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

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Man. They'd hate my Eclipse Phase version of Sundowner I made before Sundowner even existed. (Look, I had no idea Platinum would decide a weeb Texan murder-cyborg would make an excellent villain, nor was I even aware Platinum existed at the time.) Heteropatriarchy, eugenics, and violent colonization are all off the table? How's an honest warmonger supposed to make a living? (Ironically he was rather violently ill-disposed towards the Ultimates for being douchebags about all three of those things, leading to him ditching them to set off on his own.)
 
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Fuck it, let's do a runthrough of this:


Reminder that some species literally cause massive amounts of damage due to their perception or way they work. Oh yes, respect the Mindflayer's way of abducting and enslaving people. Ignore their parasitoidal lifestyle that KILLS others for them to propagate.



Ignoring of course that sometimes playing the villain is fun. Perhaps my favorite character I played was a Lawful Evil cleric who used religion and words as his tools to fleece and dupe others for his own gain. Thomas Caine was a conman who played at being self-righteous, and used his influence to gain off of others.

He would absolutely abuse racial tensions if it personally benefited himself and the party of warlords he was a part of if he needed to. Little L, big E was his way until the near end of the campaign, where he realized the fear of hell.


Ignoring of course the good religious folk who in their ignorance tried to save the souls of the natives and who hated the exploitations. Or the religious prisoners who wanted to be free to practice as pleased... though those guys were self righteous fucks too tbh.

Hell, it might be the only way for a people to thrive sometimes; a lot of nomads "colonized" because of the better grazing lands. Saka for example.

Welp, so much for one of my players bringing in their Mormon Cleric who also specs in investigating LDS corruption; because they want to preach the New Covenant they can't exist in the exploration Spelljammer setting that I planned out after the current games officially end.


Since they cried about these guys, I now worry about any women living near them. None of them are safe.

Seriously, sometimes playing the villain is fun. Besides, you know this person probably has a shitload of BDSM nazi porn with this vehemence.

Have fun struggling to run a group you massively failed zygote.

Seriously, I think MovieBob is slightly more emotionally mature than this person; in the sense that I could see him actually play an edgy villain despite his ego.
The thing is that people (the ST, DM, GM) will still have to play the bad guys, so technically someone is going to play them. Besides, it's possible to have a human side to a racist, a fascist regime or colonization without downplaying how wrong it is. It takes maturity and understanding.
 
The thing is that people (the ST, DM, GM) will still have to play the bad guys, so technically someone is going to play them. Besides, it's possible to have a human side to a racist, a fascist regime or colonization without downplaying how wrong it is. It takes maturity and understanding.
Nuance? IN MY TABLETOP? Get that shit out of here, you have to have simplified Manichean narratives where the good guys are completely self-justified and the bad guys are cardboard cut-outs or you are literally killing minorities!
 
The best part is you know that these people will never seriously play anything except maybe some play-by-post stuff or the most simplistic of systems. So you know, preach from the chair without the experience or the actual enjoyment of the hobby.
 
The best part is you know that these people will never seriously play anything except maybe some play-by-post stuff or the most simplistic of systems. So you know, preach from the chair without the experience or the actual enjoyment of the hobby.
The author of the post refuses to have anything to do with D&D or any of the big name systems. It's queer-related and/or simple systems for them.
 
Today I was in a D&D Facebook group (already my first mistake) reading about how someone's character keeps getting misgendered and how it set off the player's Special Snowflake Alarm and what big meanies everyone was for not respecting their flamboyantly gay bard's pronouns. I can't wait for this hobby to be uncool again so I don't have to worry about these tedious faggots shitting all over it.
 
>* If you include colonialism in your setting, make the colonizers Black Hat villains. Not sympathetic villains, not morally ambiguous villains. We're talking Ted Cruz or Mitch McConnell "fuck that guy" level villains.

One of my favorite "small press" RPGs in the last decade and change has been Witch Hunter: The Invisible World. It's explicitly set in colonial America. You can set it elsewhere, but that's the default setting.

So, basically... American sare the black hat evil villains and you can't play an American.
 
If you include colonialism in your setting, make the colonizers Black Hat villains. Not sympathetic villains, not morally ambiguous villains. We're talking Ted Cruz or Mitch McConnell "fuck that guy" level villains.
Honestly, I already hate the anti-settler sentiment this poster is pushing, seeing as how my ancestors were explorers and settlers themselves. However, that last line is what really sets me off, simply because it shows the poster's true face. This person isn't some puritanical snowflake angry about people potentially sympathizing with genuinely evil groups like the Nazis, they're just a psychotic leftist that wants to hurt those opposed to them.
 
