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

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That was just satire, guys. If anything Wizards wants to make the game fully GM-less. A multiplayer choose-your-own adventure without any need for arbitration or creativity, so the players must always buy the next book in order to have any content.
nah, you're supposed to hire a "certified wotc DM" running your table according to the rules and policies set by wotc, and the only way to get DM materials is to get certified for a fee, enabling access to dnd beyond (no more dead tree, wotc is also saving the planet!).
this gives wotc full control how the game is played, who plays it, and lets them profit of every session by getting a cut requiring people to buy a subscription to the materials, book the session and commissioning the DM.

Such games do in fact already exist. Battletech tried something like this as an alternative to the actual official roleplaying game.
5 parsecs/leagues or rangers of shadow deep did that quite successfully already.

got a link? curious to take a look at it.
 
What Superhero RPG is that? Asking for a friend. (And also for myself.)
Silver Sentinel the RPG. It got a 2022 rewrite and oh boy you can tell the MacKinnon went full Canadacuck and bent the knee. Another main writer is Flanagan, who trooned out in a way you know is fake too. It's so out of date on the political hatchetmanning, so desperate to lie about how heroes make all the developing countries less shit, and delusional about how the mind wiping nationalist arab state and furry racial caste system good it's comedic, . Oh, and another thing I should mention is that MacKinnon let his full furry out in it; he had to invent a space race of catmen who rule over deer men and go over their aesthetically pleasing forms much to my annoyance.

The original is apparently noticeably better, but that's not surprising.
 
got a link? curious to take a look at it.
The DM-less Battletech RPG is MechWarrior: Destiny. The actual normal RPG has had multiple editions, with the current edition (4e) named A Time of War (formerly it was just called Mechwarrior; though the third edition was re-released as the Classic Battletech RPG, both the new and old version are functionally identical, with the exception of errata).

I can attach the PDF for the Mechwarrior: Destiny game if you want when I get back to my house.
 
Made a DM ragequit today. It was my second time playing a barbarian in 5e and we’re playing Sunless Citadel. I’m not sure how it’s supposed to be run but basically we met a bunch of Kobolds who ask us to help them get a baby dragon back for them that some goblin’s stole. So we go after the goblins and after impaling one on my sword we intimidate them into taking us to their leader, a hobgoblin on a throne in a room with a big pit. We try to negotiate but he wants money, so I throw him into the pit without warning. He falls 80ft and dies. His guards attack me and they all also get tossed down the pit. This continues until the goblin’s give up. However each goblin that doesn’t answer me how I want them to or so much as looks at me wrong also gets chucked in the pit until all that’s left are subservient goblins. I am now the goblin king and we take the dragon back to the kobolds and forcefully broker peace between the kobolds and goblins under threat of chucking more things down the pit. By doing this we skipped 80% of the dungeon apparently. DM was literally losing his shit.

I'm just going to say I get where the GM is coming from, but You did nothing wrong. He's the GM, he should have stopped it before it got to that point if he didn't like how things were unfolding, he should have been ready to figure out why that wouldn't work. You had a perfectly reasonable solution, and a perfectly Barbarian solution at that.

Honestly the only issue I maybe have is I take a dim view of players going sociopath on NPCs, especially prisoners, and probably would have had the goblins decide after you chucked the first goblin that surrendered in that they might be next and might as well see if they can get your spleen out first. Probably at night when you're sleeping.

Also if I was miffed at you for derailing the adventure... shit son, you're now the leader of a bunch of goblins. There is endless ways for a GM to turn that into a confrontation with your old nemesis: the consequences of your own actions.

