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

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IMO the setting was fucked when they didn't lean into some of the unique tribal beliefs or systems available. No awesome Haudenosaunee Senate furiously debating over the treaties broken with the Huron Confederation, their long hated trade and military rivals who seek to control the Great Lakes. Both threatened by the Lakotans and their desire for more grazing land due to a population bottleneck.

No Shawnee Guard who watch over Cahokia like the Swiss Pikemen did for the Papacy, hired due to their military prowess and dedication to war and honor being the one thing to match the Chickasaw City States, the Spartans of the west. Cahokia, the Light of the Great River, and the last bastion of the Moundbuilding Legacy.

No Comanchean Empire, the great Horse Empire of the West, the great threat. No Burned Man leading them, called as such due to conquering and uniting the clans, and destroying dozens of states with great fire in service of the Divine Creator against the Destroyer. Who upon his death will end an empire, but bring forth chaos as the bands split and ride.

No tottering Triple Alliance, whose schemes against each of the three cities and their state sponsored death cult and blood rites leads to an enduring civil war, led by the Fallen, those who take the names of the great cities that were bled to fuel the sun. The elites of the Aztecs degenerating to cannibalism, believing their closeness to the Divine allowing them to partake in the flesh, with human chili dishes and cornbread wraps.

No powerful but decadent Incan Empire, the Land of the Sun, heading to its own civil war due to a lack of stable succession. Not that an heir would help, as more than once has it been proven a family line descended from Viracocha can seize power upon death, and they have not fought a war since their conquest of the Twin Kings of the Muisca. Despite this claim, the restive northern provinces are plotting revolt.

All this shit could've been done, go full high fantasy, give the fuckers the American Horse by having it not go extinct due to hunting and have it look like this:
1676614384073.png


It'd be a fucking great high fantasy, modern or medieval if done right.
 
It should go without saying that a RPG setting sort of needs something going on to work, this thing sounds like Avatar if the humans never came to Pandora and all the blue aliens just sat around a tree singing all day. Almost all of the original WoD settings involved the groups being at war, D&D settings usually had armies of dark gods sitting around, etc. There needs to be some source of baked in conflict or you're left with nothing to do.
 
Get PDF's.
Fairly certain I already have most of them, just been a while since I looked.
Read the sourcebooks like Native American Nations 1 & 2, the Lone Star book, the Megacorps books.

Hell, the NAN books are more fun to read than anything I've seen for 5E.

The REALLY nice thing is the NAN tribes aren't all sparkly perfect. They'll rob you, murder you, enslave you, or just shoot you for fun.
Pretty much what I thought, while it's clear there was meant to be a bit of "fuck whitey" in the idea if felt like it fitted organically. Magic came back and upended who had the biggest balls to swing around. But the NAN were still realistic so they're not some sort of magical utopia.
On top of those I'd also recommend
Shadows Of North America: covers a couple of the tribes
Tir Tairngire: Elf nation that was split off from the indian lands
Denver - City of Shadows: Frontier city between indians/CAS/UCAS and Aztlan
Sixth World Almanac - massive timeline covering from before the Awakening to the then present day.

Wouldn't really recommend anything after the almanac which was mid 4E, partly because there's not a ton of specific info on indians after that, but mostly because that's when CGL's utter faggotry drove away the few good freelancers they had and left only the trannies/hacks/retards and moonlighting Battletech writers.
I'll likely branch into reading other Shadowrun stuff after the recommendations but if that's the cutoff point of competence it helps to know.
 
Fairly certain I already have most of them, just been a while since I looked.

Pretty much what I thought, while it's clear there was meant to be a bit of "fuck whitey" in the idea if felt like it fitted organically. Magic came back and upended who had the biggest balls to swing around. But the NAN were still realistic so they're not some sort of magical utopia.

I'll likely branch into reading other Shadowrun stuff after the recommendations but if that's the cutoff point of competence it helps to know.
The "fuck whitey" thing never felt that blatant to me.

I mean, the Megacorps got the US government to agree to allow them to basically strip mine the reservations, the buffalo fuckers said no, and the fight was on.

The US government and the megacorps started it, the Great Ghost Dance finished it.