>* If you include colonialism in your setting, make the colonizers Black Hat villains. Not sympathetic villains, not morally ambiguous villains. We're talking Ted Cruz or Mitch McConnell "fuck that guy" level villains.

One of my favorite "small press" RPGs in the last decade and change has been Witch Hunter: The Invisible World. It's explicitly set in colonial America. You can set it elsewhere, but that's the default setting.

So, basically... American sare the black hat evil villains and you can't play an American.
So you can only play Natives that get TPK'd by diseases, colonists, and other Natives? That'd sound hardcore if the DM wasn't likely a wuss that depict their society as absolutely perfect.
 
So you can only play Natives that get TPK'd by diseases, colonists, and other Natives? That'd sound hardcore if the DM wasn't likely a wuss that depict their society as absolutely perfect.
I just love how married to their Noble Savage ideal these idiots are. To quote myself from other threads, the natives were quite proficient at fucking each other over, taking over each other's land and territory, and being general assholes. As humans are when resources are limited.

This bullshit some people spout about "the natives had no concept of land ownership" is just that: bullshit. Yeah, the land may not have officially belonged to anyone specifically, but your stuff was still your stuff, and the tribe was going to defend their territory being encroached upon as viciously as an European colonizer, and they had enough trouble with people attacking and invading one another they actually created their own local confederacies even before the Europeans showed up. That meant they were politically sophisticated, for sure (humans tend to be), but it also spoke volumes as to the situation they were in: they would not need coalitions and peace treaties if they were already coexisting peacefully.

The big reason why we don't read about the atrocities the native American nations inflicted upon one another is because the Europeans did a great job of erasing those records since so many of them were carried only orally, and the "pro-native" groups out there refuse to allow access to any information still around because they don't want their "side" to look bad. So now all we have are the stories that survived, and even those are usually curated to make the natives look good because if you present them in any sort of negative light you get barraged by low-information idiots. Even tribes that were infamous for being such assholes other tribes allied with the Europeans against them, get whitewashed and turned into misunderstood puppydogs. Which is an insult to everybody's intelligence, because human societies are complex and nuanced.

I'm only sad that time travel doesn't exist. If you transported those idiots to the 1600s they'd be dog food within a week.
 
>* If you include colonialism in your setting, make the colonizers Black Hat villains. Not sympathetic villains, not morally ambiguous villains. We're talking Ted Cruz or Mitch McConnell "fuck that guy" level villains.

One of my favorite "small press" RPGs in the last decade and change has been Witch Hunter: The Invisible World. It's explicitly set in colonial America. You can set it elsewhere, but that's the default setting.

So, basically... American sare the black hat evil villains and you can't play an American.

That RPG sounds interesting. Is there something actually supernatural in it?
 
That RPG sounds interesting. Is there something actually supernatural in it?

To be clear, the "americans are black hat villains" thing was a sarcastic commentary on the twitter nonsense. They aren't, in the game.

But, oh yes. Very much so. It's a bit like Supernatural and Solomon Kane had a love child. You're hunters hunting... Well, all manner of beasties, collectively "The Adversary". Witches are part of it, but so are demons, ghosts, werewolves, etc.
 
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So we wrapped up our campaign due to Covid dropout and I'm sitting here listening to my 2 remaining players from before and my 2 new ones. We get on Discord and talk for a while and I realize that I have three actual female players and one male. We get into talking about old editions, being a little nostalgic about 1E and playing back in the day, and the new woman is looking at a PDF of the old 1E PHB. She suddenly brings up "Max Strength for Women" and I'm thinking "Oh shit, here we go" because that's been a sore point since the 1990's.

Nope, she wanted to know if there was any mechanical offset, like a bonus to Charisma or Constitution or the like. Which led to us talking about social and non-game mechanic setting treatment between the sexes. We ended up with a discussion on how it might be fun to have ability score or saving throw sexual dimorphism, culturally enforced differences between the sex, and since there's magic, maybe there's interesting things due to magic between the sexes. We had a group vote and decided that witches can only be female, no male warlocks with Pathfinder Witch classes.

