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/tg/ - Traditional Games


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WARNING: The following shit is retarded. Seriously. You have been warned.

When I was in the third grade, some older kids invited me to play D&D with them, and it changed my life, forever. But when I asked my parents to buy me the books, they said no. The books were "Too expensive" and "Satanic".

So, my friends and I spent lots of our free time writing our own game.

There were two huge, black binders crammed tight with loose leaf paper. They each had bold words written on the front in white-out. One said, "WRAITH WORLD". The other said, "BOOK OF LEGENDS".

Wraith World was our shitty, and hilarious attempt at making a role playing game. My friend Tanner and I had played RPGs before, so we thought that we had an understanding of how to write game mechanics. Along with our friends imaginations (No doubt fed by video game logic and Saturday morning cartoons) we would set out to write a game as we went. And we had many ridiculous adventures.

There were several stats, that I can remember and in each of them, you had a designated die related to that stat. Everyone started with straight d4's, but as you leveled up, and got stronger, you would get to increase your dice to their next level. There were no "Classes" but when you played your character, you told everyone what sort of thing you were going for.

Later, as your character got stronger, you could add a "Power" to your character which basically worked like a prestige class. Each of these "Powers" could only be obtained once you completed a certain task. For instance, Whoever dealt the killing blow to a Dragon could choose the Dragon Slayer Power. From then on Dragons would fear and respect you, and you could even steal their abilities.

The Stats were ridiculous. There was Strength, Resistances, Mindpower, Agility, and Luck. (Luck was pretty much anything that didn't fall under another stat.)
>>
There were many instance of MAGICAL REALM shit that were brought about by both our curiosities about sex, and our own rules and regulations for matters of race in the game.

When you made a new character in Wraith World, you were always human, unless your previous character had slept with a "Maiden of a different species" and had a child that was half of whatever species the mother was.

A small portion of our character's conquests were given to having vaguely consensualish sex with women of various fantasy races, in hopes that you would have a son, in the event that your character died. This led to a bunch of middle-schoolers describing, in graphic detail a great many ridiculous sexual acts.

The magic system's vagueness and lack of balance was a thing to gawk at. How it worked was essentially, that somewhere down the road, your character would run into a powerful being like a demon or a "Super Wizard" and that you would do some task for them, and in return, you would get a set of magical powers.

The game that we ended up making was likely far more "Satanic" and "evil" than Dungeons and Dragons would have been.

The WRAITH WORLD book essentially told you the game's rules in a roundabout way. We had some friends join in, in later years and they were able to read and understand the rules of the game with little trouble.

The BOOK OF LEGENDS was a different story, however. The Book of Legends was where all of the spells, monsters, and traps were hidden, and you were not allowed to look in THE BOOK OF LEGENDS unless you were the Dungeon Master, that week.

If you needed a spell, you had to either write it down or have it memorized. Looking in the book when it was not your turn to DM was punishable only by instant character death.
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I'm reading.
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>>39849411
Please post the WRAITH WORLD
i beg you
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Seems legit.
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WRAITH WORLD actually sounds interesting! I eagerly await for more, OP.
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There were only three places that a Wraith World character could end up, at the end of their career. The first and least common was retirement. If you reached level 100, which was a relatively difficult task, you could retire your character when you got bored of raping everybody, and have them added to the BOOK OF LEGENDS. When your character died however, we would vote on whether or not that character was worthy of going to the BOOK OF LEGENDS. If the vote was nay, the character sheet was ripped up and thrown away, immediately. But if a character was powerful, or had something about him that we all liked, he would be added to the book as well.

Wraith World got it's name, because occasionally, heroes from the BOOK OF LEGENDS would come back as Wraiths and attack the party.

Wraiths were basically dark, cloaked versions of their former selves. They were even aware of their relationship to former characters, so facing one, particularly a powerful one, was actually kind've scary.

Looking back, many of the mechanics that we came up with on our own makes me wonder if there was really NOTHING TO DO in our neighborhood, growing up.

The world of Wraith World was a strange place. It was like an amalgamation of all of our favorite cartoons, action movies, and anime. Medieval characters would live next to technologically advanced societies, and swords were just as powerful as guns. (Often more so, do to enchantments or magical powers.)