Funny thing is, they even had "pink skins", which were white traitors who would deliberately lead troops into ambushes and shit.

Best part was?

The Indians killed them at the end of the war because nobody likes traitors and everyone went "and nothing of value was lost".

You'll NEVER see that shit in a modern game product.
 
All this talk of Native American superpowers has given me a hankering to nosey through some of the old Shadowrun stuff. Anyone got a good suggestion about where to start (minimal interest in mechanics since I'll be bouncing between editions).
just read the novels. there are like 60 of them so you'll be busy for a while.

This is pretty endemic to shitty leftist conceptualization in general. It's like they can't imagine an imperfect world where things have to be done, where there's a need for heroes great and small. I suspect it's a mix of wish fulfillment and a complete lack of understanding in human nature.
they're also pussies that can't handle conflict, because the worst they ever saw was getting the wrong name on a starbucks cup. hence everything has to be "harmonic" (and while most people actually prefer that, they can still separate fiction from reality)
 
The "fuck whitey" thing never felt that blatant to me.

I mean, the Megacorps got the US government to agree to allow them to basically strip mine the reservations, the buffalo fuckers said no, and the fight was on.

The US government and the megacorps started it, the Great Ghost Dance finished it.

Funny thing is, they even had "pink skins", which were white traitors who would deliberately lead troops into ambushes and shit.

Best part was?

The Indians killed them at the end of the war because nobody likes traitors and everyone went "and nothing of value was lost".

You'll NEVER see that shit in a modern game product.
Oh it's not even remotely blatant. It's an entirely suitable scenario and one that fits very well. The only bit that's like that is who the underdogs were before magic kicked in (since I assume most Megacorps are reasonably diverse given the interviews tend to be "so, zero scruples right?" which means ethnicity, sexuality, gender etc. comes a distant second).

Don't know if they ever had anything similar with Tibet vs China or anything like that.

And yes, the appropriate fate for traitors.
 
since I assume most Megacorps are reasonably diverse given the interviews tend to be "so, zero scruples right?" which means ethnicity, sexuality, gender etc. comes a distant second

The japanacorps were stated to be quite discriminatory, if you weren't a dude and Japanese your opportunities for advancement were quite limited, especially in the home offices. The others are generally a bit more mercenary about it, taking anyone who can do the job (except for Aztechnology and their hateboner for papist scum), and Evo who are almost aggresively egalitarian in their hiring to the point that they were amongst the first and loudest supporters of Monads, and their directors board includes multiple metas and even a Free Spirit.
 
So, as an experiment I have one of my players wanting to run as a GM. Good. He wants to run something like Urban Fantasy. Good, I guess?

I'm sadly completely out of touch with contemporary systems, there's anything good and retard proof for the genre? I'm not going to suggest to him GURPS, I like the guy, but he's a newbie at GM'ing. Anyone got any suggestions? It's a scattershot approach, but I legit have no ideas if anything good came out recently.
 
So, as an experiment I have one of my players wanting to run as a GM. Good. He wants to run something like Urban Fantasy. Good, I guess?

I'm sadly completely out of touch with contemporary systems, there's anything good and retard proof for the genre? I'm not going to suggest to him GURPS, I like the guy, but he's a newbie at GM'ing. Anyone got any suggestions? It's a scattershot approach, but I legit have no ideas if anything good came out recently.
Get Mage; the Ascension revised and the orphan’s survival guide and let the players blunder around the world. This will let him build his game from the ground up at his own pace.
 
So, as an experiment I have one of my players wanting to run as a GM. Good. He wants to run something like Urban Fantasy. Good, I guess?

