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Post by the light works on Dec 5, 2012 15:16:26 GMT
my favorite character acting was a shapeshifted dragon in a campaign with a self proclaimed dracophobe; who was fixated on determining what she REALLY was. (she looked human, and passed herself off as a mage)
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Post by kharnynb on Dec 26, 2012 19:28:10 GMT
I haven't played in ages, since I moved to finland.
I used to play warhammer fantasy (pen and paper rpg, still have the rulebook) ad&d second edition(gave those books away to my group when i moved). Gurps discworld(never will give that away, it's practically impossible to get now)
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Post by ironhold on Jan 11, 2013 21:07:49 GMT
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Post by mrfatso on Jan 31, 2013 16:50:16 GMT
I used to play warhammer fantasy (pen and paper rpg, still have the rulebook)
I used to like the old mistake with the apprentice cantrip,Glowing Light spell in the first editions of WHFRP, that said the spell made an object glow with light for an Hour, then disappear. It was meant to be something small that could be hand held like a coin or stone, but the spell description didn`t say so. Once our characters where trapped in a cell. with a solid door so we began to look for a way out, and our wizards apprentice began bugging the GM looking for a loose part in the door, this went on for about 10 minutes until the GM said "Look its a solid door, it won`t come apart, it`s a solid object", at which point the player said "I cast Glowing Light" and we can wait for an Hour to escape. Later versions of the rule book I understand stated the object had to be Hand held, Kharnynb could look it up I guess.
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Post by mrfatso on Feb 5, 2013 15:39:59 GMT
A friend of mine sent me this link,
It`s quite amusing.
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Post by ironhold on Feb 25, 2013 18:00:51 GMT
Gotta brag.
Last night I sat in on an epic Everquest RPG session.
Here's the set-up.
I play a cleric whose main thing is "support" spells; he buffs the other characters so that they'll fight better, he uses his limited number of combat spells to sting the enemy flanks, and then he puts everyone back together once they're over. We also have an elven wizard, a barbarian warrior, and an NPC lizardman monk.
We were all hired to escort a trade caravan from an oasis to a trading outpost. The caravans running that route had all been raided recently, and so the guild running the show was desperate for all the help that they could get. As such, even though the lizardman was only level 5 and the rest of us level 2, we set off to do what we could.
Well, the GM rolled up a random encounter for us along the way: Kasel, the canon king of the desert giants and one of the most evil beings around. Given that he had a challenge rating of 31, the only thing we should have done was "run and hide".
Instead, the barbarian used his "run" feat to charge up, make fun of him, and run off towards a ravine. The original plan was for the rest of us to take off with the caravan, and let the barbarian double back around later. Instead, the elf and the lizardman decided to go lend a hand.
We soon hatched a plan: I convinced the few casters with the caravan to cast buffs on the barbarian, elf, and lizardman. The latter two then used their "run" feats to catch up with the barbarian, at which point the elf handed off a length of rope to the other two. While this was going on, I led the caravan a safe distance in the other direction (far enough away for the merchants to be out of the action, but close enough so that I could still fire off some spells if things went wrong).
The elf distracted Kasel by hitting him with one of her low-level combat spells. This caused Kasel to turn his head away from the barbarian long enough for the barbarian and monk to brace themselves and pull the rope taut. The two got nat 20s on their strength checks to hold the rope, while Kasel got a nat 1 on his check to remain standing after tripping over it. Cue Kasel falling down into the ravine and sustaining mondo damage from the fall.
With Kasel down, the monk and barbarian began to bind him with the rope while the elf stung him some more. The notion of Kasel being tripped was enough of a shock to the senses for the caravan members that I was able to rally them and lead them into a charge. Between the whole lot of us, Kasel saw his last day.
Cue a horrified GM having to figure out treasure while we all shot up to level 7.
