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MonsieurChoc posted:Hpefully the Slayers D20 book has rules for Pacifism Crush and Love for all Mankind Kick. It's a prestige class
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# ? Nov 17, 2016 12:11 |
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# ? Apr 25, 2024 02:51 |
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I just can't get behind a Slayers D20. The system used in the series is clearly skill-based.
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# ? Nov 17, 2016 15:15 |
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wdarkk posted:Slayers is pretty close to Wizard Supremacy: the Setting IIRC. Clearly, the creator of Slayers was the only one who knew how a D&D setting actually looks like if the players have their way. PurpleXVI posted:You know, browsing through the Deluxe version of Godbound, I'm struck by how much of the extra content is devoted to: "Hi, we're gonna do Exalted, but better." It's cool, but also hilarious, that they're literally replicating Dragonblooded, Sidereals, Lunars and Solars, right down to having five "splats" for their totally-not-Solars, and optional special rules for anima banners and something suspiciously similar to Exalted virtue rules. What really strikes me, though, is how much better the Godbound not-Sidereals are done. So those crappier Godbounds without Followers were Dragonblooded? That explains a lot. And no, I didn't point it out a lot. I know there was some Exalted stuff in there, but I'm not really familiar with Exalted outside of the general premise and the various horror stories floating around. Doresh fucked around with this message at 17:48 on Nov 17, 2016 |
# ? Nov 17, 2016 17:35 |
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PurpleXVI posted:You know, browsing through the Deluxe version of Godbound, I'm struck by how much of the extra content is devoted to: "Hi, we're gonna do Exalted, but better." It's cool, but also hilarious, that they're literally replicating Dragonblooded, Sidereals, Lunars and Solars, right down to having five "splats" for their totally-not-Solars, and optional special rules for anima banners and something suspiciously similar to Exalted virtue rules. What really strikes me, though, is how much better the Godbound not-Sidereals are done. I still maintain that a proper d20 conversion of Exalted should retain stunting rules.
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# ? Nov 17, 2016 17:41 |
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Doresh posted:So those crappier Godbounds without Followers were Dragonblooded? That explains a lot. Yeah, it's all but explicitly a conversion guide to Exalted. Godwalkers are Exalted's warstriders. Martial strifes are supernatural martial arts. Arrayed are Alchemical Exalted, Elementals are Dragonblooded, Exemplars are Solars (and probably Abyssals/Infernals, I suppose), Proteans are Lunars, Undestined are Sidereals. That's all the main types in Exalted before third edition.
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# ? Nov 17, 2016 18:18 |
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Does that make corebook Godbound the Exigents?
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# ? Nov 17, 2016 18:23 |
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ZeeToo posted:Yeah, it's all but explicitly a conversion guide to Exalted. Godwalkers are Exalted's warstriders. Martial strifes are supernatural martial arts. Arrayed are Alchemical Exalted, Elementals are Dragonblooded, Exemplars are Solars (and probably Abyssals/Infernals, I suppose), Proteans are Lunars, Undestined are Sidereals. That's all the main types in Exalted before third edition. Man. I can vaguely recall Exalted having some kind of Buster Sword, but I didn't know they had Giant Robots as well o_O
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# ? Nov 17, 2016 18:49 |
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Doresh posted:Man. I can vaguely recall Exalted having some kind of Buster Sword, but I didn't know they had Giant Robots as well o_O Grand Daiklaives and Warstriders. The latter were based on the Guymelefs on Escaflowne. More like giant sized suits of armor usable by normal sized people.
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# ? Nov 17, 2016 19:10 |
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Bedlamdan posted:The latter were based on the Guymelefs on Escaflowne. More like giant sized suits of armor usable by normal sized people. But what about magitek hovertanks and jet skis?!
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# ? Nov 17, 2016 20:02 |
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Doresh posted:But what about magitek hovertanks and jet skis?! It really depends on the edition. 1E initially kept things relatively restrained at first, with ancient magical artifacts of a lost age found in ruins, but as it transitioned to 2E the game's setting became much more like a post-apocalyptic science-fiction setting, with dudes in salvaged power armor forming a country's elite special forces. Then 3E dialed it back down again. Bedlamdan fucked around with this message at 20:15 on Nov 17, 2016 |
# ? Nov 17, 2016 20:11 |
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Bedlamdan posted:Does that make corebook Godbound the Exigents? I mean it's really easy to frame them that way, but the default assumption is that Godbound get their powers spontaneously rather than from a patron divinity.