I mention that I'm creating a whole new setting for this whole thing, recycling a few things (Gnomes, Halflings, Half-Orc Supremacy Groups, stuff like that) and she mentions that it might be nice to have a few countries or cultures where men and women aren't equal. Remembering what an above poster said about their sorcerer wearing veils, I asked if she thought was interesting. She liked that idea that male sorcerers in some of the kingdoms/cultures dress in veils and head coverings to avoid unwanted attention.

She was really excited that I, as the GM, was asking for player input on the world's general makeup.

So today I'm sitting around, dicking with the ideas and trying to decide what to put up on World Anvil, when she messages me and wants to talk again. Now, I'll admit, I'm halfway waiting for the other shoe to drop, but she said she had been thinking about the history we janked up last night, how the Age of Warlords was only 200 years ago, and she asked me how old the elves get. I'm feeling lazy, so I went.. "Hmm, 750 will be topped out. Any age inducing magic is multiplied by 7.5." which she was then all "Well, what if the Elven nations are still in the process from going from Warlord territories to nations, they're behind because the rulers were the Warlords where everyone else it's a few generations ago, so the Elves are territorial militant and huge bloodline/warband freaks. Think the Clans from Battletech! With half-elves being treated like freebirths!"

The guy seemed more interested in what races/skills/feats/magic/classes I'm allowing. It was funny that my two long-time players made sure to warn him that "Don't get in an arms race with the GM" when he was asking about certain combinations that plugging them into Google got min-max threads on EnWorld and Reddit. He seemed to think it was a little unfair that I'm allowed to break the rules to make interesting or unique NPC's (A male witch is in the history, only one to have showed up, caused a major disruption to the world) and any breaking of the rules to make a PC has to be run by me. The reason of "because I'm the GM" seemed to bother him despite his supposedly playing since 3.0.

Steel is a recent invention (the beginning of the Age of Warlords) and the crossbow is really recent (the end of the Age of Warlords). We talked about doing firearms, but decided they wouldn't be cheap enough to matter, so we're including the gunslinger class since we've decided that guns are out there, invented along side of crossbows, but are very very expensive, gunpowder/smokepowder is expensive, and illegal in some places. (Elves dislike guns, dwarves and gnomes like cannon, halflings like pistols)

We also talked about the effect of magic on the world, since Pathfinder has extensive spell books, and we went with a magical world that different kinds of magic were discovered at different times. (Druidic/Witchcraft to Divine to Arcane) We decided combat magic was the first developed, utilitarian wasn't really used until The Great Flood, and divination really got big during the Age of Warlords. Different schools opened at different times. We also decided to alter the rules when it comes to magic.

First, was memorization/meditation. Spells take 15 minutes per level to memorize, pray for, meditate to gain with an hour of rest/study/prayer/meditation before memorizing. We got rid of per 24 hours.

Second: Max amount of spells in a travelling spellbook as defined by Intelligence.

Third: Each spell takes 1 page of the traveling spellbook per level. For the major spell tome it's 5 pages per spell level (since it includes variants)

We're debating on adding an extra roll into spell casting. Mainly, basically ripping out Concentration and making that be the roll at the initiative. It's popular with the group, but we're worried about bogging down combat.

We went with visual effects on magic too. Light beneath the skin, light around them, auras, all of that good stuff.

We also stole the "magic weapons, items, armor use runes" from PF2. We also decided that you had to take feats to do the runes. So you can get the runes upgrades, or copy the runes from one weapon to another. To keep down proliferation we decided that only certain smiths can do rune creation and swapping and this is part of what happened during the Age of Warlords. We decided that rune-smiths are pretty rare, and any child that shows a knack for runework is immediately taken from their family and trained. Runesmiths are pampered, rare, valuable.

We decided that the Mage Guilds exist, based on the Mage-Knight Warlord warbands. Which means you can buy scrolls, runes, potions, stuff like that. Magic items are rare, mainly because the people who make them usually make them for powerful people.

That led to "The Wilderness" areas. Since the Age of Warlords is over and you've got cities having been established and nation-states being the main thing, we decided that the frontier is bordering on where there were old Empires, Warband fortresses, stuff like that. With the Great Flood the old dungeons ended up full of silt, so most dungeons are only a couple hundred years old.

We had a lot of fun sitting around and brainstorming for the new campaign setting. The new female player was excited as hell to be part of making the world. She, funnily enough, asked if I minded taking the time, as we build the setting, of listing the 'beauty standards by race and culture" and when I asked why she explained and I felt like "Duh!" moment. Finding old paintings you could tell by the beauty standards of the painting when and where the painting was done. Additionally, she was all "elven beauty standards aren't compatible to orcs, so there would be a charisma and charisma based skill penalty between races."