Apologies if this has been asked recently but how have people here found new groups to play with? My tabletop experience basically crashed with the rona with most of my old group either moving or giving up on the hobby altogether, my old DM for example joined the Navy and is now in some submarine last I checked. I'm loath to use online playerbases like Rolld20 cause in my experience those places are filled with the dangerhairs and loonies too bizarre and autistic to play with a group IRL. Should I bite the bullet and play online or do you guys have any advice for finding players/groups in real life?

for strangers, I would go an run one-shots at ye olde Gaming Store during open play nights. You pick up dangerhairs and mutants, but you just have to deal with them for a couple hours. The ones you hate the least, you ask them to play a "megadungeon". The ones that show an ability to maintain a schedule, you invite to play a one-shot and make sure everyone gets along, then you suggest a campaign.

I've also just had friends and just asked "Do you want to play D&D?". My current group I sort of inherited when the DM moved away.

Also back in the days of forums (Remember those?) they usually had some sort of D&D Coordination area, and I'd post there and get a campaign together. That was in the early days and those usually ended in failure.

Remember: players are stakeholders
All jokes aside, I'm sure CR works like any other tv show and should be treated as such.
People have a very linear analysis when it comes to Wizards' intentions for the game in future editions. Sure, it may become simpler, but finding ways to sell books to people who won't even show up to sessions will make $, and that's what counts at the end of the day. It started with Player's Handbook + Dungeon Master's Guide, why not add more "required" books? You mentioned software development, I consider the future of D&D to be something like Adobe software licensing.

CR is run like reality TV. There is no script, but there is a story manager. None of the surprises are actually surprises. Everyone knows what's about to happen, and what to be ready for. Its improv, not spontaneous. Its WWE, but nerds.
That's why Mercer never gets caught flat-flooted, that's why none of the Players are ever "Wait, who the fuck/what the fuck was that?" while scrambling through notes. That's why no one ever gets pissed and throws their shit across the table and storms out
 
Made a DM ragequit today. It was my second time playing a barbarian in 5e and we’re playing Sunless Citadel. I’m not sure how it’s supposed to be run but basically we met a bunch of Kobolds who ask us to help them get a baby dragon back for them that some goblin’s stole. So we go after the goblins and after impaling one on my sword we intimidate them into taking us to their leader, a hobgoblin on a throne in a room with a big pit. We try to negotiate but he wants money, so I throw him into the pit without warning. He falls 80ft and dies. His guards attack me and they all also get tossed down the pit. This continues until the goblin’s give up. However each goblin that doesn’t answer me how I want them to or so much as looks at me wrong also gets chucked in the pit until all that’s left are subservient goblins. I am now the goblin king and we take the dragon back to the kobolds and forcefully broker peace between the kobolds and goblins under threat of chucking more things down the pit. By doing this we skipped 80% of the dungeon apparently. DM was literally losing his shit.
That's kind of weird, been a while since I ran Sunless Citadel, but that's basically all your supposed to do for that area. You meet the kobolds they send you at the goblins for the dragon. DM should have just sent you on down to the grove, to find the missing adventurers, but say the goblins are too scared of it to follow you.

When I ran it the rouge rolled a 20 lockpicking the door at the start and the whole party nearly wiped because they were level one and you're supposed to head that way after the kobold/goblin fight and hit level two.
 
Geez, what a baby. You'd think it was the first time the PCs took things off the rails. Doesn't matter what system it is, players have this wonderfully annoying habit of fucking up things in the ONE way you didn't prepare for. It's a bloody sixth sense. You either learn to improvise or you stop GMing, that simple.
I once had a GM toss plot hooks like crazy into a scene, expecting that we'd blunder into one of them. The one thing he never planned for was us finding all of them.
 