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# ? Nov 18, 2016 00:42 |
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Doresh posted:Clearly, the creator of Slayers was the only one who knew how a D&D setting actually looks like if the players have their way. Three of the four main characters are spellcasters of some kind and the one warrior is a clueless dolt, so yeah, pretty much.
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# ? Nov 18, 2016 00:46 |
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Also the melee character is only relevant due to a magical artifact. Slayers is 100% accurate to actual table play, right down to the absolute convoluted magic negating bullshit any boss has to have in order to stand a chance.
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# ? Nov 18, 2016 00:56 |
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They even have the weird sidetrack episodes where the DM found a cool module in like Dragon Magazine and wanted to do it.
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# ? Nov 18, 2016 01:02 |
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And the plot of several of the films is the protagonists just completely refusing to investigate anything or putting together clues so the DM has to keep throwing encounters at the party until they decide, gently caress it, fine, I'll deal with this problem.
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# ? Nov 18, 2016 01:03 |
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Barudak posted:And the plot of several of the films is the protagonists just completely refusing to investigate anything or putting together clues so the DM has to keep throwing encounters at the party until they decide, gently caress it, fine, I'll deal with this problem. This show sounds kinda legit with all this.
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# ? Nov 18, 2016 01:10 |
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Night10194 posted:This show sounds kinda legit with all this. Slayers is sort of the foil to Record of Lodoss War. Where Lodoss War was a good portrayal of a tradgame campaign and original setting, Slayers is really good when you watch it with full knowledge that it is more or less the director's portrayal of a game where the players fly off the rails and go nuts.
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# ? Nov 18, 2016 01:18 |
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Lodoss War is a D&D campaign as the GM imagines it in his notes, Slayers is what actually happens at the table.
The Lone Badger fucked around with this message at 02:25 on Nov 18, 2016 |
# ? Nov 18, 2016 01:29 |
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Night10194 posted:This show sounds kinda legit with all this. The plot of one of the films ends with the heroes a) not having learned half the plot so they have no clue why anything just happened or why it should be relevant to them and b) bitching about the now dead character who was basically a DM PC. Watching Slayers could unironically make you a better DM as its a much better portrayal of the schizophrenic attitudes players at the table will have and the rampant desire for unlimited power while one dude is totally fine with "I hit them with my sword, maybe"
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# ? Nov 18, 2016 01:34 |
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And Xelloss was a DMPC
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# ? Nov 18, 2016 02:06 |
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Barudak posted:The plot of one of the films ends with the heroes a) not having learned half the plot so they have no clue why anything just happened or why it should be relevant to them and b) bitching about the now dead character who was basically a DM PC. Guess I should go watch Slayers, then. E: This literally happened in one of my Dark Heresy campaigns: They ignored everything about the spooky spaceport town and used physical evidence only to sneak off and inadvertently avoid an Innsmouth situation where the locals were supposed to turn on them, snuck into the big monster of the week's cave, killed it, and then quietly ambushed and murdered the local corrupt governor and his guard. They did such a good job hiding that they'd done goddamn anything that when Chaos hit the planet as the followup mission, they were able to just step in and go 'Uh yeah we're totally here to prepare you for the invasion, give us full command.' All because neither player at the time really liked talky segments since they were new to RP. Night10194 fucked around with this message at 03:13 on Nov 18, 2016 |
# ? Nov 18, 2016 03:11 |
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Night10194 posted:Guess I should go watch Slayers, then. If you live in the US, Funimation should have the first three seasons available streaming on Youtube and their site for free. The OVAs and movies are currently unlicensed, as Funimation did not rescue them from purgatory. E: I've decided that I'm going to split the introduction and race into different posts. The introduction is short, but once we get into the mechanics, it'll be too much to combine the posts and make it a reasonable length. Waffleman_ fucked around with this message at 03:45 on Nov 18, 2016 |
# ? Nov 18, 2016 03:22 |
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Here's the first episode: https://www.youtube.com/watch?v=WSC4nCa6Qw4 The Dragon Cuisine episode alone makes worth a watch.
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# ? Nov 18, 2016 04:03 |
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The first episode is pretty much the perfect distillation of a first session.
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# ? Nov 18, 2016 04:05 |
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My favorite Slayers thing is the movie (ova?) where they wake up the not-Tarrasque and it trundles around going "YO!" a lot before falling in love with a giant golem
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# ? Nov 18, 2016 04:30 |
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Lina Inverse buys a cursed knife that makes people go berserk at a Magic Weapon Store. The shopkeep wasn't even evil or anything; clearly the GM just rolled on a random table.