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Post by mrfatso on Feb 28, 2013 16:48:30 GMT
There was one of the early AD&D adventures that confronted the party at the start of it with a Dungeon door that made of gold, you are supposed to walk on by into the adventure, what our party did spend the rest of the session sawing the gold door into bricks using the spell Flameblade. This was when we where at 2nd level, the GM then had to figure out how many GPs that door would have been worth which gave us a big leg up at the time XP and equipment wise. But hey he got jis own back and TPKed us a little while latter.
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Post by ironhold on Mar 6, 2013 16:17:01 GMT
More on the campaign. We're at a high enough level to where each of us could get a cohort going. Due to a shortage of manuals, I wound up being the last one to put together his cohort. Given the blend of the party, the best choice to have as my cohort would have been an enchanter, with a paladin as the #2. I went with the paladin, deliberately making her lawful stupid. Why? *My neutral good cleric is a "guile hero" who prefers tricks & strategy and who may or may not be telling the truth about what went down back in his home town. *The chaotic neutral wizard we have is a selfish little snot who is in it for herself and is only tolerated because of her high-power combat spells. *The wizard's cohort, a bard, talks a good game but can't bring it. *The barbarian warrior we have is... a barbarian warrior. He's all about carnage and bloodshed, and doesn't much care for anyone or anything that would hinder his efforts. *The barbarian's cohort is a female beast master who is of the same mindset. *The NPC monk is desperately trying to play the "straight man" to everything. I think you can imagine the chaos that such a paladin would cause in-story. Even the GM admitted that we had more actual role-playing in one session just off of the paladin than we'd been doing for some time.
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Post by the light works on Mar 6, 2013 17:25:47 GMT
I once GMed a campaign that involved a Chaotic Stupid character. I got pretty used to shrugging my shoulders and letting the players patch him up after his foolishness.
the best stupidity on record, though was a player who tried to leg sweep a guy who had a pistol in physical contact with his back. "he shoots you"
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Post by mrfatso on Mar 6, 2013 17:33:31 GMT
Paladins Gotta love em.
Best stupidity I can remember was a person asked in, a Conspiracy X campaign I played in, GM as cop "Why did you shoot the victim two times?" Player "I didn`t shoot him twice....it was three times".
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Post by ironhold on Mar 11, 2013 17:51:59 GMT
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Post by mrfatso on Mar 15, 2013 12:12:13 GMT
I think that link refreshes the cartoon every couple of days. The Bird Riding a T rex, or the Tower with Dynamite? From the date the latter I think
Where did the party get explosives from? Now we would send or thief with spiderclimb or boots of climbing up that tower, fast as anything, after checking for traps.
Reminding our thief it`s check for traps, then search, listen or climb is an important rule, the number of times we heard, "I`ll search the chest"...."Make a saving throw"....Boom... was a running joke.
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Post by ironhold on Apr 3, 2013 14:28:42 GMT
Someone on another message board I go to showed me this link: rpg.drivethrustuff.com/product/113027/BattleTech%3A-Experimental-Technical-Readout%3A-1945Apparently, Catalyst released it yesterday as an April Fool's prank. The PDF download is free, and I'm actually looking it over now. I'm only seeing about 20 assorted designs, but there are game rules for the tech *and* record sheets for each individual machine listed in the book. I'm almost half-tempted to find an excuse for using some of them in the campaign I'm looking to run, albeit portraying them as different machines.
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Post by mrfatso on Apr 3, 2013 16:07:38 GMT
Reminds me of a game I was brought once as a joke called Crittertek back when FASA produced the game, fancy a Bunny Master? I`ll email the link to a mate who is a huge Battle Tech fan though.
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Post by ironhold on Apr 29, 2013 15:51:48 GMT
Testing out a card game I want to intro in a campaign I'm looking to run.
The game is called "Head's Up".
The game starts with a standard deck of 52 cards; the deck is divided evenly among all of the players, with any excess cards placed in the middle.
Each player takes their turn discarding one card at a time. The group rotates clockwise.