I'm sadly completely out of touch with contemporary systems, there's anything good and retard proof for the genre? I'm not going to suggest to him GURPS, I like the guy, but he's a newbie at GM'ing. Anyone got any suggestions? It's a scattershot approach, but I legit have no ideas if anything good came out recently.
Honestly, you can just get:

1. Chronicles of Darkness/Machine God Chronicles. I would not listen to @Tactical Wizard and use Mage unless you are specifically running an all Mage group. CoD is far more generalized. For the original World of Darkness, I recommend Hunter the Reckoning, which is about generally normal people (for a given definition of such) fighting the supernatural, with some magical powers thrown on top.
2. D20 Modern with the Urbana Arcana sourcebook is the oldie in this genre. Probably a good place to start as any. If your player-turned-GM is already familiar with the d20 system, so much the better.
3. Any modern interpretation of Call of Cthulhu, such as Delta Green, especially if you are going for something Lovecraftian. Alternatively, The Laundry RPG.
4. The Dresden Files RPG
5. The Monster Hunter International RPG, particularly the second one that uses the Savage Worlds system.
6. Shadowrun, if you want to go cyberpunk
7. In Nomine
8. Nightbane (which uses Palladium's "Megaversal" system, the same one they use in Rifts)
9. TSR's Dark•Matter, which had a d20 Modern adaptation.
 
A thing that's overlooked a lot for Shadowrun is how fucked up the planet is at that point. People tend to ignore the existence of the paracritters; there are fucked up magic mutated animals wandering around out there making it extremely unsafe for people outside of urban centers. Ditto for all of the nuclear/toxic waste/weird magic zones. None of which is stuff that comes up if you're just hanging out in Seattle for the entire game, but is a thing that should have some bearing on characters' daily lives. You can't just hop in your car and toodle on over a couple hundred miles to another state without a non-zero chance of a ten-foot-tall badger eating your car and your kids being carried away by giant bats. Then you have the viruses floating around that can turn people into ghouls/vampires/what-have-you, which are pretty contagious and have no cure. Shit is rough in the setting, and pretty much everyone is an asshole. There are a few actual well-meaning groups in play, but basically every nation and megacorp is some flavor of evil or utterly self-serving.
 
4. The Dresden Files RPG
There's 2 versions of it, the Fate and the Fate Accelerated one. I'd say the second is likely easier for new players and can get less abusive combos of stunts/powers but the Accelerated version also does not balance the various character types against one another so that's a task for the GM.

Both are fairly newcomer friendly given the simplicity of the core Fate systems but not perfect since magic can get complicated in both.
 
So, as an experiment I have one of my players wanting to run as a GM. Good. He wants to run something like Urban Fantasy. Good, I guess?

I'm sadly completely out of touch with contemporary systems, there's anything good and retard proof for the genre? I'm not going to suggest to him GURPS, I like the guy, but he's a newbie at GM'ing. Anyone got any suggestions? It's a scattershot approach, but I legit have no ideas if anything good came out recently.

I don't like Urban Fantasy (well, what's usually classed as modern fantasy). @The Demon Pimp of Razgriz has a pretty good list but as we practice ethical consumption under capitalism in this thread, I care to point out I know the following are political and buying them puts money into the hands of wokies who want to destroy the hobby (and you).

3. Any modern interpretation of Call of Cthulhu, such as Delta Green, especially if you are going for something Lovecraftian. Alternatively, The Laundry RPG.
4. The Dresden Files RPG

Dresden Files is put out by Evil Hat who hate you, want to see you broke, miserable (and your children raped and brain washed and think its funny, etc). That said if I was forced to run Urban Fantasy, from what I know of the system & setting, that'd be my pick and I'd just pirate the PDFs.

Delta Green I know is put out by wokies.

I don't know about the RPG itself, but The Laundry series' creator is a full kool-aid huffing wokite.
 
I don't like Urban Fantasy (well, what's usually classed as modern fantasy). @The Demon Pimp of Razgriz has a pretty good list but as we practice ethical consumption under capitalism in this thread, I care to point out I know the following are political and buying them puts money into the hands of wokies who want to destroy the hobby (and you).



Dresden Files is put out by Evil Hat who hate you, want to see you broke, miserable (and your children raped and brain washed and think its funny, etc). That said if I was forced to run Urban Fantasy, from what I know of the system & setting, that'd be my pick and I'd just pirate the PDFs.

Delta Green I know is put out by wokies.

I don't know about the RPG itself, but The Laundry series' creator is a full kool-aid huffing wokite.
As always, I encourage pirating the PDFs. I have the PDFs for all the above games actually.
 