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# ? Nov 18, 2016 04:41 |
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Way of the Wicked - Book 1 - The Branderscar Redemption I lied at the end of the last installment, we’ve got some more backstory before the actual adventure. Screw you, we’re Evil. Each book also starts with this handy summary, the story being divided into Acts. Using the breakdown of when PC’s should level I ignored XP for my campaign and just had PCs level when appropriate. Because making a character in Pathfinder is slow As established, Talingarde is bestest most Lawful Good kingdom ever constituted, but its rulers made a mistake when they drove out Asmodeus and persecuted his adherents. The devil god demands respect and will have his revenge. If only the knights of Talingarde had completed their work and not allowed an Asmodean priest to survive. Samuel Havelyn was the bookish second son of a noble family, he joined the Church of Mitra but his father was only impressed by the knightly deeds of his older brother Sir Thomas. Young Samuel rose quickly in the Church by virtue of scholarship and was resigned to leading a life of devotion until one fateful day. quote:Samuel met Bronwyn. Bronwyn of Balentyne was perhaps the greatest beauty of her generation. Samuel fell deeply in love almost instantly and, using all his wit and charm, befriended her. His hope was that with time he could turn friendship into love. quote:The curse would claim the life of Bronwyn, causing her to die in childbirth. Still her child survived and was named for his grandfather, who had died the year he was born -- Richard Thomasson of Havelyn. Samuel would continue his rise in the Church of Mitra, attaining the rank of Cardinal, while expanding his knowledge of and devotion to Asmodeus. Eventually he was caught by the inquisition and burned at the stake along with his library of forbidden tomes. Any ordinary man would have died that day. Samuel lived and clawing his way from an unmarked grave uttered terrible oaths to Asmodeus. Asmodeus heard and on that night Samuel was reborn a lich, taking the name Cardinal Adrastus Thorn. Cardinal Thorn would flee to the frozen north and there by divine guidance met another Asmodean, the warrior Sakkarot. Thorn crafted him a flaming axe gaining the savage warrior’s allegiance. There beyond the borders of Talingarde Thorn devised a plan to destroy the kingdom that had shunned him.
The book gives a summary of who these are Knots and what they’re up to which I’m skipping preserve the surprises later in the AP. I will point out that 3 of the Knots only consist of one member. Cardinal Thorn has some issues with organizational bloat. No one has ever escaped from the Rock ACT ONE: PRISON BREAK! (PCs are level 1) Or PCs have been beaten, branded, searched thoroughly and find themselves shackled hand and foot to the wall in a common cell. Escape is unlikely, you have little choice but to wait grimly for sentence to be carried out. After some time to get acquainted and discuss their various crimes they are interrupted by the arrival of a group of armed guards led by the watch Sergeant Tomas Blackerly(CN Human Fighter 3) . This is the guy that held the brand when you were first brought to the prison and he laughed while you burned. An Unexpected Visitor Now he seems slightly confused (he’s charmed). He order’s one of the PCs to be unshackled and brought out of the cell to meet with a lovely lady who wants to say her final farewells. The book suggests choosing the most social character of the group. Waiting in a room down the hall is a beautiful woman who has obviously been crying. quote:“Oh, dearest,” proclaims the unfamiliar woman. “I’m so relieved you’re alive!” She quickly turns to Tomas. “Could we please have a moment alone, good sir? For pity’s sake?” quote:Veil of Useful Items Useful indeed. The PC is given a chance to ask questions but will only receive vague answers, any request for help in escaping is rebuffed. This encounter sets the tone for Tiadora throughout the campaign, she’s kind of a bitch and has little respect for the PCs. After this bit of roleplaying the guards return and she acts out an emotional exit. Before leaving she hits Sgt Blackerly with the whammy again suggesting he not have the PC searched before being returned to the cell. The PC gets one last jab from Tiadora via telepathic message reminding them they have 3 days to escape. Afterwards the PC is returned to the cell and shackled with the others. (I took the chosen player into a different room to have this conversation and enjoyed watching him explain all this to the other PCs and them be baffled.) Although the the PCs are now left alone in their cell prison guards, equipped with a signal horn, are not far away. NO CELL CAN HOLD ME The first real challenge our PCs will face is getting out of this damned cell. With the Veil they now have a real chance. But don’t forget those guards, if the PCs argue loudly or make noise in their escape attempt they will respond and they have the numbers to overwhelm the PCs. As failed attempts mount the guards grow more and