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

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I made one Traveller character once, and despite my awful luck when it comes to genning characters, at least I didn't die.
 
How is it possible to die in character creation?

Usually it's because of an accident during your career or early education. Other times you'll die because you just got too old. Lifepaths in RPG's are a bitch.

I once died making a character in Deadlands thanks to a mutation I had.
 
Usually it's because of an accident during your career or early education. Other times you'll die because you just got too old. Lifepaths in RPG's are a bitch.

I once died making a character in Deadlands thanks to a mutation I had.
What was the mutation?
 
Going to be playing some Vampire: The Masquerade with my friends this weekend. Haven't played that in a while, and I'm looking forward to it.
 
I started off with a mutation that would keep me newborn in terms of body but not in mind. Given that, we figured due to such a deformity the chances to survive in the wastes as time progressed were slim.

If I was GM, I would've just strapped you to a retard so you could RP as that mutant from Total Recall.
 
So I just realized that some mad bastards at /tg actually made a kitbash of Dark Heresy where you can play in UC Gundam. It's not as developed as Adeptus Evangelion, but still being able to commit warcrimes in a Zaku with a nuclear bazooka is nice.
 
Has anyone tried a fantasy 2d20 game yet? I've been wondering how they are after checking out Star Trek and Achtung Cthulhu
 
Yesterday's Vampire game went well. I played a typical Gangrel redneck outdoorsy type, and now my character is a co-conspirator in a plot to take over the city. Granted, he's more of an obedient foot soldier for the mastermind of the plot, but still the story is fairly interesting so far. I'm looking forward to the next session in two weeks.

I also got a hard copy of the OSR game Dark Dungeons that was delivered yesterday evening. I had the free PDF for a long while and it is an excellent OSR clone of Rules Cyclopedia-era D&D. I'm a sucker for hard copies, especially as I intend to run a campaign of Dark Dungeons, so I bought the softcover version.

One of the great things about the OSR is that most of these games are free on PDF, and Print-On-Demand hard copies are generally cheap.
 
There's a neat little tumblr article on how art has changed (and maybe not for the better) in D&D that I thought was interesting and how tabletop gaming is more inclusive than the SJWs think.

Geek culture and discussions of inclusivity mix like gunpowder and lit matches, since geeks tend to have some serious personal hangups on the subjects of inclusivity, gatekeeping, and ostracizing others.

Every hobby, geek or no, ultimately boils down to doing something together with your friends and (hopefully) having a good time. If your friendship is solid, no problems. If you bring in a whole bunch of personal baggage along with it, then there's gonna be trouble. One example in geekdom of how this is fucked up becomes when the hobby gets used as a means of social competition, i.e., whomever has the biggest collection of Star Wars paraphernalia or who's character has the most experience points is therefore the alpha of the pack. When that perceived power goes to the head of someone with poor social skills, you can imagine it ends badly.
 
So, I'm kind of loving Star Trek Adventures. It's an amusing treat.

Character creation is easy. Takes about 15 minutes or less. You have the magic six roles endemic to Star Trek: Command (Captain, First Officer), Conn, Security, Engineering, Science, and Medicine. You can point-buy or use the life path system that helps flesh out your background. Right now, though, the alien selections in the core rulebook are lacking, but as mentioned previously in this thread, there are plenty of interesting homebrews. I'm going to assume the Alpha Quadrant handbook coming out next year will have all the various races that Decipher had in their race sourcebooks.

Now, here's something that I get a giggle. Characters don't really advance in this system. So what you craft is what you are with little improvement. However, this is where things are different. The players are supposed to make various supporting characters. These characters then get pooled and each player can select one or two at the start of each campaign. In essence, you're making the drudges and red shirts to tag along. Going on an expedition? Well, call up Ensign Rutherford, the plucky geologist! Need some extra security detail to handle a riot? Well, Lieutenants Glirk and Johnson will help bring some muscle. It's a good way to make up for any deficiencies and acts as a pile of stats to add to your main character.

Combat still confuses me, but putting in more scenarios that involve it will probably help me grasp it quickly.

I've run one game so far. It was amusing and involved a lot of intrigue, something refreshing for my usual player troupe.

It kind of was funnier, still, when a random name generator came up with the USS Intervention.
 
So, I'm kind of loving Star Trek Adventures. It's an amusing treat.

Character creation is easy. Takes about 15 minutes or less. You have the magic six roles endemic to Star Trek: Command (Captain, First Officer), Conn, Security, Engineering, Science, and Medicine. You can point-buy or use the life path system that helps flesh out your background. Right now, though, the alien selections in the core rulebook are lacking, but as mentioned previously in this thread, there are plenty of interesting homebrews. I'm going to assume the Alpha Quadrant handbook coming out next year will have all the various races that Decipher had in their race sourcebooks.

Now, here's something that I get a giggle. Characters don't really advance in this system. So what you craft is what you are with little improvement. However, this is where things are different. The players are supposed to make various supporting characters. These characters then get pooled and each player can select one or two at the start of each campaign. In essence, you're making the drudges and red shirts to tag along. Going on an expedition? Well, call up Ensign Rutherford, the plucky geologist! Need some extra security detail to handle a riot? Well, Lieutenants Glirk and Johnson will help bring some muscle. It's a good way to make up for any deficiencies and acts as a pile of stats to add to your main character.

Combat still confuses me, but putting in more scenarios that involve it will probably help me grasp it quickly.

I've run one game so far. It was amusing and involved a lot of intrigue, something refreshing for my usual player troupe.

It kind of was funnier, still, when a random name generator came up with the USS Intervention.

I'll admit that combat is kind of... clunky. Most Trek stories don't heavily feature it, but I felt as though the combat system was still a little too unwieldy.

I too like the supporting characters system. It keeps everyone involved, and in my group, we'd even share characters amongst each other which led to an in-joke that Ensign Nguyen was a paranoid schizophrenic. Good times.
 
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:story:
 
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