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

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Critical Role is just the tip of the iceberg of Shitty D&D Podcasts, fuck these podcasts they are everything wrong with Modern D&D. Crappy Reddit Humor, MCU Level Writing of characters and scenes, Ugly Ass Tumblr Art. I honestly think podcasting is what killed Tabletop.
Critical role is the worst by far.

Some of them ain't too bad, though. Critical Hit from major spoilers ain't bad because they are all heavily autistic/fat and there is no white women. So, might wanna give that a shot.
 
Critical Role is just the tip of the iceberg of Shitty D&D Podcasts, fuck these podcasts they are everything wrong with Modern D&D. Crappy Reddit Humor, MCU Level Writing of characters and scenes, Ugly Ass Tumblr Art. I honestly think podcasting is what killed Tabletop.
I tried listening to Dimension 20 once and the first character that got introduced was an FtM tranny. It was incredible.
 
There are a whole lot of movies like that. Everything from It's a Mad Mad Mad Mad World and Rat Race starring Mr. Bean, to Run Lola Run and even ones that kind of weirdly fit like Spielberg's Duel. Note I'm not including things like The Fugitive where it's about hiding and uncertainty where you're going. I'm specifically talking about the idea of a fixed, probably known, destination and usually a time component to get t
I find a somewhat rules light system, like the one behind 1st/2nd Ed Over the Edge works very well for games like that, and the OSR kit for it is nicely clear of any fluff. Atlas Games's website has the open rules. The new edition may be even better but I'm so disgusted by the rewrite of the island of Al Amarja I refuse to buy the system. In principle I like the new system (no hit points, its a 3 strikes and your out, 3 major failures in the course of play and the PC is gone from the game, and you don't sweat the small stuff).

I use the OSR for games I run that emulate 1930s/40s movie serials (like Flash Gordon and Buck Rogers stuff). It can take new players a session or two to realize just how free they are - stretching the bounds of your few traits is encouraged, as is creatively using your flaw as a positive. My last one ended up with a rolling tank battle against Nazis in the mid 1930s on the moon with a backdrop of Lemurian temples, basicly letting my brain go crazy with the strangest bits of Theosophy.

On that note, using the style of serials like that ends up being amazingly fun to play and run. I plan on 2 reels per session and 4 or 5 sessions total. End of the first reel is at break time, I kill everyone off in an explosion or whatever, when we start back up there's a different camera angle where everyone actually managed to jump for cover at the last second and then at the end of the next reel at the end of the session I kill everyone off again.

You always know where everyone is between sessions, so recapping is just passing around what would be on the roller caption at the start of a reel in a theater (like what Lucas cribbed from at the start of Star Wars movies, and ALL CAPS is important for words of note). If someone dies it's on them to find some reasonably stupid way to not have died and caught back up during a reel, or I do my own returning from breaks.

Before starting I make players who haven't played in one watch the 1940 Flash Gordon and the Purple Death with Buster Crabbe to clue them in, usually. Sometimes it's something else, there's a cheesy Batman serial from the same time that's pretty good, or Commando Cody stuff like Radar Men from the Moon.
 
Apparently, Matt Mercer fucked up and accidentally gave one of the guest slots for the current arc of Critical Role to someone who actually knows how to play the game. /crg/ is rejoicing.
 
Critical Role is just the tip of the iceberg of Shitty D&D Podcasts, fuck these podcasts they are everything wrong with Modern D&D. Crappy Reddit Humor, MCU Level Writing of characters and scenes, Ugly Ass Tumblr Art. I honestly think podcasting is what killed Tabletop.
I always go back to the analogy of pro wrestling for Critial Role because that's what it is compared to your garden variety group of friends playing. Pro wrestling is at it's core what they call performance art, in a match it's known ahead of time what the ending will be and it's up to the wrestlers involved how they'll get there, some are good at winging it on the fly like a Bret Hart and others are meticulous and will have a notepad filled with spots down to the second and will rehearse it weeks in advance ala Macho Man. Critical Role is the WWE of streaming ttrpgs, it's a bunch of actors who learned enough of the rules but ultimately it comes down to the faggoty quirky voices and laughing over stupid shit every twenty seconds that bring in all the genderspecial consoomers and go "I wanna be like the twitch people".
 
I've found myself DMing a PathFinder 2 game and have a little problem.

It's possible that the PCs will be acquiring a home base that's a fixer upper. This is screaming for a home base improvement mechanic, but I can't find one. Starfinder has it. Savage Worlds has it. PF2 doesn't seem to have it? Unless I'm an idiot and missed it.

Google says Ages of Ashes has rules for base building, but I've not read those books. If it is please let me know.


Idk anything about this guy's channel, but this video popped up in my recommended videos, and the title + thumbnail had me intrigued. The book got my noggin joggin, so I figured someone else here might want to give it a look too.
He mostly reviews OSR stuff, and even though he cuts them a lot of slack, he will criticise on occasion which is nice. His videos on Barrowmaze and Highfell are great, and his video on the book based multiplayer FPS is fascinating.