more suspicious so a single concerted effort is best. If no PC can effectively pick the lock there are suggestions for creative use of a variety of low level spells. Fortunately the walls and floors of the castle are thick stone, nothing short of the signal horn will be heard by anyone except the guards stationed nearby. Once out of their manacles and past the cell door they only need to deal with those guards and the rest of the castle. No sweat. The PCs start in room 18A, the other cells are empty except for 19. In this cell is Grumblejack, one of the last remaining ogres in Talingarde. He’s remarkable in a number of ways; he has above average intelligence, his alignment is NE rather than CE, and if you notice the tiny horns he has just a drop of fiendish blood in his family tree. Grumblejack was living a life of casual banditry out in the countryside until he was caught not long ago. He can be cowed into helping the PCs in their escape attempt and could eventually be a servant to this wicked band. A lovable fuzzball. The guards (LG Human Warrior 2) are stationed in room 17 once dealt with there are two ways down from here; an oversized chimney to room 11 or stairs to room 16. The chimney leads to the keep’s kitchen and is a DC 10 climb check. These are the only two ways out as this floor has no windows. (Although this would be a good use of the Veil.) Off of the guard room is a small chamber, room 20 with a wooden table where the lucky PC had his meeting with Tiadora. Unbeknownst to PCs they are unwittingly helped by one other person; Sgt Tomas Blackerly. The Sergeant has for years been skimming from the payroll, running illicit card games, selling the guards cheap booze and operating the castle guard at half its normal complement of men. This sad state of affairs has been allowed by the Warden, Mathias Richter, a wizard from a noble family who is more interested in his arcane researches than running the prison. Thanks to Sgt Blackerly most guard posts are undermanned and the guards the PCs meet have a 25% chance of being drunk. If the PCs escape their cell but are recaptured by the guards Blackerly ceases his illicit activities for the time being, making their escape efforts more difficult. Do it right the first time, don’t gently caress up. On the 1st floor of the Great Hall the PCs will encounter the most concentrated resistance. 8 - the Entry Way is 80 feet long and lit by a pair of torches. At the massive door on the north wall two guards are stationed. The PCs will need to be extra stealthy or act fast to deal with these two before they can sound the alarm. 9 - in the Barracks the PCs will typically find 3 off duty guards. Without their armor they are much less of a threat. The room contains a number of cots and a dozen locked chests. We get a d20 table for chest contents. A handful of money can be found between 1 and 25 gp of loose cash, there are a few objects worth significantly more and some food. The real treasure is an assortment of commoners clothes. The PCs are dressed in filthy prison rags, equipped with normal clothing they can move about the castle without being immediately recognized as escapees. 10 - The Mess Hall is empty most of the time and likely to be so at any time the PCs are making their escape. 11 - The Kitchen will usually have two NPC servants of the castle working to prepare meals for the guards. It also contains a large store of food which could be useful to escaping prisoners. 12 - The Armory door is locked (DC 25), Sgt Blackerly has the key. Inside is enough assorted armor and weapons to outfit the whole group. Any weapons in which the PCs are specialized can also be found here. 13 - The Storeroom is also locked (DC 25). In here are spare guard uniforms (useful!), torches, 100ft of rope and two 10 gallon kegs of lantern oil (that’s a lot of mayhem) along with other assorted junk. 14 - The Sergeant’s Office is cluttered and his desk covered in paperwork. A careful examination will find a map of the prison and and evidence that he is stealing from the prison. 15 - The Sergeant’s Quarters are messy and contain little of value. Hidden under the bed though is an iron lock box (DC 30) containing a dozen bottle of cheap whisky and 1235gp. All PCs will immediately realize this is not the normal stash of a guardsman. 16 - A stairwell connecting with room 17. It’s lit by 1 torch. Outside the Great Hall 4 - In front of the main entrance is a Fountain with a statue of Dothan the Just, patron saint of law and order. . The courtyard area surrounding the prison is patrolled by two guards equipped with a bullseye lantern and a signal horn. 5 - On the east side of the castle is a vegetable garden. The PCs can gather several days provisions from here. 5a is a belladonna shrub. A PC that recognizes it can gather a few doses worth of poisoned leaves. 6 - The Guard Towers are the remnants of a bygone era of the castle. The battlement is patrolled by a pair of guards. (Anyone looking at the map will see that the Warden’s Tower splits up the wall but our AP test doesn’t address this.) The castle walls are also the first chance for the PCs to escape. One look should discourage any attempt here; a 60 ft drop to jagged rocks will only be followed by a swim against vicious tides. Nothing a level 1 PC is likely to survive. 