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

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Here's something that's been bugging me about 1e trolls:
are their skulls shaped like this?
Troll1.jpg

or this?
Troll2.jpg

source
 
Keep on the Pathfinder shilling, fren. One of these days, WoTC will fuck up so bad they finally stop being the monolith they are right now. Just don't give Paizo your money.
I'm wondering if there'll be any meaningful RPG industry left in the next decade or two.

I've seen it from netflix to comic books to board games. All but the biggest consoomers leave and they never come back. What RPGs have going for them is the DIY mentality of OSR, and the fact that once the rules have been printed there's near infinite content in the form of new adventures and homebrew.

I don't know if my situation is typical, but most people started to seem burned out of RPGs, and the OGL controversy was their excuse to head for the exit.
 
I'm wondering if there'll be any meaningful RPG industry left in the next decade or two.

I've seen it from netflix to comic books to board games. All but the biggest consoomers leave and they never come back. What RPGs have going for them is the DIY mentality of OSR, and the fact that once the rules have been printed there's near infinite content in the form of new adventures and homebrew.

I don't know if my situation is typical, but most people started to seem burned out of RPGs, and the OGL controversy was their excuse to head for the exit.
Baldur's gate 3 has sold over 5 million copies using only slightly modified 5e rules mo way its not going to create waves of new players in its wake
 
Baldur's gate 3 has sold over 5 million copies using only slightly modified 5e rules mo way its not going to create waves of new players in its wake

Hopefully they will be less shit than the Critical Retards, but I'm not holding my breath.
 
I got in through a d&d podcast but thankfully not CR

I have had some issues with people who have come in via other podcasts, but they are often correctable and more about resetting expectations about the game/GM vs completely unrealistic expectation about what things are like at an actual game. There is some other shit podcast, I think The Adventure Zone but they don't use D&D. But I think its more "Those were garbage people who like Adventure Zone becasue it is for garbage people" anyway.
Most other podcasts, from what I've seen, are more about actually playing D&D WMPRG (or whatever system) complete with "ums" "hums" and "I'm not sure"s.
Critical Role is more about semi-scripted improv, where everything has a good coat of polish and plot points discussed ahead of time so no one is left scrambling and your favorite character gets some BIG EVENT at least once a episode.

They also never make the connection their favorite reality TV stars pay attention the whole session instead of fucking around on their phones every minute and need to be caught up every time its their turn.
 
I have had some issues with people who have come in via other podcasts, but they are often correctable and more about resetting expectations about the game/GM vs completely unrealistic expectation about what things are like at an actual game. There is some other shit podcast, I think The Adventure Zone but they don't use D&D. But I think its more "Those were garbage people who like Adventure Zone becasue it is for garbage people" anyway.
Most other podcasts, from what I've seen, are more about actually playing D&D WMPRG (or whatever system) complete with "ums" "hums" and "I'm not sure"s.
Critical Role is more about semi-scripted improv, where everything has a good coat of polish and plot points discussed ahead of time so no one is left scrambling and your favorite character gets some BIG EVENT at least once a episode.

They also never make the connection their favorite reality TV stars pay attention the whole session instead of fucking around on their phones every minute and need to be caught up every time its their turn.
I watched the ones by the team four star guys and also "The unexpectables" While obviously both had players who were at minimum amateur actors and clearly experienced players and DMs they both also were very much more of a casual tone of friends just having fun playing D&D
 
Here's something that's been bugging me about 1e trolls:
are their skulls shaped like this?
View attachment 5465285

or this?
View attachment 5465286

source
That depends on which artwork you use.

The artwork you use shows the progression of the back of the skull shrinking.

Here's the second-most iconic:
3iqpyo5j08z61.jpg

HEre's the most iconic:

troll.jpg

Here's a fucked up one:
imagasdaaes.jpg

And of course, this bad-boy from the MM.

D&DTrolls.JPG

I'd say it depends on the troll.


I swear to God, you better have some sort of Dornan expy and use your best impression both towards the characters and your actual players.