His RPG Knave is also quite good as a Bx compatible game without all the fiddly bits that come with classic DnD. At very least, the rules have elements that are very stealable, like the slot based inventory or breaking weapons for double damage. Though I've never got that game to the table.


What has people's experience been of running (or playing in) race style adventures.
I had some success with it. Though I suspect players knew I was fudging the numbers.

Basically, I operate it like timers in OSR games. The PCs have a time limit, and if spend too long doing something, I advance the timer. If the players fail a vital roll, they get to try again but lose time. etc. There's no hard and fast rule about what uses time. One trick I used that was a happy accident of convince was I kept a tally of time in the open, (I didn't tell my players what it was until they asked) but since only I knew the deadline, I could fudge it as much as I wanted.

Entire adventures could be done with a single roll, and vice versa.

The key thing is that things should happen somewhat logically. If the PCs lose a lot of time, they arrive at the scene and rivals are there. Save a lot of time, and they have no resistance ...until they leave and the bad guys are just arriving. In that case, maybe the PCs have a better defensive position.

The main point is to have choices that dictate the amount of time used. One game I never got to run had branching paths, with a fast but dangerous one, vs a slow but safer one. But it can be as simple as a locked door. Do they find the key (slow), kick it down (fast), or pick the lock (roll dependent).

Another trick is to have multiple things that they're racing for. eg. You need three of five keys to open a vault. This way the PCs aren't screwed if they lose a leg of the race or feel they're unstoppable once they have one key. They can even decide to cut their losses and gain a head start on the next leg if they fall really far behind.


One of my best sources for this might surprise, but there's a Choose Your Own Adventure book about a rally race. It's all choices like that. There was also some old card game a friend had that was a death race style game. I forget the name though.

If it matters. I did it with an Uncharted style adventure were various groups were racing to get some hidden treasure first. Another was an Eberron campaign where various groups were trying to get a warforge titan.
 
I've found myself DMing a PathFinder 2 game and have a little problem.

It's possible that the PCs will be acquiring a home base that's a fixer upper. This is screaming for a home base improvement mechanic, but I can't find one. Starfinder has it. Savage Worlds has it. PF2 doesn't seem to have it? Unless I'm an idiot and missed it.

Google says Ages of Ashes has rules for base building, but I've not read those books. If it is please let me know.
paizo often has some new subsystems in their adventure paths which are not part of the "main" rules (and such can be hit or miss). as @Capsaicin Addict mentioned kingmaker has the whole thing about running a kingdom, the official 2e conversion apparently added companions lifted from the videogame, skull & shackles had naval stuff (since it's pirate themed) etc.

what you're looking for is in the second book of AoA (cult of cinders), under "ruling citadel altaerein" in the toolbox. nethys doesn't have it because it's from an AP, pf2easy only has the activities like administer which still doesn't say how it's supposed to work without the actual book.
never ran it myself so can't say how well it works straight from the book (didn't see any popular fixes or any questions about it, so it should be fine), but since you'd have to adapt it anyway it shouldn't matter much.
 
Another trick is to have multiple things that they're racing for. eg. You need three of five keys to open a vault. This way the PCs aren't screwed if they lose a leg of the race or feel they're unstoppable once they have one key. They can even decide to cut their losses and gain a head start on the next leg if they fall really far behind.
Lot of good advice in your post, much appreciated. This above is particularly clever though alas it wont quite work in my case as the plot is already worked out and there's a single McGuffin which can't really be changed and I can't quite turn it into setting up multiple requirements to get it. I'd explain but players could read. I'll be using that for a later adventure, though. And for the tally chart of time passed, I'll do something like that. It's a good idea. Something along those lines would also be to be able to show them where their competitors were. However, I can't right now think of a good way of giving them up to date knowledge on where they are. I might be able to work something in, though.

Cheers!
 
paizo often has some new subsystems in their adventure paths which are not part of the "main" rules (and such can be hit or miss). as @Capsaicin Addict mentioned kingmaker has the whole thing about running a kingdom, the official 2e conversion apparently added companions lifted from the videogame, skull & shackles had naval stuff (since it's pirate themed) etc.

what you're looking for is in the second book of AoA (cult of cinders), under "ruling citadel altaerein" in the toolbox. nethys doesn't have it because it's from an AP, pf2easy only has the activities like administer which still doesn't say how it's supposed to work without the actual book.
never ran it myself so can't say how well it works straight from the book (didn't see any popular fixes or any questions about it, so it should be fine), but since you'd have to adapt it anyway it shouldn't matter much.
Usually the rules can be found in the Archives of Nethys website, you just won't find the APs.

As much as we bag on Baizuo for doing dumb shit, at least all the fucking rules can be accessed with a quick jump via web browser.
 
