Tabletop Roleplaying Games (D&D, Pathfinder, CoC, ETC.)

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I thumbed through the new Ravenloft book at Barnes and Noble.

They say run the games like you want to. But not to scare the players, scaring the characters is ok. They say to run a session zero on triggers for the players and all that.
 
Do we have an idea on the chronological order of when Chris A. Fields rage were released? I want to read reviews on them to avoid partially the cringe
 
Has anyone tried OSR stuff?
I'd like to, but no one wants to play OSR.

About a year ago I started drafting up ideas for a Fallout/Wasteland/etc. inspired DnD campaign that would take place in a similar post-apocalypse setting. Even had a half-decent premise for why the apocalypse happened and a good chunk of the narrative drafted. Don't think I have the files anymore, but either way, after realizing how much homebrewing and tinkering I'd likely have to do I kind of abandoned it. Are there any DnD-esque tabletops that would fill that niche? I'm willing to learn nonstandard rules and such if need be.
If you like Savage Worlds, I know of one game. Hell on Earth Reloaded. It's a Dead Lands spin off, only instead of weird west, it's weird post apocalypse.

I don't know the Dead Lands setting, so I can't say what the lore is like. I never got to run the Mad Max inspired one shot I read the rules for, so I can't say how the rules work in practice. Rules for scavenging supplies, fuel, and modifying vehicles all seemed to be fine and was mainly what I was looking for.
 
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They say to run a session zero on triggers for the players and all that.
This is good advice, but not for the reason they think it is.
"All right, before we start, let's go over your triggers. Bill?"
"Child rape."
"Cool, no child rape. Amy?"
"No overly descriptive gore."
"Cool, there's going to be some but I won't go nuts. Frank?"
"Eh, anything goes."
"Got it. Zeri?"
"Rape, incest, pro-nationalist language, orcs being depicted as savages, elves not being depicted as superior, racism, evil races-"
"Yeah, we're not playing with you. You can go. Ben?"
"Zeri."
"Already taken care of."
*autistic REEEEEEEEEEEing from Zeri until the store owner throws xer out*
 
This is good advice, but not for the reason they think it is.
"All right, before we start, let's go over your triggers. Bill?"
"Child rape."
"Cool, no child rape. Amy?"
"No overly descriptive gore."
"Cool, there's going to be some but I won't go nuts. Frank?"
"Eh, anything goes."
"Got it. Zeri?"
"Rape, incest, pro-nationalist language, orcs being depicted as savages, elves not being depicted as superior, racism, evil races-"
"Yeah, we're not playing with you. You can go. Ben?"
"Zeri."
"Already taken care of."
*autistic REEEEEEEEEEEing from Zeri until the store owner throws xer out*
I've only played with people I know for 20 years, and that's exactly why I keep it that way. We only had to eject one player in that whole time over personal drama. Knowing your audience is a beautiful thing.
 
Is Pathfinder 2e any good? I mean, I know a little bit of the poz is still there, but they actually seem to be releasing content at a decent rate so far.
I'll get hate for this, but yes, it's a good game.

It's daunting at first, but at the (virtual) table it flows fairly smooth. Bring cheat sheets of actions for players and you'll be fine. There's lots to choose from online. Likewise, character creation is a giant bucket of feats, but if you follow character creation step by step and rules as written (don't forget racial HP) then each stage is choosing from a list of 5 or 6 feats, or adding or subtracting bonuses.

There's a bunch of interesting changes that grognards will likely scoff at, but I think are great.
  • The 3 action system means spells like haste and slow are easy to figure out (just add or remove action points).
    • It also gives players more options without having to wade through the mess of standard actions, free actions, bonus actions, etc.
  • Most monsters/classes not having attack of opportunity means that combat is more mobile, though it's hard for players to break that habit.
  • Bards being full casters with their own spell lists of weird occult spells is fun.
  • As mentioned, character creation rules work well. Grognards demand 3d6 in order or point buy, but give it a chance.
  • There's a bunch of DM friendly stuff. Monsters have irrelevant stats removed from their sheet. XP is no longer divided. The CR system has changed to a monster level system.
  • At high levels, intimidation based characters can scare people to death. We never got that far, but if that doesn't sell you on the game, I don't know what will.

I could go on, but you get the idea.

Maybe it's because a new system, or because it's hard to make a full feat list for each race, class, etc. But the lack of homebrew and third party content means players aren't throwing tantrums demanding this or that optional book be included.

I can't really comment on the content, because like most RPGs, getting players to the table is tricky. I wanted to run Abomination Vault but my players weren't up for that.
 
At high levels, intimidation based characters can scare people to death. We never got that far, but if that doesn't sell you on the game, I don't know what will.
God, that reminded me of this bit someone showed me.
1621800144067.jpeg
 
When it comes to PF2e, I'm waiting on the reintroduction of the Gunslinger. Yeah, the class was pretty fucking marginal until the game got going since you'd be firing off the GDP of a small town every single encounter with how gunpowder and ammo were priced, even with your class's discounts for home manufacture, and the short range of guns and lack of class upgrades until later levels meant you were better off playing them as an archer until like level 5 or 6, but still. Not a lot of martials got to attack guys at their touch AC, even if you need to practically be in melee range to do so.
 
Started playing Ironsworn (solo RPG). Its a really nice introduction to being your own GM and I also use it as an aid for creative writing. Its free on Drivethrurpg for those bored enough to give it a spin.
 
Allow me to share a nice DnD anecdote, apropos of nothing:

I DMed for a dwarf fighter, a human wizard and a halfling rogue. They are in the city. The dwarf, utterly fed up with the rogue's shenanigans and the wizard's incompetence, sits at the bar and orders a tall flagon of ale, refusing to follow the rogue into the red light district to do "research" on a merchant who owes the mayor a tidy sum of cash.

The wizard finds the merchant in a grimy back alley, about to do the dirty with a lady of the night. The rogue steps in before the wizard approaches, because
The rogue said:
"Worry not my good mage, for I have mastered the art of diplomacy"
Followed immediately by a loud
The master of diplomacy said:
"Oi, fatso, where's the money at then, you disgusting tub of lard?"
The merchant, who had been taking a considerable amount of a local specialty known as "zerkweed" (read: meth), charges the pair half naked as his prostitute pulls a bootknife. The commotion also draws the attention of some other shady characters.

The next 20 rounds consisted of a lot of failed rolls and the wizard almost dying in the scuffle.
Because it's only proper to keep everyone involved, I'd ask the dwarf player after just about every round

--You consider your acquaintances who ought to be back at this point - what do you do?--

The Dwarf said:
"The flagon needs refilling"

--Someone opens the door to the tavern and you catch a glimpse of half a dozen guards running towards the red light district outside--
The Dwarf said:
"Another ale it is"

--A commoner sits down at the bar and mentions a great brawl taking place, involving a loudmouthed rogue who has proclaimed himself 'the whoreslayer' --
The dwarven alcoholic said:
"Just keep em comin' "
 
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