Spells and magic were common, but came at ridiculous costs. I can't really recall some of the things you had to do to get magic to work, but I know that one was like, "Pay half of your health, in blood, to make a blade made of gore". And I remember, one time when we were in a jail cell, in some town that, that came in handy.

One spell, called HELLFIRE was one of our favorites. It had an effect that was something like, "HELLFIRE: Costs all of your remaining Mana to cast. Anything within 6 inches must succeed a ref check or die."
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MOAR!
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>>39849827
>>39849943
I regret to inform you, that our glorious books were destroyed. I was going to finish up with that portion of the tale, but I figure I'll let you know, now.

We had two players that we didn't really like, but you had to have a certain number to play, so we let them join us on occasion. (Never at the same time, mind you.) One was Tyler, and the other was Doug. Of the two, Doug was pretty cool, but kind've retarded.

Anyway, we never let either of them DM, and one day, in the eighth grade, Tyler decided that if we didn't let him run a game, that he would tell the teachers and our parents that we had a "devil game about sex and rape". (I can remember those exact words coming out of his mouth. And it riles me up, even now.)

We let Tyler run the game, but he needed the notebooks to come up with a quest, and while they were at his house, his mom apparently saw them and threw them away because they were "Evil".

We went over to Tyler's house and looked through the trash and only found some loose characters and spells and pages, and then we promptly beat the shit out of Tyler in his back yard.

We tried to piece together a new game in Freshman year of Highschool called, "Wraith World 2" but it was not as good. It's rules were more complicated, and it was influenced to heavily by Anime. And older players in our school's gaming club were hosting DnD on a pretty much daily basis, so Wraith World died.
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>>39850205
Any in game stories?
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>>39850205
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>>39849411
Betcha I had worse. I tried making an abortion of a game system based entirely around a ten-year-olds understanding of how the mechanics for Lone Wolf and the Fighting Fantasy books worked. Classes were heavily similar, and the game consisted of basically a dungeon crawl, where you might fight a lone goblin in one room and six dragons in the adjacent one. Plus, it used a shitton of "art" all cribbed and badly modified from coreldraw's clipart. Took about three hours to progress through a dozen rooms on average iirc
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>>39850205
I bet Tyler's mother knew that in the distant future OP would story time this on a rudimentary image board and she tore it up just to fuck with us. The clairvoyant bitch.
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I SHALL NOW RECITE WHAT TALES I CAN RECALL, OF HEROES LAME AND WRAITHS SO BOLD!

The earliest adventure that I remember was one that my friend John ran. There was an evil wizard at the end of this long, hallway like, dungeon. Basically it was a straight corridor full of traps and doors.

Right at the entrance, I remember as soon as we walked inside, there was a cannon sitting next to a door, and ir was triggered by opening it. Our party's archer who called himself "THE GREEN ARCHER" opened it and immediately got his head shot off.

We all shrieked in terror upon the realization that we were not ready for this shit. My friend Eli, who had a big, tough barbarian looking guy, dashed through all of the traps, taking very little damage, and got the the final room.

We tagged along, once all the traps were disarmed, to meet him at a fight that had already begun. Eli's barbarian beat this wizard guy to death. The bloody wizard on the floor laughed and said, "You may have the talisman, but you will never leave this room alive!" And The door slammed shut on it's own and the room started to fill with water.

Everyone drown except for Eli because he was able to swim to a grate in the ceiling. He tried to come back and save us, but we ran out of air.

It was pretty brutal.

That was one of our first sessions and for some reason, after that, I was hooked on Tabletop gaming.
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>>39850459
Yesss... It always starts with an almost TPK.
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>>39850459
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>>39850431
Are you implying I'm lying because I don't have pieces of paper from a game I made when I was a child? How much paper do you have from elementary school?

I think she tore it up because we had rules written down for pregnancy and half-ass drawn scantly clad demon ladies and gore drawn over every other page.

I'm glad my parents never found that shit.

More stories: My friend Bryan had a character that ascended all the way to level 100. He was a powerful warrior wizard with a harem of lusty women from just about every species. He carried an "unbreakable" sword, and an UNBREAKABLE PENIS.

His character essentially saw the value of any quest, only by the likelihood that he would get to have sex with something.

And we were kids, so we weren't completely sure how that worked. So some of his characters sons were the product of oral sex.

There was one instance however, where his sexual antics would land the party in a heap of trouble.

