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 No.894[View All]

Thread for TTRPG discussion and organization.

# What is a TTRPG?
TTRPG, sometimes TRPG, stands for TableTop Role-Playing Game. It includes big names, like D&D, and much less heard of ones, like Song of Swords. The rule systems run from extremely thorough, with rules for things like how many Thai chilli peppers you can eat before getting ill, to so broad as to be nearly nonexistent, with only basic guidelines on how to play. In almost all systems, the key component that sets it apart from video game RPGs is the presence of the Dungeon Master, Game Master, Referee, etc. They help to adjudicate edge cases not covered by rules and create exceptions to the rules in favour of fun, meaning a TRPG has much more freedom of action than a normal RPG.

# Where do I play?
Generally, TTRPGs, especially niche ones without large player bases, are played in-person, but there are also sites and apps that allow you to play over the internet and find groups. The biggest one right now is probably roll20; signing up is free, and as a player, you never need to pay for anything. Other applications include FoundryVTT (paid for by a GM), Maptools (free), AstralVTT (free), and Fantasy Grounds (expensive, but very nice). Some groups even play on Tabletop Simulator, which has the added bonus of letting you play poker or Life before a session starts or if someone flakes.

There's also the potential to show up at a gaming store; if you live in the US, Canada, or Europe, there's plenty of those around too. Gaming stores are in-person, obviously, but they also often boast long-time, highly experienced and confident game masters who are knowledgable at how to best cater to newbies trying to enter the hobby. There are many websites online to help you find game stores near you.

# Where do you get the rulebooks?
You can buy them from places like drivethrurpg, or you can pirate them from https://thetrove.net/. As a new player, you often don't need very many books; both Shadowrun and Pathfinder have relatively complete wikis online with all the setting-agnostic information you need, and Pathfinder even has a setting wiki so there's no reason to buy the books for their content.
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Maybe restart your computer/internet? I don't know how the program works tbh


I think the servers are borked
I need to ask the host, for now I guess we can't play rip


It's a holiday today so no game
On the bright side I figured out what kept crashing the servers and managed to keep a test run on for 48 hours so unless life is trolling me there shouldn't be anything bad happening next week






Still having server issues?


nevermind it's up


No game today?


Game status for tomorrow?
Hope everything is going okay with DM-san


Game today yes, last week the thing that happened the week before was still ongoing
I'm really starting to regret a pirate game lol but whatever I can cope
Skulls and Shackles is so poorly written, I never realized how uninspired it was until I actually had to run it


Well if it isn't enjoyable to run or you think it won't be enjoyable to play I don't really care if you take it off the rails or if we did something else, but obviously I don't know how the other players feel. I have fun regardless just playing the game


I don't mind too much, it's fine. I'm already doing what I can, the storyline is just uninspired and it's like Paizo only knows how to stuff combats into a session to force interaction instead of any sort of useful characters.


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I mean hell, look at this shit
If it's not "hehe they kill themselves if you try to capture them" then it's "haha they fight to the death and never surrender"


DnD tomorrow, yes?


Vivi player here, I'll be there


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Sorry, can't make it this week.



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Servers are totally fucked
If you're interested you can attempt to log on at the normal time but if you can't that means the server is constantly crashing and unfixable
Was just on voice with the server admin, the new software update is bugged af
Maybe it will be hotfixed


I'll try to make it, but my internet's pretty shoddy and I might have to leave early.


Any updates on this?
Bummer but I'll show up regardless. Hope we can make something work soon


I reverted to an old version
It will still be buggy and we're likely to lose any chatlogs we've created, but I'll save it and upload it to discord for reference.
It's my birthday this weekend so I didn't have too much time to troubleshoot but from what I can tell it's entirely serverside, nothing to do with my configuration or file integrity.


AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA my fucking shit ass phone died while I slept and my alarm never went off
I hope you guys were able to get everything working for next time at the very least, really sorry


everyone can make it this week?


I'll be there



Vivi player here, I can, yes


Are the servers weird or am I the only one connected?


They're still fucked
I'm crashing out
I think we need to figure out a way to deal with this shit


I'm connected too but I only see myself.


Damn. It looked like it went through fine for me but now I'm just sitting alone in a room where the game is paused

We could go back to me hosting on whatever that software was called. Or roll20. Not sure which you prefer from a GM perspective


Or tabletop sim or whatever else lol
I'm willing to install whatever


We will see
Let's do it this way: next session is Jul. 10, and I will test it extensively with bot computers in the US and EU, and then we can talk about how to deal with the fact that we've had like four sessions of this pirate game I don't know how to run anymore in the past four months.


Sounds good to me
If you're suggesting you run something else I'm fine with it, the fates have conspired to stop us from playing enough that I'm not singularly attached to it at this point. I just miss playing with everyone.


DnD status?


On, if everyone else is here.


ddb, you going to be here next week?
if so please answer if you're looking to continue pirates y/n


bumping thread just in case >>1496 wouldn't be seen otherwise


Yes, I'll be there. I'd like to continue pirates. Apologies for last week.


computer's updating, give it a bit


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My friends want me to DM a game of 5e for them. I'm very inexperienced but I'm having fun writing lore and races for my stupid made up continent. The hardest thing for me to come up with so far is finding a balance between my own making things up and still allowing a lot of player freedom and the expected D&D experience. For example, I want to give my elves something unique other than their traditional trance and magical sleep immunity but I'm unsure what would make sense. Lore-wise I thought it would be fun if they were extraterrestrial in origin, maybe from the moon?


