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

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Anyway, @Ghostse, @Fictional Character, pat yourselves on the back, you've convinced me to abandon the hobby altogether. If you lot are who I was carrying water for, I don't wanna carry no mo. Better to let the SJW's burn it in the fires of their ambition than to let it to continue to it being a legit white supremacist movement.

Damn you all.

Begone you low effort troll Papist-loving Potato Nigger.
 
Anyway, @Ghostse, @Fictional Character, pat yourselves on the back, you've convinced me to abandon the hobby altogether. If you lot are who I was carrying water for, I don't wanna carry no mo. Better to let the SJW's burn it in the fires of their ambition than to let it to continue to it being a legit white supremacist movement.

Damn you all.
Cool, now I can talk about how my not-romanian guy is almost a knight in the Warhams Fantasy game this Wednesday. He had to bolster his trappings and go on a spree to show he was a noble rather than the upjumped peasant he was in actuality. Being used as a minion didn't prep him for this, though he's learning.

Or I can talk about my Chaos dwarf who's plotting out some inhumane experiments just because it'd make a more efficient workforce if they aren't jibbering about the voices since they have one now in their head.

Talking rl politics was retarded, and you were not that good at the troll.
 
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And look, once we ethnically cleanse the US there is room for a few good Blacks and Irish, like Mike. The Italians can stay in their fucking boot.
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Talking rl politics was retarded, and you were not that good at the troll.
Who said I was trolling? I find someone who advocates for themselves to be kicked out of the country lest Arasaka and friends start turning the US into a hellscape to be pretty fucking stupid.

You on the list just like I am, nigga.

Fuck off, faggot.
Fully intend to, boyo. Here's to hoping you ain't on their list either.
 
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Who allowed the A&N containment breach to reach this thread?

I just remembered: for those of you who were bummed when GW killed off Alfabusas TTS series due to their controlling bullshit attempts to monopolize "fan works", and didn't know what he's doing now, he's doing the format but with Hunters from the Story Teller system.
https://youtube.com/watch?v=1_WkWhpdATU
So there's still some hope left in man.
It's not terrible, but it loses a lot in translation, unfortunately. The absurdity of the comedy clashing with the uber-seriousness of 40K was half of what made TTS fun. Hunter just doesn't bring the same vibe.

Good on him for going on, though. Here's hoping the Swedes won't send him a C&D for making too many politically incorrect jokes.
 
It's not terrible, but it loses a lot in translation, unfortunately. The absurdity of the comedy clashing with the uber-seriousness of 40K was half of what made TTS fun. Hunter just doesn't bring the same vibe.
I dunno, it's based on the World of Darkness, which is quite grimdark and retarded in its own right if you know some fine details about it. Also had its own death clock too. It's reasonably fitting IMO.
Good on him for going on, though. Here's hoping the Swedes won't send him a C&D for making too many politically incorrect jokes.
Hope so as well, since this is a Swede showing fondness to a franchise again, even if Vigil's better by a country mile than Reckoning.
 
Why do you think that, other than the obvious fact that the latter has you play magical beings rather than normal people (though the former also allows for that)?
Because Vigil actually gives you noticeable variety in hunter types in the manual rather than a limited religious variant, doesn't beat you on the head with metaplot since Chronicles is toolkit, and the Chronicles system is blatantly superior to World's due to not having that "Haha I rolled like 3 ones, which killed off my 3 successes" issue.

Chronicles in general is superior to World due to that mechanical difference and for encouraging "your scenario" situations far more IMO. Only book I'd disagree with this on is Vampire, and that's because you either have to deal with Requiem 1.0's clunkier system (it being the first of its kind), or Requiem 2.0's shittastic takes on fluff due to being a rushjob and assuming you read Requiem 1e. You ultimately kind of need both books to get the best vibe, switching based on if you need the details on the clan or covenant you're playing, or the crunch to make the character.

Masquerade 20th under that circumstance is more solid and more engaging in general in that regard.
 
Because Vigil actually gives you noticeable variety in hunter types in the manual rather than a limited religious variant, doesn't beat you on the head with metaplot since Chronicles is toolkit, and the Chronicles system is blatantly superior to World's due to not having that "Haha I rolled like 3 ones, which killed off my 3 successes" issue.
At first, I would carry water all day long for Reckoning, mostly because I was fascinated with the idea of the Imbued being a sort of immune system response of the world to the excesses of the supernaturals. I wanted the powers behind them to remain a mystery, a vauge force.

Then along came "Nah, it's AngelsLOL" and I stopped giving a shit.

Also, the Hunter groups in Vigil are just so much fun and all of them could make a whole campaign and party by themselves. Want to be total degenerates, Ashwood Abbey campaign. Just watched Hellsing and want to be The Iscariots? Witch's Hammer. Only ran one game of it, all Project: Valkryie, since the group wanted to do X-Com: Chronicles of Darkness, though a chunk of it was also Law and Order: CoD before the team kitted up and brought the thunder.
 
Need your guys help with a dilemma here. Been forever DM for pretty much my entire time in the hobby because every table I join as a player dies unceremoniously shortly after beginning for a miriad of reasons. Recently I got some more free time during the week and decide to look for tables online.

Wasnt hard to find good players for my current table, but I also decided to give being a player another shot and I wound up in a SW FFG table with a pretty experienced DM and decent players. It was going alright at first, but now I find it very hard to enjoy it. Every session is boring as shit. Im terrible at tard wrangling when Im not on the other side of the screen and I cant help but spend all my time thinking about how Id do things if I was DMing the campaign instead.