His character went to the local castle because he wanted to lie with the King's daughter. The Princess. The DM tried to explain that a King wouldn't just allow that to happen. A princess was special. Sleeping with her meant that her virtue was extinguished and so on and so forth.

Bryan got the other players to storm the castle, fight back tides of soldiers and even die in the process so that Bryan could scale the outside of what he thought was the princess' tower, only to find that a dragon had kidnapped her.

(I think it was two characters that died, they made new characters.) Bryan used all of his money to hire a militia of soldiers and they all set forth to hunt down the dragon.

A couple of sessions later, we finally defeat the dragon and his army, in his lair and Bryan finds out that the princess is ugly. He drops her immediately, turns around and walks back home like, "Whelp, that was a waste of time."
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>>39850747
No I was making a joke about Tyler's ambiguously clairvoyant mother.
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>>39850459
That whole story sounds awesome. Too bad that nowadays we're all too jaded to enjoy a gruesome, brutal story with corny, over-the-top dialogue unironically anymore.
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>>39850747

Rewrite this motherfucker.

Do it right now, I need to play it.
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>>39850843
No, we need to do this together. IT is too epic for one man to create (again). We shall create it in the name of the emperor. FOOOR /TG/ GETS SHIT DOOONE!!!
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My friend Dave had a powerful character that was a special kind of wizard with a funny name that I can't remember right, now. But essentially, he could control stone, dirt, and mud with his mind.

During fights, he would make shields of stone to protect the party, and throw rocks, that worked essentially like grenades. I think I remember he had a spell at really high levels where he could make stone golems and ride them into combat.

He died, however in a suicide attack against a monster called an Akari, which was like a demon-dog alien thing, that could go Super Saiyan. He fought it one on one, and told the rest of the party to move on. It was literally like, "You go on ahead, I'll hold him back."

They fought for the entire session. Between turns, we'd do our moves through the rest of the dungeon. Just as it looked like the Akari would win, Dave brought the entire ceiling down and crushed himself and the monster. It was actually the most metal thing I think I've ever witnessed at the gaming table, now that I mention it.

All of us immediately voted to put him in the BOOK OF LEGENDS, and there was a humorous moment where we realized that the room they were in was filled with debris, and we had to dig our way out of the dungeon.
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>>39850843
>>39850879
>>39850822
>>39850773
I would be completely down with REWRITING THIS SHIT. But I am not very good at communicating over the internet. If someone made a thread or a general, we could work on this bit by bit each week.
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>>39850928
I could start a thread tomorrow but I'm shit at scheduling so somebody else has got to post it in the future.
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>>39850879
Will we even be able to? This sort of thing requires us to abandon the sort of rules and sub-conscious fettering that we've taught ourselves over the years. We'll have to abandon all sense of balance, morals, Anti-That Guy behavior, and all fear of Magical Realms and excessive edge that we've accrued over the years. To create this amazing thing, we must first reject the fear of becoming the very cancer /tg/ rails against.

Are we truly strong enough men for such as task? Do we have the sheer force of will? Are we too jaded to make something fun happen? Is our power level truly over 9000?'

More importantly, is anyone going to remember to post this of 1d4chan?
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As OP, should I make a sort've base PDF with basic mechanics and ideas first, and then we build on, after that?
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>>39851049
Sure, cobble together what you remember and we'll work up (or down) from that.
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>Hard caps on player progression emphasizing rolling new character while still encouraging great character development
>Simplified stat system that doesn't eliminate fail-rolls but still provides ample rewards.
>Brutal as fuck and unapologetically rapey, yet somehow still less rapey and stupid than FATAL.
>Appears to be imbalanced in favor of, of all things, strong melee. And magic is rare, costly, and extremely gratifying.
>Plot/Role-driven character development that is meaningful to mechanics and abilities that require reaching a story goalpost instead of just leveling up.
>Seemingly successfully executed classless system. Batshit insane clusterfuck of a world to play in. Preserves a sense of things forbidden or arcane.