Remember: players are stakeholders
All jokes aside, I'm sure CR works like any other tv show and should be treated as such.
People have a very linear analysis when it comes to Wizards' intentions for the game in future editions. Sure, it may become simpler, but finding ways to sell books to people who won't even show up to sessions will make $, and that's what counts at the end of the day. It started with Player's Handbook + Dungeon Master's Guide, why not add more "required" books? You mentioned software development, I consider the future of D&D to be something like Adobe software licensing.
Oh they have been trying to sell software service subscriptions since 4e, I recall reading they were working on a really neat virtual tabletop software that even included a voice changer but the lead dev killed himself and tbe project was cancelled.
Now they sell rules via D&DBeyond, which I think also has a subscription model on top of their options to buy rules piecemeal (buy one class or one race to be able to use)or buy whole books.
Oh and D&DBeyond is not 100% their site, think they collaborated/subcontracted another company to build and run the site, that's one thing I have been noticing since 5e came out: these projects and offerings are often partnerships and not fully in-house, in fact a few books were made by companies like kobold press and green ronin, it is in recent years that it has been changing.
 
Apologies if this has been asked recently but how have people here found new groups to play with? My tabletop experience basically crashed with the rona with most of my old group either moving or giving up on the hobby altogether, my old DM for example joined the Navy and is now in some submarine last I checked. I'm loath to use online playerbases like Rolld20 cause in my experience those places are filled with the dangerhairs and loonies too bizarre and autistic to play with a group IRL. Should I bite the bullet and play online or do you guys have any advice for finding players/groups in real life?


Back in summer 2019, I met someone through Google groups in my area that was looking for people to play with. We played AD&D 2nd edition for awhile. We had to go on Discord during rona. But we playing together again now 5th edition.

I got really lucky that people are all around same age and have the same views for play style.

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That's fantastic, say hi to Meepo for me
Funny story, I very nearly crushed Meepo to death when we first met him as stepped on the bedroll he was hiding in without realizing there was anything in there. Mind you my character is a goliath and Meepo is a kobold so.. anyways that scene turned out pretty fun. I dragged him out of the sleeping bag by his tail and chucked him at a party member when she asked that I let him go.
 
Oh they have been trying to sell software service subscriptions since 4e, I recall reading they were working on a really neat virtual tabletop software that even included a voice changer but the lead dev killed himself and tbe project was cancelled.
Now they sell rules via D&DBeyond, which I think also has a subscription model on top of their options to buy rules piecemeal (buy one class or one race to be able to use)or buy whole books.
Oh and D&DBeyond is not 100% their site, think they collaborated/subcontracted another company to build and run the site, that's one thing I have been noticing since 5e came out: these projects and offerings are often partnerships and not fully in-house, in fact a few books were made by companies like kobold press and green ronin, it is in recent years that it has been changing.

Yeah, 4e was the first digital push. If I remember right (my timeline might be a bit screwy, I didn't make the jump to 4e until about mid-way through with the 'new red box' because I had friends who were D&D newbies and people said the 4e starter kit was decent) 4e had print and digital available at the same time up through PHB3, when Wizards got all "Muh Piracy" and were little bitches about digital from then out.

Before D&DBEyond they had "D&D Insider". Which was great for 4e - there was a character builder that auto updated your character sheet, made a passive skill/ability mod cheat sheet you could pass to the GM, made printable power cards, printable treasure cards, etc. There was a stand-alone "demo" of the builder for 4e that went to level 3, and I believe you can still find it.

And yeah, there were ads in some of the material, I might even have some of them, talking about a VTT that was going to be 3-D with lighting,animations, and all sorts of cool shit. But it never materialized - I never heard about the Dev offing himself, but I'll take that as true.

I once had a GM toss plot hooks like crazy into a scene, expecting that we'd blunder into one of them. The one thing he never planned for was us finding all of them.

I have a bit of that going on in my current campaign; I'm customizing and trimming down a module and to make sure the PCs don't forced into any one path, I gave 2-3 largely independent ways of getting to the major events that deal with the goings on/BBEG's plan. The party naturally stumbled onto the starter hook for nearly every single one of them while following up on none of them.
 
Damm i didnt know this was a thread here, pretty cool. That said i have a question for yall.

I come from 40k ttrpg's and im starting on dnd. Any tips or recommendations?
 