There was even some discussion on sexuality, sexual mores, and stuff like that. Now, I love that stuff, and we were talking about birth rate, infant mortality rates, how many children a women have during her fertility lifetime, average life expectency VS max life. Then we got into how many people can be fed per acre of crop, most common crops, which crops/foods were racial allergies, preferred, and rejected.

Which came up with a funny thing of Elves refuse to eat zucchini, carrots, potatoes, considering it 'dirt food' and only good enough for slaves and beggars. It tastes like dirt to them, and while they can survive off of it, they hate it.

We discussed the Gods, which the problem is we've got the idea of each kingdom/faction, having their own Gods, but that's waaaay too much work for me.

Oh, shit, where was I going? Oh, yeah: So the new female player is all about "can we have sexual dimorphism, sexism in cultures, racism, ugly stuff in the world?" where the male who's been playing since 3.0 is all "well, it's not in the rules and I'm not sure about that stuff..."

It's kind of weird. I'm thinking I might have to drop the male player, since he mumbled the magic words when we were designing the basic racial stereotypes for culture, buildings, governments, approach toward arcane/divine magic, with random roles. (Elves are into Romanesque architecture, feudal systems government based off the Warlord model, Asian honor culture, magic more geared toward warfare than quality of life and utilitarian magic).

You know the words...

"This seems like cultural appropriation, we need to be careful."

I should probably tell him, if he shows more of that shit, that this game might not be for him.

The female player, who's entire experience is 5E for about a year, seems to be more into "This sounds really cool! Let's do that!" and even wants gray morality stuff.
 
"This seems like cultural appropriation, we need to be careful."

I should probably tell him, if he shows more of that shit, that this game might not be for him.

The female player, who's entire experience is 5E for about a year, seems to be more into "This sounds really cool! Let's do that!" and even wants gray morality stuff.
Somehow I'm not shocked the really uninventive guy fell for the cultural appropriation meme while the woman was the really eager one.
 
The thing is that people (the ST, DM, GM) will still have to play the bad guys, so technically someone is going to play them. Besides, it's possible to have a human side to a racist, a fascist regime or colonization without downplaying how wrong it is. It takes maturity and understanding.
Man. They'd hate my Eclipse Phase version of Sundowner I made before Sundowner even existed. (Look, I had no idea Platinum would decide a weeb Texan murder-cyborg would make an excellent villain, nor was I even aware Platinum existed at the time.) Heteropatriarchy, eugenics, and violent colonization are all off the table? How's an honest warmonger supposed to make a living? (Ironically he was rather violently ill-disposed towards the Ultimates for being douchebags about all three of those things, leading to him ditching them to set off on his own.)

To cross over with the RPG.net thread for a moment, I remember Matt Cebb, one of the more vocal and obnoxiously self-righteous lefties on the site, going on about how as far as he was concerned, the Jovian faction was strictly there to be killed indiscriminately, for sport basically, effectively the human equivalent of Always Evil demons.

And this was years ago.
 
First, was memorization/meditation. Spells take 15 minutes per level to memorize, pray for, meditate to gain with an hour of rest/study/prayer/meditation before memorizing. We got rid of per 24 hours.

Second: Max amount of spells in a travelling spellbook as defined by Intelligence.

Third: Each spell takes 1 page of the traveling spellbook per level. For the major spell tome it's 5 pages per spell level (since it includes variants)

We're debating on adding an extra roll into spell casting. Mainly, basically ripping out Concentration and making that be the roll at the initiative. It's popular with the group, but we're worried about bogging down combat.

We went with visual effects on magic too. Light beneath the skin, light around them, auras, all of that good stuff.
While having visual (and other effects) with magic or magic-users is cool (I've got no room to talk since I ran that draconic bloodline sorcerer whose eyes became pools of gold with slit pupils), spells taking fifteen minutes per level seems... a bit harsh. Is that per spell as well, all spells for that level, or something else?

Assuming this is 5E, a 6th level wizard casts 11 spells per day; four 1st, three 2nd, three 3rd. It would take an hour for his first level spells, another hour and a half for his second level spells, and two hours fifteen minutes for third (assuming it's per spell x level). That's four hours, forty five minutes -- big chunk of the day gone.