Thankfully when I got to Navarro in my one FO2 playthrough I managed to convince him the supply clerks elsewhere fucked up and never issued me a suit of power armor. War never changes, and I guess that includes supply clerks being cunts about issuing gear, too.

As to the rest of your post, any chance you can get us Kiwis involved somehow? I'd have loved to run through the start of Chaos Earth as the newly-arrived FNG SAMAS pilot, and as dumb, naïve, and gullible and he is oddly talented and lucky.

"Hey, the training manuals didn't cover what to do in case of bizarre extradimensional invasion..."
"SHUT UP AND KILL, PRIVATE!"
"SIR, YES SIR!"
I don't have the time or I would, since that one is IRL and not online.

I've thought about it, just for shits & giggles, but I really don't have the time.
 
Got a question for you guys:

Our group was going to be having a rather large-scale WoD fic, involving just about every different game line; Vampire, Werewolf, you name it. Our ultimate goal was to be going after the Midnight Circus, which requires a similarly-diverse group of characters to properly fight it.

However, we've been having a small issue with one of our character's backstory; it was inspired heavily by Coyote & Crow, which - for those that don't know - involves a group of Indians causing a meteor to crash into the Earth sometime in the early 1400s, preventing the Americas from being colonized and leading to a leftist utopia. Our group had the idea of this character fighting against a cult that wanted to cause said apocalypse.

However, we aren't too sure what kind of character that this should be. The C&C-based story fits well with Werewolf, but we already have a Garou in our group; in fact, the only three lines that we have available at this point are Mage, Changeling, and Mummy.

Basically, if you had to make a character that was fighting against a cult of lunatics looking to crash a meteor into the Earth, and you had to make said character a Mage, Changeling, or Mummy, which of the three would you choose?
 
Got a question for you guys:

Our group was going to be having a rather large-scale WoD fic, involving just about every different game line; Vampire, Werewolf, you name it. Our ultimate goal was to be going after the Midnight Circus, which requires a similarly-diverse group of characters to properly fight it.

However, we've been having a small issue with one of our character's backstory; it was inspired heavily by Coyote & Crow, which - for those that don't know - involves a group of Indians causing a meteor to crash into the Earth sometime in the early 1400s, preventing the Americas from being colonized and leading to a leftist utopia. Our group had the idea of this character fighting against a cult that wanted to cause said apocalypse.

However, we aren't too sure what kind of character that this should be. The C&C-based story fits well with Werewolf, but we already have a Garou in our group; in fact, the only three lines that we have available at this point are Mage, Changeling, and Mummy.

Basically, if you had to make a character that was fighting against a cult of lunatics looking to crash a meteor into the Earth, and you had to make said character a Mage, Changeling, or Mummy, which of the three would you choose?

Mage - The sons of Ether has had a presence in space since the mid 1900s. They could go at bombing the meteor into smithereens on their own, or enter a very tense temporary truce with the Void Engineers to do the same.
The Dreamspeaker tradition of mage in north America are in large part Indians. Committed to helping and nurturing spirits - including some of their upper echelons trying to help Gaia herself - they would be very unhappy with fellow Indians trying to murder the Earth. Unlike the Etherites they don't have access to spaceships, but they are adept umbral travelers and could actually reach space trough the mid and even the deep umbra. And if you have Garou the Dreamspeakers would have an immediate common interest in taking care of spirits.
 
Does anyone have any suggestions for where my group could/should go and try to do after eliminating this local group of monsters? Any tips, suggestions, etc.? I'd appreciate it.
Skinwalker Ranch in Utah could be an interesting location. According to legend there is everything from UFOs to Bigfoot and with it being 512 acres fighting a dragon should work nicely for a campaign.
 
Session 2 went pretty well too fought some dinosaurs met a future reoccurring antagonist (though they don't know it yet) and they adopted a pet raptor
 
Got a question for you guys:

Our group was going to be having a rather large-scale WoD fic, involving just about every different game line; Vampire, Werewolf, you name it. Our ultimate goal was to be going after the Midnight Circus, which requires a similarly-diverse group of characters to properly fight it.