Last session the guy had us spent 1h30 dealing with some stupid fucking barkeep that got hung up on us owing him 100 credits. we tried dealing with him in other ways and he kept railroading us to accept some stupid fucking sidequest when we are already being chased by like 3 crime syndicates less then 7 sessions in. I almost considered just quitting it right there. This, along with other shit like having NPCs follow us around everywhere so they can act as his voice, easy ass combat encounters and constant cameos from SW characters (its like filoni/favreau are writing the sessions) are driving me insane.

Am I the problem here? Everyone else seems to be having a good time at the table. I feel guilty about just quitting on the guy after 6 sessions, but it feels like Im just wasting 4 hours of my week at this point.
 
Am I the problem here? Everyone else seems to be having a good time at the table. I feel guilty about just quitting on the guy after 6 sessions, but it feels like Im just wasting 4 hours of my week at this point.

Short answer: Yes, if everyone but you is having a good time, you are the problem.
Long answer: Everyone wants different things from TTRPG. Those people & that DM have found their equilibrium. If you aren't happy, there is no reason to be miserable playing pretend, leave and go find a game you enjoy. Not everyone likes the same things, and while you shouldn't just flounce off at the first set back/rough spot/conflict, you've given it a month and a half at this point. If you are asking the question, you already know the answer.

So what you should do is Thank the DM for letting you into the group and running the sessions. Then do one of the following:
1) Chad move: Just say you just aren't aren't vibing with his style and its best if you leave.
2) Virgin move: Say that you've had something come up on RP day and you can't make sessions anymore.

Then give yourself a hearty, unironic pat on the back for being mature enough to have identified the issue and handling it like a mature adult instead of a screaming toddler by trying to shit up sessions because you weren't happy with how things ran at the table.
 
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I'm probably in the minority, but HtR has always been my jam and I still occasionally run games of it. It's even better now in today's current conspiracy climate.
I always like the idea of being a normal person, imbued with powers you don't understand, fighting with monsters you don't understand, under the directions of benefactors you don't know if you can trust. Its a very different feel than just playing generic human hunters, which already existed in the WoD prior to the creation of Hunter. I think the game's only mistake was calling itself "Hunter" in the first place; people had this idea that it was about the completely human, generic monster hunters the setting had already introduced, not about humans imbued with supernatural powers. The guys at White Wolf didn't think through the game's marketing very well, and it gave the appearance of false advertising. The idea of divine or otherwise magical forces choosing certain humans to take the fight to the supernatural still has a lot of untapped potential.

The Chronicles of Darkness actually has a character type that is already tailor made for a game like this: the Heroes introduced in Beast: The Primordial. While Beast itself is a dumpster fire (as FATAL & Friends succinctly explain here, here, and here), heroes as a concept could work as a new form of the Imbued if reworked and sufficiently separated from Beast so that they hunt all monsters in general, not just the creations of a rapist. Through in some ideas from Hunter: The Reckoning, Princess: The Hopeful and Exalted Versus World of Darkness, and you could turn heroes into something that could actually give monsters a run for their money, while still focusing on how out of depth and dangerous they truly are.
 
Or you just play one of the conspiracies that were made that actually grants the exact same things you missed from Old Hunter. It's not like they threw it out completely after all.
 
Or you just play one of the conspiracies that were made that actually grants the exact same things you missed from Old Hunter. It's not like they threw it out completely after all.
Kind of misses the point of playing Hunter: The Vigil though, which is that you're a normal human fighting monsters with nothing but your skills and whatever equipment you could scrounge up or was given to you by your organization. It works because, as @MT Foxtrot said, there's a million different ways you can do that, and the game offers organizations that allow you to play all those myriad ways.

Want to play the CCG from Tokyo Ghoul? You can do that. Want to play the Hellsing Organization or the Iscariot Organization? You can do that too. Want to play utter degenerates in a "evil" campaign. Yep, we got you covered. Want to play a great white hunter, hunting the most dangerous game? Get over here, we got you covered! The more overtly supernatural groups (like the Lucifuge) barely fit in the setting as a result, and only did so by limiting the supernatural aspects of the membership to keep their membership mostly human.

Hunter the Vigil always carried a very different tone and setting from Reckoning and that was by design. One of the big questions of Reckoning was how Human the Imbued still were and how dangerous the forces they were serving were. Such questions simply do not factor into a Vigil game. Those are more about surviving, not about the existential horror of being granted powers you barely control, to fight in a war you barely understand, at the behest of things you don't know you can trust. Hunter the Vigil is more about mankind just taking it to the supernatural and kicking their shit in (or die trying, but you may have a decent chance with the right firepower). In Reckoning, the "or die trying" part was emphasized, as you may die not just by the things you were fighting, but by your own powers, or somebody else (maybe even your own comrades) deciding you are just as dangerous.
 
Kind of misses the point of playing Hunter: The Vigil though, which is that you're a normal human fighting monsters with nothing but your skills and whatever equipment you could scrounge up or was given to you by your organization. It works because, as @MT Foxtrot said, there's a million different ways you can do that, and the game offers organizations that allow you to play all those myriad ways.
So just play a non-conspiracy hunter then; it's not a big deal. I'm just stating there's no reason to mention or revive anything from beast when Vigil literally lets you play normies OR the Conspiracy nuts powered by god.

I just don't see a good justification for Reckoning when Vigil is so much better other than if you're absolutely committed to World of Darkness.
 
I just don't see a good justification for Reckoning when Vigil is so much better other than if you're absolutely committed to World of Darkness.
I mean that's fine. You do you, I just disagree. I don't see Vigil as inherently superior to Reckoning because I see those games going for two very different tones and audiences. No reason both can't coexist.

I'm just stating there's no reason to mention or revive anything from beast
I used Heroes specifically because they already exist within in the setting and can be reworked for the purpose relatively easily. One need not bring anything in from Beast other than the Heroes, or one can simply call them something else.
 
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