If it's just 'per level', then fifteen, thirty, forty five -- an hour and a half. Not as bad but still a bit stiff. But it only gets worse as the wizard levels up.
 
While having visual (and other effects) with magic or magic-users is cool (I've got no room to talk since I ran that draconic bloodline sorcerer whose eyes became pools of gold with slit pupils), spells taking fifteen minutes per level seems... a bit harsh. Is that per spell as well, all spells for that level, or something else?

Assuming this is 5E, a 6th level wizard casts 11 spells per day; four 1st, three 2nd, three 3rd. It would take an hour for his first level spells, another hour and a half for his second level spells, and two hours fifteen minutes for third (assuming it's per spell x level). That's four hours, forty five minutes -- big chunk of the day gone.

If it's just 'per level', then fifteen, thirty, forty five -- an hour and a half. Not as bad but still a bit stiff. But it only gets worse as the wizard levels up.
We decided to add a couple of feats to it, as well as pretty much the NPC's have the same thing. We looked at a 10th level mage and realized it could take 2 days to pretty much memorize all the spells. I pointed out that it rapidly eats up the day for spellcasters and everyone was all for it. I'm willing to relax or release it if the group decides its not as much fun as they thought it would be. I advised them to do the "unlimited zero level spells per day" but the jury is still out on that bit.

What's funny is that the guy 'isn't sure about this, it seems like it will work against the party more than the NPC's' even after everyone said they wanted recurring villains and bullshit villain escapes accompanied by "CURSES! FOILED AGAIN!" and a puff of smoke or twirling cape or throwing themselves out a 5th story tower window and only a cloak landing on the ground. Sure, he's got a point, most NPC's they end up fighting will have their spells memorized at the beginning of the combat and will get killed, while the PC's have to keep going until they can get time to rest.

We did decide that with a Ride check for each spell (10+2 per spell level) they can memorize on the back of a mule or horse that's following the rest of the group and even meditate on the back of the mule/horse or in the back of the cart.

We're discussing whether or not to add an ability that spellcasters get, or maybe a feat, that eliminates the first hour of meditation when it was brought up "Can I memorize my spells sitting in the tavern while eveyone else gets drunk? I want my character to be able to still be down there even if I'm ignoring them to study" which sounds good.

Yeah, we know it's going to eat up a LOT of time (1 9th level spell will run you 2 hours 15 minutes just for one) but at the same time, they're excited about it, so, we can try it and if they don't like it and feel like it really messes things up then I'll handwave it away for them somehow.
 
That feels like a lot of busywork for very little actual effect, to be honest. But if the players and GM are up for doing all that accounting and bookkeeping, good on you guys.
 
We decided to add a couple of feats to it, as well as pretty much the NPC's have the same thing. We looked at a 10th level mage and realized it could take 2 days to pretty much memorize all the spells. I pointed out that it rapidly eats up the day for spellcasters and everyone was all for it. I'm willing to relax or release it if the group decides its not as much fun as they thought it would be. I advised them to do the "unlimited zero level spells per day" but the jury is still out on that bit.

What's funny is that the guy 'isn't sure about this, it seems like it will work against the party more than the NPC's' even after everyone said they wanted recurring villains and bullshit villain escapes accompanied by "CURSES! FOILED AGAIN!" and a puff of smoke or twirling cape or throwing themselves out a 5th story tower window and only a cloak landing on the ground. Sure, he's got a point, most NPC's they end up fighting will have their spells memorized at the beginning of the combat and will get killed, while the PC's have to keep going until they can get time to rest.

We did decide that with a Ride check for each spell (10+2 per spell level) they can memorize on the back of a mule or horse that's following the rest of the group and even meditate on the back of the mule/horse or in the back of the cart.

We're discussing whether or not to add an ability that spellcasters get, or maybe a feat, that eliminates the first hour of meditation when it was brought up "Can I memorize my spells sitting in the tavern while eveyone else gets drunk? I want my character to be able to still be down there even if I'm ignoring them to study" which sounds good.

Yeah, we know it's going to eat up a LOT of time (1 9th level spell will run you 2 hours 15 minutes just for one) but at the same time, they're excited about it, so, we can try it and if they don't like it and feel like it really messes things up then I'll handwave it away for them somehow.
If everyone's down with it, hey, you do you. It seems cumbersome to me, but then I'm not playing in said campaign.

I'm amused that the girls are all down for 'hey, let's tweak some rules and see what happens!'. Are any of them engineers, perchance? :D
 
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