preparing knives, forks and shoes made of better leather for an expedition
Most other types of players consider "realistic" as another word for "low magic, human only" or "ooh, hit locations! Kinky! and still just like to have a good combat or entertaining roleplay without bothering with "so, if we travel for three days of rain across the mountains, how much does rain slow us down if this mountain is heavily forested?"
In both cases, if the monster/animal/warlord population is not tailored to the PC powers, you still need to make a way for them to survive/succeed even when facing the owerwhelming odds. Saying "this is too hard, we leave this place and go further down the road" might be a nice change of pace, but doing it more then 0 or 1 times in the whole campaign tends to make players hate you
Bathing? That have to mention to bathe? ...That could be cool. I assume it's also extended to their items and stuff? Try selling your leather armor after it's been used in battle, and has had the sun hitting it for who knows how long while the group's traveled.THAT'LL take an impressive roll.
Bathing? That have to mention to bathe?
...That could be cool. I assume it's also extended to their items and stuff?
Try selling your leather armor after it's been used in battle, and has had the sun hitting it for who knows how long while the group's traveled.
THAT'LL take an impressive roll.
anyone have the handbook for this?or instructions for how to play
anyone have the handbook for this?
or instructions for how to play
thanks so much. i bought the game at a goodwill around here for $2 and it has everything but the damn manual.
I searched for probably 30 minutes. Yet I deliever... http://www.hasbro.com/common/instruct/pokemon.pdf
Oh fuck, I just gave mine to Goodwill.
If a designer of a new PnP RPG asked what you preferred and liked to see added in a game's core rule system, what would you say?It can be for any type of game world.
If a designer of a new PnP RPG asked what you preferred and liked to see added in a game's core rule system, what would you say?
It can be for any type of game world.
>>3533How succesful is debatable, but certainly is an attempt!>>http://www.penpaperpixel.org/tutorials/tabletopprojection/
>>3533How succesful is debatable, but certainly is an attempt!
>>http://www.penpaperpixel.org/tutorials/tabletopprojection/
>>3582well actually i think this is amazing!they could improve it some ways I think!and I'd like to see the outdoor graphics
>>3538The problem is that to do this proper you'd have to organize by subtype. Plate armor will usually either deflect a sword completely or not at all - hit avoidance. Chainmail will reduce the puncture of an arrow or knife - damage reduction. Plate will not deflect a mace, however. It will reduce it.
>>3538
The problem is that to do this proper you'd have to organize by subtype. Plate armor will usually either deflect a sword completely or not at all - hit avoidance. Chainmail will reduce the puncture of an arrow or knife - damage reduction. Plate will not deflect a mace, however. It will reduce it.
OK /tg/, I'm working on a game.No one but me is working on it, just something to pass the time thinking about. It will be roughly based off of the mechanics of Star Trek: Star Fleet Command but much MUCH simpler. I've got a few details down so far. It will be played on octagon paper. There will be a few types of ships, a few types of weapons, and maybe some space anomalies to play with. It will be low-tech- more steampunk than Scifi. Only large ships have shields, and missiles are the most prominent rather than energy weapons. There will be fighters. Damage to systems will be simplified, based on the direction from which a hit is taken on the grid. It's based mostly off a game I used to play in my head or on paper using coins as markers. I come to /tg/ seeking suggestions and tips, as my only real experience with table games is from video games based off them. In fact, I hope to turn this into a flash game.
OK /tg/, I'm working on a game.
No one but me is working on it, just something to pass the time thinking about. It will be roughly based off of the mechanics of Star Trek: Star Fleet Command but much MUCH simpler. I've got a few details down so far. It will be played on octagon paper. There will be a few types of ships, a few types of weapons, and maybe some space anomalies to play with. It will be low-tech- more steampunk than Scifi. Only large ships have shields, and missiles are the most prominent rather than energy weapons. There will be fighters. Damage to systems will be simplified, based on the direction from which a hit is taken on the grid. It's based mostly off a game I used to play in my head or on paper using coins as markers. I come to /tg/ seeking suggestions and tips, as my only real experience with table games is from video games based off them. In fact, I hope to turn this into a flash game.
>>3646I'm trying to make the ships not ZOMG UBER so small battles resolve quickly and intensely, but scalable for huge ship, large fleets, long battles and maybe use as a campaign game. It's based of a game I play in my head so you should be able to play it by yourself to pass the time, too.Some basic counters would be awesome, and I could definitely use help coming up with some ship specs for the vanilla.
>>3646I'm trying to make the ships not ZOMG UBER so small battles resolve quickly and intensely, but scalable for huge ship, large fleets, long battles and maybe use as a campaign game. It's based of a game I play in my head so you should be able to play it by yourself to pass the time, too.
Some basic counters would be awesome, and I could definitely use help coming up with some ship specs for the vanilla.
Its sound as a rule set. Needs moar ships.
Alright, I thought I'd have more focus today than I did, but I got down a few ships in a seperate doc, available here:http://docs.google.com/Doc?id=drs282t_3ftqszwhf
Any Heroclix players on /tg/?
>>3518I'm the exact same way, but at www.hcrealms.com you can atleast talk to other players...And secret invasion sucks dick
>>3518
I'm the exact same way, but at www.hcrealms.com you can atleast talk to other players...And secret invasion sucks dick
Lol I thought I was alone on /tg/ I play with these guys at borders every saturday night. They showed me like 3 or 4 years ago but we still play every saturday
I used to fucking love this game game when it came out but quit like 3 years ago because everyone I knew who played it quit so I sold most of my stuff. I was looking to play Horrorclix awhile back, any Horrorclix players here? I guess I gotta try going to other stores/comic book shops to find players like >>3679
What 40K army does /tg/ think is the best?
>>3668 >none of them can outrun a bullet, yetfix'd
>>3668
>none of them can outrun a bullet, yet
fix'd
Death Korps of Krieg
Zoats.Then they screwed everything up...
Zoats.
Then they screwed everything up...
What's your card game of choice, /tg/?
Bohnanza
euchre
99.http://www.pagat.com/adders/98.htmlWe don't do the pennies stuff, just enjoy a win and move on...
99.
http://www.pagat.com/adders/98.html
We don't do the pennies stuff, just enjoy a win and move on...
- wakaba 4.2.0 + futaba + futallaby -