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Starting as a GM by running a homebrew setting is like starting as a sculptor by creating a marble statue of yourself. It can be done, but it takes a lot of work and you're going to feel bewildered. Best advice I can give is to try to run a little less homebrew. Focus more on writing the setting and less on designing the game. Aesthetic and lore changes to the game are great and can make your game feel unique, but once you start to change how the game plays, it can fall apart very fast.

Instead of thinking "how could I change the racial traits of elves", think about "what gods could I connect the elves to?" Start with what the game gives you (elven weapon training and trance) and work backwards. Perhaps your elves are holy warriors blessed by a god of conquest, and this blessing gives them a natural feel for melee weapons and the ability to spend less time asleep (more time punching). Perhaps your orcs are partially undead or fungal, so the half-orc "relentless endurance" feature is more like a "back from the dead" feature.

5e is… not a great system, but it is fairly robust and balanced. I'd say work with what the game gives you and change the flavor text.


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Thanks for the advice, I'll probably put a hold on the cultures and races and history stuff and focus more on like… "here's a goal and here are some obstacles, go wild".

I was thinking maybe all the PCs live in the same small village/town, and some kind of big monster has been encroaching on it, wrecking peoples houses. It's proved too much trouble for the NPCs in town to manage. In order to save their own homes from being destroyed they decide to take it into their own hands, and discover that everyone is blaming an eccentric wizard who lives up on the hill. The players can head straight into the monsters lair/dungeon and kill it themselves, or they can trust the townsfolk and kill/drive the wizard out of town. Either option will result in the monster leaving them alone. But if they investigate with the wizard they will find out that he has, in ignorance of what they actually are, been using the monsters eggs (which are laid in trees and look like fruit) to make potions. This has been what prompted the monster to attack the town, so a peaceful solution can be obtained where they simply convince the wizard to knock it off. If they discover the truth of the eggs and still decide to kill the beast they'll get some cool potions made for them, in exchange for the moral cost of killing an endangered monster.

>5e is… not a great system

Yeah I don't like it much compared to pathfinder/3.5 but the people I'd be running for have zero TTRPG experience, and 1 of them particularly "just wants to have adventures and play the game" ('play the game' meaning not read rulebooks and have to do lots of chargen) so, I think it's an alright compromise.


This is a really good way to start a campaign! It gives the players a common goal that cannot be avoided, a reason to work as a group, and it sets up immediate action for them to dive into. Great first adventure, let us know how it goes!


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There's a trap for new GMs that is to homebrew a ton of setting and make an original world. The secret that nobody wants to tell you is essentially that nobody cares unless you make them care, and the way to make them care is actually to set aside the homebrew and worldbuilding for a second and think about the campaign you're looking to run.

Your starting idea is actually pretty good, I like it, it's very nice for a new GM. Before starting though I would make sure if your players are all looking to play heroes or whatever. It changes what sorts of generic adventures you can give them.

5e is not a good system but it is an incredibly good beginner system for players because the basic logic in use carries over to most crunch-based systems. With that said it's actually pretty hard to homebrew for as an inexperienced GM because the numbers are so incredibly tightly constrained that changing them at all creates problems. If you're going to homebrew I recommend doing nothing but giving advantage/disadvantage for now.

A bit of advice: when in combat, past the first few fights (when the main focus needs to be to make sure the players know how their abilities work), add in wind-up attacks. As in, on the turn of the PLAYER being targetted, tell them "the orc chief roars and heaves his axe above his head with both hands. His veins bulge in exertion as he prepares to bring the axe down…", giving the player the choice to either fuck off out of the way (and not attack) or attack but get hit with a heavy blow that e.g. knocks him back if he fails a strength save. When you're more experienced you can probably start making more advanced homebrews but these are fairly easy to balance and simple to create, while being more engaging than just "I walk up and hit you, oh, I hit, you take uhhh 8 damage." At the same time, don't overdo it; speed is absolutely the most important thing in combat, esp. in 5e where there's just not too much decisions about the character sheet going around.


Game tonight, yes?


Vivi player here, to my knowledge yes.


If I don't faint before then then yes, for a few hours anyway.


Actually no
Turns out you actually have to sleep after a surgery
Go watch some shows or something


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>Great first adventure, let us know how it goes!
Thanks! It went pretty well, I ended up prepping way more than I needed to since getting everyone's characters made and explaining how everything works took a long time. Group said they had a great time, which is all I care about. I fell into first-person RPing for most NPCs fairly naturally, but it's very hard for me to ad-lib dialogue for certain characters. People seemed to enjoy interacting with each other and the NPCs, and one of them is already attached to the town blacksmith. I'm glad I picked 5e because even with the simplified rules, I still am doing a lot of reminding people of things. Which dice to roll where, what's a skill, what's a save, what's the difference between attack and damage rolls, nudging people towards using their bonus actions in combat, etc. etc.


Yeah 5e is very good for new players since its actions and stuff are simple but clearly defined and there's almost no numbers to crunch

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