However, we've been having a small issue with one of our character's backstory; it was inspired heavily by Coyote & Crow, which - for those that don't know - involves a group of Indians causing a meteor to crash into the Earth sometime in the early 1400s, preventing the Americas from being colonized and leading to a leftist utopia. Our group had the idea of this character fighting against a cult that wanted to cause said apocalypse.

However, we aren't too sure what kind of character that this should be. The C&C-based story fits well with Werewolf, but we already have a Garou in our group; in fact, the only three lines that we have available at this point are Mage, Changeling, and Mummy.

Basically, if you had to make a character that was fighting against a cult of lunatics looking to crash a meteor into the Earth, and you had to make said character a Mage, Changeling, or Mummy, which of the three would you choose?
A Mummy might look at the long-term ramifications and go 'No, this is a fucking stupid idea, stop it.' Depending on what flavor of Mummy you're using they might've spent multiple lifetimes stopping this shit and getting progressively more irritated.
 
To the fellow DMs here how many sessions ahead do you usually plan?

Plan?

Serious answer:
Honestly depends on what you call "Plan" and what I'm planning. One shots that's easy: I plan for the oneshot. So that's 2-3 sessions because people are slow.

If I'm running a module, I'll usually plan the next encounter, the one after, and one or two of the other encounters because Players are zero-attention span ferrets after anything shiny. IF they just fought the boss and are back to an open playing feild, I'll usually just plan the next session because there's no point in getting too deep in the woods.
But I'll usually have the VTT mapping done well ahead of that.

For a campaign, I'll usually plan the next session but have the general progression of plotlines planned out.

But its all over the place. For example, my current party is nearing the end of a mini-campaign I planned covering 4 modules. There is some shit from over 2 years ago, or a year ago, or 6 months ago, just now starting to come to a head. They also know someone is trying to murder them, they don't know who, so I have the next steps of the "Who is trying to kill me?" investigation progression path planned out, but it'll probably be another 2-3 sessions before they advanced down the chart.

Basically, be prepped for what's coming, but also be ready to flex, adjust your plan, and roll with whatever your murder hobos spring on you. So don't over plan so your players get rail roaded.
 
Plan for your players to autistically hyperfocus on whatever tiny, unimportant detail you include while they ignore the obvious plot hook. I've had a few campaigns derail because I wasn't ready for this and once I was on the other side of it I was able to realize what my mistake was.

Alternatively just don't plan and instead get real good at bullshitting on the spot.
 
To the fellow DMs here how many sessions ahead do you usually plan?
When I started (like when I was 12 or so), I'd always plan to do a module in one go. Later on, campaigns were a lot more fluid and players less willing to go into some canned pre-planned adventure as such, so it would basically just go until a reasonable stopping point, especially if they were deviating from plan, which became more the norm than the exception.

Later, I would also usually have more developed worlds with lots of NPCs even in locations I didn't know if anyone would ever visit, so they could go random places and still have something to do. I had hundreds of index cards with NPCs on them, ranging from the generic to the really specific, with their motivations, relations to others, specific goals, etc.

So there'd usually be something to do nearly anywhere they'd end up, even if it was something to funnel them subtly back into the original planned scenario. I think it's generally better not to be a control freak and be able to roll with it if people want to do something other than what you had planned.

I don't mean never force the action, like "Villain X is about to destroy your hometown," but it shouldn't be an every session thing.
And of course, this bad-boy from the MM.
That and the color one from the cover are David C. Sutherland III, responsible for a lot of the original art (including the original DM's Guide cover). It seems like these dudes mostly had a tragic history. DCS died of liver failure, I'm pretty sure from alcoholism after his marriage broke up, and another of the major ones, David A. Trampier (who did the Player's Handbook cover as well as a lot of other stuff including Wormy, the comic strip in Dragon magazine), disappeared for no reason ever disclosed, became a cab driver, and eventually also died young.

Trampier did one of the earliest crowdfunding attempts I've seen to try to put Wormy between covers, and when the project fell through, returned everyone's money, putting him far ahead of subsequent crowdfunding failures. Everyone still got to keep the schwag like buttons and stuff.

Here's one of his better pieces:
75d816953d45bc79aa6edf205fe6c8c2.png
 
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