I play exclusively online using virtual tabletops like roll20 or foundry, primarily using text and I feel any dungeons I run, no matter how small they are, take forever.
There's a quote from Ferrari that works well here.
I don't care if the door gaps are straight. When the driver steps on the gas, I want him to shit his pants.
If you care about "realism" and sticking to the letter of the rules then you're going to be stuck with slogs, if you want a fast, fun, dungeon crawl, then here's my advice that hasn't been mentioned.


Pre-write stuff. Have room descriptions for main rooms ready to go so you can copy paste them. This will save a ton of time.

Fudge a lot of stuff. Things like initiative don't matter for minor fights. Fudge die rolls and health totals to make fights go faster once it's clear what direction it's going.

If someone is afk when their turn comes up, or they don't know what to do, put them on hold and do the next action in the list. No need to be a dick about it if they're genuinely talking strategy, but if you turn to your fighter and ask "what do you do?" and his reply is "Uuuh" or no reply, then move on until he has a plan.

Pre-roll as much as you can that you can tolerate. eg. Don't roll random monsters. Choose what sounds fun or whatever you have statblocks easily at hand for. This way you're not rolling, checking a table, finding the stat block, finding the token, dragging that onto the board, calculating loot, etc. You can even RNG a string of monster attack rolls if you really want to speed things up, though I don't have the patience for that.

Change the pace on the fly. This might mean skipping combat encounters or puzzles.
 
Fudge die rolls and health totals to make fights go faster once it's clear what direction it's going.
Our GM likes to hammer this into everyone he's taught his craft: not every fight is to the death. And it's not just due to lore reasons, it also makes the game go a lot faster. Your average sentient will attempt to get away when the tide starts to turn against them, and even animals will try to get away when they're hurt or their pack takes losses.

In game terms, once it's clear an encounter won't tax the players' resources or have any further dramatic/roleplaying value, just find a way to end it quickly. The enemies run away, surrender, or die on the next attack regardless of their remaining HP. There is nothing more boring than an encounter grinding on for three extra turns because the last enemy in the field has only 5HP but everybody keeps rolling low and missing against AC 16.
 
Anyone know of any good tutorial videos on how to use Fantasy Grounds software? I've tried figuring out how to make my own map in it and can't figure it out. Please tell me I can make a map in it and don't have to make it in photoshop and export it, because the map maker is what keeps bringing me back to roll20.
 
Damm i didnt know this was a thread here, pretty cool. That said i have a question for yall.

I come from 40k ttrpg's and im starting on dnd. Any tips or recommendations?
You don't need more than a paragraph of back story for a character, two tops.
Make your first character a tabula rasa so you can get the feel for the group and give him/her/it a personality later that fits the atmosphere.
Don't stress about the rules during play time. You'll learn with time and if the group isn't a bunch of peckerheads, they'll help you out. Rome wasn't built in a day and neither was Greyhawk.
Optimization and characterization are not mutually exclusive concepts when playing in 3.x and beyond.
Always have a back up character handy.
Metal dice have no soul and never roll properly.
Make your own character sheets using your preferred document program. The default ones are a goddamn mess, in my opinion. Make something that works for you and has your to-hit/damage formulae (as well as other data) there for easy reference.
Make your first few characters martials until you get the hang of things. Then maybe move on to a half-caster/warlock as a simpler introduction to the bloat that is spellcasting.

That's the best I can do without knowing which edition you'll be playing.
 
Fudge a lot of stuff. Things like initiative don't matter for minor fights. Fudge die rolls and health totals to make fights go faster once it's clear what direction it's going.
Disagree strongly with this but not going to autistically meanrate in this thread full of kings, so lmao doublepost
 
(Don't know how I missed this.)
Any tips or recommendations?
I'm going to catch some negative ratings for this, but fuck it.

My number one bit of advice is to ignore most of the advice on the internet.