If a player drops a face card (jack, queen, king), the player to their right gets all of the cards in the pile. If the player drops an ace, the player to their left gets all of the cards in the pile.
The first person to empty their hand wins.
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Post by the light works on Apr 29, 2013 22:50:18 GMT
they select what they are going to discard?
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Post by ironhold on Apr 30, 2013 0:51:11 GMT
Of course.
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Post by the light works on Apr 30, 2013 12:38:27 GMT
that would be an interesting game. alternately, it would be similar to "war" - a long play game of chance.
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Post by ironhold on Apr 30, 2013 15:53:17 GMT
For the Battletech campaign I'm looking to run, the party is being called in at the last minute to reinforce a forward area chain of fire bases set up to defend a region their government is trying to reclaim.
The planet that they're on is just one hyperspace fold away from Earth, and so for the past several hundred years practically everybody's tried to take it over on their way to Earth. The end result is that the planetary government has been irreparably shattered and over 90% of the planet has been left desolate.
The regional government that the party works for represents one of the remaining factions on the planet, and the only faction that is home-grown (re: actually hails from the planet rather than being an external power). Thus, the government has taken it upon itself to try and reclaim the planet by forcing out the assorted bandits that are wandering the wastes and making treaties with the factions that are actually halfway reasonable.
Nobody knows it yet, but the bandits and religious fanatics in that sector have recovered several heavily damaged dropships that were left behind after the most recent round of attempted planetary conquest. The bandits and fanatics both know that if they can get the dropships operational, then they can relocate to one of the other planets in the system and from there safely contact their buddies for either an extraction (which would be bad, as it means they've gotten away) or reinforcements (which would be even worse, as the planet can't handle repulsing another full-scale invasion so soon on the heels of the last one). To this extent, they've been throwing themselves at the fire bases like crazy in a desperate effort to pin the defenders in place and keep them from investigating.
The party's primary mission is to serve as a force recon element; their official mission is to get behind the lines, find the OPFOR, and poke it with a stick in an effort to figure out what's going on and why. Along the way, they'll have numerous side-quests, including "locating more areas for reclamation" and "convincing people to settle in the area guarded by the fire bases".
Thing is, the chain of fire bases is a good 50 km away from the official perimeter of the regional government's defensive cordon (re: a series of mountain chains that rings the region). Due to how comparatively remote it is, leisure options are at a minimum. Only one radio station has the signal strength to broadcast that far out (the official government-sanctioned news, sports, and "culture" station). Likewise, only one television station has the signal strength (imagine something like the BBC). Internet access exists, but it's slow. The on-base library at the main fire base is about the size of a large convenience store and is stocked mostly with reference books, textbooks, and military manuals. The on-base post exchange at the main fire base (re: a military-themed department store) isn't much bigger.
Adding insult to injury, alcohol is in short supply. The region that the party is from is the planet's last remaining bread basket, and so the average farmer can make more money selling their excess grain and fruit to the other factions than they can selling it to the few distilleries in the region; save for two different companies who are willing to pay extra, the rest of the distilleries settle for buying up the grain and fruit that is unfit for sale as food, meaning that most of the alcohol that's in circulation is of poor quality.
The end result is that the poor saps in the party are going to be rather bored during their down time, and so the players will pretty much have to role-play out their characters instead of just giving vague answers about wasting time.
Hence, the temptation to get involved with card games and other diversions with the rest of the soldiers at the main fire base.
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Post by Cybermortis on May 1, 2013 18:03:23 GMT
What is the period of BT that the game is set in? Because that seems a little too close for a classic or Clan era game to me. In fact it seems a little to close for any era - one jump from Earth would draw attention from whomever is holding that world, as in large scale invasion. (Even the pre-Com Guard Comstar isn't going to sit back and do nothing. They'd either hire a LOT of Mercs or threaten whoever was technically holding that world with an interdiction if they didn't sort things out in a major way.)
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