Usually the rules can be found in the Archives of Nethys website, you just won't find the APs.

As much as we bag on Baizuo for doing dumb shit, at least all the fucking rules can be accessed with a quick jump via web browser.
90% of the time, the SRD contains all of the mechanical material from the APs. To quote a post on /tg/ I saw once, "If you need a ruleset for a thing and don't want to houserule it all on the fly, you can just Google "Pathfinder XYZ rules" and d20PFSRD almost certainly has a page with a full set of first-party rules for XYZ, which were only published in Adventure Path #38, "Encounter at Dickenbalz Pass (Reign of Pizs 2 of 6)."

Another entry into the quotes file tonight: [upon discovering an ancient corpse] "By the Saint! The lich is turning people into skeletons!"
 
Anyone know if the whole Chat GPT (Or whatever) that you can input Pathfinder 1E questions to and get the rulesset back was just a one-shot thing by the poster, or if it can be downloaded?

From what I heard, it didn't have a stroke with the grappling rules.

I wouldn't mind having access to something like that.,
 
Usually the rules can be found in the Archives of Nethys website, you just won't find the APs.

As much as we bag on Baizuo for doing dumb shit, at least all the fucking rules can be accessed with a quick jump via web browser.
not all of them, the age of ashes stuff isn't there (or I missed it) since it's specific to that AP. here's what they added from the book in question: https://2e.aonprd.com/Sources.aspx?ID=7 (and then some of that is just a redirect, like https://2e.aonprd.com/Articles.aspx?ID=2 which is just a single line what the section is about - hardly worth to include really)
they didn't even add the downtime activities in any form pf2easy has for some reason. which is weird since nethys has it's own license and doesn't run under community use.

adventure paths are in a weird spot in general, apparently paizo changed some stuff for ruby phoenix and possibly AV like skills etc. that never got updated on nethys because of that, the only way to get a hold of those is buy the hardcover (or "borrow" it from someone...).
this is something that would then end up in reprints of the core books, and this way make it's way onto nethys, but certain stuff doesn't get reprints if it's only small changes (like some lost omen books). APs don't even get errata really unless they get a hardcover, which most don't.

apparently paizuri changed their errata policy a while back, but that's probably something for future products only, and with the remaster coming who knows...

90% of the time, the SRD contains all of the mechanical material from the APs. To quote a post on /tg/ I saw once, "If you need a ruleset for a thing and don't want to houserule it all on the fly, you can just Google "Pathfinder XYZ rules" and d20PFSRD almost certainly has a page with a full set of first-party rules for XYZ, which were only published in Adventure Path #38, "Encounter at Dickenbalz Pass (Reign of Pizs 2 of 6)."
nethys is the official SRD for pf2.
no idea how the old srd handled it.
 
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Anyone know if the whole Chat GPT (Or whatever) that you can input Pathfinder 1E questions to and get the rulesset back was just a one-shot thing by the poster, or if it can be downloaded?

From what I heard, it didn't have a stroke with the grappling rules.

I wouldn't mind having access to something like that.,
I used it for a while and yeah, it does manage grappling rules pretty well. What it's really good at is referencing where to find stuff to go verify how its interpreting. It won't give you a link to the srd but if you ask it what section of the book something is it'll provide that and from there it's simple enough to locate what you need.

My specific example was that we played a high level game and one of the characters wanted to trip a big giant monster with bolas. After a long and annoying argument where no one looked at the rules the player got his way and proceeded to not roll the nat20 he needed, wasting everyone's time. Later on I decided to chatGPT if he could and it correctly informed me that you can only trip something once size category larger than you and quoted the rule. I proceeded to send that to my friends and told them they were being replaced.

I also just asked it how to calculate CMD and it answered a lot faster than when I have to look it up every single fucking time.
 
/tg/ or maybe Reddit? Or maybe submit it as a guest post to a TTRPG blog?
 
/tg/ or maybe Reddit? Or maybe submit it as a guest post to a TTRPG blog?
/tg/ is too fleeting and on reddit it'll just disappear behind some glorified ad if I don't get ding-donged for wrongthunk. Was looking at therpgsite but it seems pretty dead. I guess I could try contacting a blog but I'm not sure which one is accepting of something mildly spicy (not gonna NIGGERNIGGERNIGGERpost but might make some vague comment about censorship and such). and not barren.
 
/tg/ is too fleeting and on reddit it'll just disappear behind some glorified ad if I don't get ding-donged for wrongthunk. Was looking at therpgsite but it seems pretty dead. I guess I could try contacting a blog but I'm not sure which one is accepting of something mildly spicy (not gonna NIGGERNIGGERNIGGERpost but might make some vague comment about censorship and such). and not barren.

Its mainly for Q&A but I know some people have used Stack Exchange for gaming screeds.
 
Why not start your own blog first and then submit the material to other sites for reposting? That's one way that writers grow their audiences these days.
 
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