I just flatly don't like FATE in general, I think it's a slack-ass, vague ruleset that purposefully channels checks to be in a state where the GM just makes something up rather than giving concrete resolution. Being owned by a bunch of shrieking faggots who literally can't even is just icing on that shit cake. Ditto for PbtA, and every other system that's stripped down to the area of, "Roll a d6! 1: You lose! 2-5: The GM pulls something out of their ass how you didn't lose but didn't win! 6: You win!" Fuck those systems, they're retarded.
 
So, as an experiment I have one of my players wanting to run as a GM. Good. He wants to run something like Urban Fantasy. Good, I guess?

I'm sadly completely out of touch with contemporary systems, there's anything good and retard proof for the genre? I'm not going to suggest to him GURPS, I like the guy, but he's a newbie at GM'ing. Anyone got any suggestions? It's a scattershot approach, but I legit have no ideas if anything good came out recently.
Suggest the HERO System.

Then watch your friend descend into madness.
 
I just flatly don't like FATE in general, I think it's a slack-ass, vague ruleset that purposefully channels checks to be in a state where the GM just makes something up rather than giving concrete resolution. Being owned by a bunch of shrieking faggots who literally can't even is just icing on that shit cake. Ditto for PbtA, and every other system that's stripped down to the area of, "Roll a d6! 1: You lose! 2-5: The GM pulls something out of their ass how you didn't lose but didn't win! 6: You win!" Fuck those systems, they're retarded.

I don't like FATE but I also dislike dice-pool systems in general - I like the concept of what they do, and the general feel, and being able to add/remove dice from the pool, but the probability doesn't scale linerally so its hard for me adjust fairly on the fly.

PtbA has some of the same issues; a +1 is significantly more powerful than you'd think.

And both have, as you said, the issue where the results are of the rolls of ambiguous because the game creators couldn't be assed to provide soemthing more concrete.
 
IMO the setting was fucked when they didn't lean into some of the unique tribal beliefs or systems available. No awesome Haudenosaunee Senate furiously debating over the treaties broken with the Huron Confederation, their long hated trade and military rivals who seek to control the Great Lakes. Both threatened by the Lakotans and their desire for more grazing land due to a population bottleneck.

No Shawnee Guard who watch over Cahokia like the Swiss Pikemen did for the Papacy, hired due to their military prowess and dedication to war and honor being the one thing to match the Chickasaw City States, the Spartans of the west. Cahokia, the Light of the Great River, and the last bastion of the Moundbuilding Legacy.

No Comanchean Empire, the great Horse Empire of the West, the great threat. No Burned Man leading them, called as such due to conquering and uniting the clans, and destroying dozens of states with great fire in service of the Divine Creator against the Destroyer. Who upon his death will end an empire, but bring forth chaos as the bands split and ride.

No tottering Triple Alliance, whose schemes against each of the three cities and their state sponsored death cult and blood rites leads to an enduring civil war, led by the Fallen, those who take the names of the great cities that were bled to fuel the sun. The elites of the Aztecs degenerating to cannibalism, believing their closeness to the Divine allowing them to partake in the flesh, with human chili dishes and cornbread wraps.

No powerful but decadent Incan Empire, the Land of the Sun, heading to its own civil war due to a lack of stable succession. Not that an heir would help, as more than once has it been proven a family line descended from Viracocha can seize power upon death, and they have not fought a war since their conquest of the Twin Kings of the Muisca. Despite this claim, the restive northern provinces are plotting revolt.

All this shit could've been done, go full high fantasy, give the fuckers the American Horse by having it not go extinct due to hunting and have it look like this:
View attachment 4556854

It'd be a fucking great high fantasy, modern or medieval if done right.
The problem with actual native history is it reveals them to not be much different from us, particularly as we probably were in the Neolithic. They're tribal, they're petty, they fight over resources, they lose entire kingdoms over poon, they get greedy, and, of course, they're quite superstitious. This would completely demolish the fiction that all the evil in the world is the fault of "white supremacy." The truth is much more bland, that the Spanish probably had more in common with the with the Aztecs than either has in common with modern liberals, it's just that the Spanish sailed in ships to conquer their empire rather than walking.
 
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