6a is the castle Garderobe and it offers two opportunities. Off-duty guards can be caught here doing their business and if killed their absence won’t be noted right away. It’s also a slightly safer way out of the castle and into the sea. The sea is still a terrible choice. 7 - The prison’s Kennel house two watchdogs, eliminating them can slow down any attempt to track the PCs after their escape. The Warden’s Tower 21 - The first floor contains a history of the castle along with a number of proud banners. It’s well lit and has a spiral staircase leading up. 22 - The Warden’s Library fills this floor. There are a lot of books but only 3 of value with prices ranging from 75 - 250gp.. 23 - The spiral staircase ends here. There’s two doors in the room but it’s otherwise empty unless the PCs have hosed up somehow and the castle is on alert. 24 - The Warden’s Office is sparse and functional. In his desk can be found a very useful map of the surrounding area including their destination. In a locked drawer is the Warden’s spellbook which any wizard PC will appreciate. 25 - The Warden’s Private Chambers are finely appointed as befits the son of a noble house. Mathias Richter (LH Human Aristocrat 1/Wizard 3) can be found here most of the time unless the castle is on alert. He’ll try to run if confronted with melee combat but will fight to keep any prisoners from escaping. The Gatehouse 3 - A three story structure marking the PCs exit from the keep. 3a - Heavy double doors on either side of the room with arrow slits on the east and west wall, overhead is murder hole. Not a good place to be caught. 3b - There’s no lock on the door leading into this room and a ladder will connect them to the rest of the building. 3c - This room is where Sgt Blackerly is most likely to be found running his illicit cards games. Guards who should be on watch in other parts of the prison are here gambling leaving their posts at half strength. 3d - This level connects 3b and 3c and the roof. It has more arrow slits looking out in all directions. 3e - The roof has one guard his compatriot being involved in the card game below. Jumping from here to the water below is guaranteed suicide. The Way out 2 - The 100ft long bridge is the only safe place to jump to the into the sea but why would you do that with the guardhouse so close. 1 - The Guard House has one guard on duty (the other being in Blackerly’s card game) with a guard dog. Once eliminated the PCs are free. There's some good fights to be had getting out of the prison and the PCs will be sorely tested CROSSING THE MOORS The PCs need to get to the manor, ahead of the is a trackless salt marsh. There’s a few maps of this area in the prison which if found makes the journey trivial. If not they have to navigate the swap with each failed skill checks delaying them an hour. If the don’t make it by dawn search parties will be out for them. quote:On the moor, our villains can meet any animal companions, mounts or familiars they are due. Such an animal may (at the Game Master’s discretion) lead them to the house of Adrastus Thorn almost as if some divine patron were sending them a sign. This section also has advice about what to do if the PCs go off the rails and try to go somewhere other than the manor house. They are wanted men and women with no resources; all roads lead to Cardinal Thorn. Let’s assume the PCs do as expected. quote:After escaping the prison, surviving the monstrous Lashtongue and crossing the moors with guard patrols at your heels, finding the house on the Old Moor Road pales beside your other accomplishments. As promised, a lonely lantern burns in the upper story. The place otherwise shows little sign of habitation. Old but well-appointed, the house is large, imposing and alone on its hill. Painted a dark green and surrounded by barbed wrought iron fencing, nothing about this place seems inviting or a sanctuary. Still, it is your destination. Where will you go if not here? You have an appointment to keep. Best not to keep your nameless benefactor waiting… NEXT TIME: Meet your Master LongDarkNight fucked around with this message at 13:18 on Nov 18, 2016 |
# ? Nov 18, 2016 04:42 |
Please don't use "pre" for a quote, it doesn't wrap. So your post is going waaaaaay off the side.
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# ? Nov 18, 2016 05:23 |
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You might want to shorten the Veil of Useful Items statblock, as it's breaking tables.
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# ? Nov 18, 2016 05:23 |
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The Lone Badger posted:Lodoss War is a D&D campaign as the GM imagines it in his notes, Slayers is what actually happens at the table. For various reasons that mostly involve TSR's licensing in Japan being horrible that I'm sure someone besides me can explain better they eventually swapped to Sword World, but it's really kind of interesting to see regardless.