Look back in this thread for the freakshit vs pigfarmer argument. There is something known as desirability bias. This is the tendency for people to give opinions that are socially desirable, instead of their true feelings. We see this a lot in MMOs. All the community talks about is epic tier raids, but in practice it's filler grind content that most people enjoy, but it doesn't sound good to say you just want to veg out for a couple of hours with friends or a podcast.

When asked, most people will want an open world, grim and gritty sandbox full of inter-faction politics where the players direct the game. In practice, most people want a somewhat linear dungeon crawl adventure with an obvious goal. On the internet, most will claim to want to play by the letter of rules, and let the dice fall where they may. In practice, players get bored and frustrated when everyone keeps rolling crap against that last goblin, or the big bad wins initiative crits them on the first round before they can react.


My second bit of advice is don't worry to much. You don't have to know every rule, but you have to know the game well enough to make a judgement call. You don't have to do elaborate voices and have in depth backstories for every villager, but enough so that players can ask basic questions of major NPCs and you can have an answer.


My third bit of advice. Don't do homebrew for your first game. Most homebrew is poorly designed and shit. You can easily turn into a tangled mess. This applies to balance as well. Like my first tip, the internet is full of claims that this class or that race or whatever skill is worthless, but then I play and it works fine. Play a game or two, then do homebrew as you feel it's needed.


Disagree strongly with this but not going to autistically meanrate in this thread full of kings, so lmao doublepost
I don't count "disagree" as a negative rating.

Like I said, it depends on what you want. I mostly play Savage Worlds these days since it does the things I care about. If you want realism, then design dungeons on logic, but be ready to fuck your players over with a too hard battle if they make a lot of noise, etc. If you want to play out fights to the last HP, go for it. I'm just saying that you have to choose what you value and focus on that. Hence the Farrari quote that's been doing the rounds since that Asmondgold Eldan Ring video.
 
Surprised this hasn't been discussed
Paizo is releasing a D&D 5E conversion of one of their old adventure paths
For those wondering why this might be a big deal, remember that Paizo once made material for D&D 3rd edition and when 4e came around Wizards of the Coast changed their licensing model for third party products into a more restrictive one. That (and a bunch of other reasons) led to the creation of Pathfinder, which was a modified D&D 3.5e, and became the biggest direct competitor D&D ever since.

Pathfinder beat D&D 4e in sales but time passed, 5e came out and got big, way big. Nowadays a lot companies release D&D 5e compatible versions of their products, it is normal to see a campaign setting or monster manual being offered in versions compatible for Pathfinder, the publisher's usual system and D&D 5e. Why? Because of the huge playerbase, if you already have the art, fluff then all you have to do is (often lazily) convert the mechanics and slap a D&D 5e logo, it is cheap and will net you extra sales of your PDF.
So business wise it is a rational decision, but what does the average fanboy sees when they read the headlines?
"LMAO PATHFINDER 2E IS DOING SO POORLY THEY HAVE TO RELEASE THEIR SHIT FOR 5E"
"PAIZO IS FINISHED!"

Personally I am surprised this happened even if I know it makes sense money-wise: This doesn't hurt pathfinder 2e and in fact might expose D&D 5e players to it.

I have also read comments praising how
Paizo structures their adventures and other things such as offering a player's guide with advice on how to make a character that fits in the adventure. All of this in contrast of the usual bitching about how poorly structured the 5e adventures are.
 
"LMAO PATHFINDER 2E IS DOING SO POORLY THEY HAVE TO RELEASE THEIR SHIT FOR 5E"
"PAIZO IS FINISHED!"
This here is why this move made me raise an eyebrow. It's not like Paizo doesn't know this. But then again, I agree with the rest of your post. It's a smart move in the long run. What most people don't realize is that PF 2E isn't really a competitor anymore. Paizo is, at its core, a fan thief. They took the 3.5 spergs with their first edition, now they're sucking in the people who liked 4E unironically. They siphon off the fans of old editions that want new books to buy while all the newfags jump on WotC's 5E dick.
 
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