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# ? Nov 18, 2016 06:47 |
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Asimo posted:Lodoss War and its assorted series and spinoffs literally was a D&D campaign, or rather a series of works based on the replays/novelizations of the campaign. I mean you can look at it and even pinpoint the moment they swapped from D&D to AD&D and you suddenly saw demihumans that had different classes and stuff like assassins and barbarians appearing. Lodoss War was apparently /heavily/ embellished compared to the actual play, in the original game Parn died like a couple of sessions in and Deedlit looted all his stuff before pawning it off.
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# ? Nov 18, 2016 06:56 |
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Asimo posted:For various reasons that mostly involve TSR's licensing in Japan being horrible that I'm sure someone besides me can explain better they eventually swapped to Sword World, but it's really kind of interesting to see regardless. Group SNE basically invented the concept of replays, which are novelizations of tabletop rpg sessions in Japan. Record of Lodoss War was their first replay and was a runaway hit, even outside of rpg groups, a lot like Dragonlance in the US. They used D&D to start out with, so Group SNE approached TSR to ask if they could get into some kind of promotional deal and for some reason TSR passed. Later on Group SNE switched over to their own system that I think eventually evolved into Sword World, which iirc is the default high fantasy ttrpg in Japan still instead of D&D. Nuns with Guns fucked around with this message at 13:13 on Nov 18, 2016 |
# ? Nov 18, 2016 13:05 |
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gradenko_2000 posted:You might want to shorten the Veil of Useful Items statblock, as it's breaking tables. Sorry about that.
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# ? Nov 18, 2016 13:20 |
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Bedlamdan posted:Lodoss War was apparently /heavily/ embellished compared to the actual play, in the original game Parn died like a couple of sessions in and Deedlit looted all his stuff before pawning it off. Good. Parn sucks.
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# ? Nov 18, 2016 13:40 |
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That art for the veil is pretty awesome.
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# ? Nov 18, 2016 14:19 |
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My group almost left Grumblejack behind, because half the party didn't want to be burdened with a drugged ogre during the escape. But he quickly became their favorite NPC. I skipped the whole giant frog bit as well and just did a montage (i.e. having each player describe a problem the group faced in crossing the swamp, and another player explain how their PC helped overcome it). Worked all right.
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# ? Nov 18, 2016 15:01 |
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I've never liked running pre-written adventures (I like writing my own and I know my players and know they'll never stay on rails in any form) but I can't imagine how anyone runs a pre-written campaign. It just feels like sooner or later your players are going to do things different enough to diverge completely, even if they really like the basic gist of the plot.
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# ? Nov 18, 2016 16:50 |
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Mitama posted:I mean it's really easy to frame them that way, but the default assumption is that Godbound get their powers spontaneously rather than from a patron divinity. Well, there's one possible origin that suggest they might've gotten their powers form the MIA God of the setting, but "Became a demi-god thanks to that stuff leaking out of Made Gods and looking for a new host" is mentioned a lot more (though even that one is not 100% certain). Barudak posted:And the plot of several of the films is the protagonists just completely refusing to investigate anything or putting together clues so the DM has to keep throwing encounters at the party until they decide, gently caress it, fine, I'll deal with this problem. Just like the movie I watched (the first one I think; basically "Two spellcasters have a pissing contest during vacation while some weird demon frog tries to get their attention by trying to get them killed."). Wouldn't surprise me if that actually happened at the table. I really need to dive further into this franchise. Nuns with Guns posted:Group SNE basically invented the concept of replays, which are novelizations of tabletop rpg sessions in Japan. Record of Lodoss War was their first replay and was a runaway hit, even outside of rpg groups, a lot like Dragonlance in the US. They used D&D to start out with, so Group SNE approached TSR to ask if they could get into some kind of promotional deal and for some reason TSR passed. Later on Group SNE switched over to their own system that I think eventually evolved into Sword World, which iirc is the default high fantasy ttrpg in Japan still instead of D&D. And here I thought only WotC could cut off entire markets for strange reasons *looks back at when 4e was killed off in Germany after the release of the 3 core books* And those Japanese translations have been pretty funky. The Rules Cyclopedia for example has been split into multiple smaller books with manga art.
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# ? Nov 18, 2016 17:47 |
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Doresh posted:And those Japanese translations have been pretty funky. The Rules Cyclopedia for example has been split into multiple smaller books with manga art. Honestly, I wish more English games came in a pocket-sized format.
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# ? Nov 18, 2016 18:12 |
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# ? Apr 25, 2024 02:51 |
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Siivola posted:They also did that with the Lord of the Rings, I think. They just really like small books over there. *Looks at Pathfinder's bulletproof book* Yeah, something a bit more handy would be neat.
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# ? Nov 18, 2016 18:25 |