This may actually be a good idea.
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>>39851049
If you think we can do it, I'll do everything within my extremely limited power to help. I just hope this turns out better than the Mass Effect homebrew.
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Should we just make this the first build thread?
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>>39849411
>>39849735

This sounds a lot more interesting that the abortive attempts I've done in the past, mostly involving "2d6, roll under your skill level". It was coherent but incredibly bland, and had a very, very bloated and arbitrary skill list, with classes simply being different groupings of skills.
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>>39851107
YES!
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>>39851107
Let's do this shit.

https://www.youtube.com/watch?v=cDe0cXJc-kw
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>>39851157
OK! First off can you give us the names of all the characters (that you remember) in the book of Legends.
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>>39849995
The whole continuing on with children, and the "old heroes return as ghosts to haunt the current party" actually reminds me of certain roguelike mechanics, like the ones in DC Stone Soup.
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Given your age and the content, I have to ask, did anyone ever play a female character? How did that go? Did the rest of the party try to rape her?
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>>39851000
Given what /tg/ currently is, which is to say a series of questing threads, draw threads, and an almost constant supply of people reveling in pure magical realm /d/ level smut and trying every feat of mental gymnastics possible to justify fucking a succubus......I'd say /tg/ has been building towards exactly this moment.
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Ours was basically just fire emblem.
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Let's start over, then.

At it's core. The system is simple. You have 5 different Stat abilities that each start with a 1d4 that you can roll. Most likely, you're going to fail rolls, to start off, but you just try not to do anything with too great a risk.

If I remember correctly, you require your level multiplied by ten, experience in order to level up. And each thing you do gives you 1 experience. So, killing a crowd of zombies gives you 1 experience for each zombie in the crowd. Finishing a quest gives you 1 experience. Seducing a bar maid and having your way with her gives 1 experience. At level 1 you need 10 experience. Level 2 you need 20, so on and so forth. (GM just keeps a tally of each of the things you do succesfully. Or just bullshits it when he thinks you've done enough to ascend.)

Every five levels you get to incease one of your die to the next level. So, 1d4 becomes a 1d6, 1d6 becomes 1d8, and so forth. There was a jump too great between 1d12 and 1d20, so we added 2d8.

>>39851244
Yes, I played a female character, and actually, we had one girl join the antics in seventh grade. May was her name, and we did not DEFILE HER. Though, I do remember an instance where someone argued with her and wrestled her to the gorund, in-game and took her clothes off before throwing her into a pit full of unsuspecting orcs. There was never actual "rape" in the game, but there was a lot of implied, "Women want to have sex with you because you're so powerful, rich, and adventurous." or a defeated witch queen would offer herself to you because you defeated her so skillfully.

We were really weird, fucked up kids.
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>>39851362
That system actually sounds good and simple.
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>>39851176
>>39851176
As far as I can glean, here are the concrete mechanics we've got:

+Attributes are graded on die size. They are Strength, Resistance, Mindpower, Agility, Luck. Each stat starts at d4, and assuming a typical RPG polyhedral dice set will go from d4>d6>d8>d10>d12>d20.

+Characters are classless. Characters that hit certain level thresholds and meet certain achievement requirements will be eligible for "Powers" related to the task they completed.

+Magical spells are written down on the sheet, but the effects are controlled and arbitrated by the GM (who has the actual spell description in his book). Spells can generally only be gained at the discretion of the GM via some encounter with an arcane force. Spells generally involve some sort of involved, occultic ritual that levies some significant cost.

+Characters may retire after reaching maximum level and be inducted as Wraiths into the Book of Legends. Wraiths may be used by the DM in lieu of a typical monster encounter.

Overall the genre suggests a low fantasy sword and sorcery world, very Moorcock or Howard.

To codify this into a proper ruleset we'd need:

-an idea of typical thresholds for different tasks. What sort of tasks are auto-success or failure, and what sort of tasks demand rolls?

-can situational bonuses be awarded to a dice roll? Can a character gain +1 on a roll to hit by aiming carefully, and if so, is there a systemized way to do this or is this at GM discretion?

-Successor rules - possibly with an option to leave out the magical realm bits (it can happen "off-camera", or instead it might be a phylactery passed on, a ceremonial transfer of essence, or any sort of other fluff). Regardless of fluff - to what extent does the Successor inherit the predecessor's abilities?
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>>39850747
>How much paper do you have from elementary school?
Like an entire box.

We were so broke when I was a kid that I would draw video games. Like I'd draw a level from a video game, draw a controller, and pretend I was playing a video game.
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>>39851413
Perfect.

The rolls for each stat increased at every 5 levels. If that helps. So, you get to improve one of your stats at level 5, another at level 10, and so on.

You could also modify each stat with items. So, swinging a normal sword gives you a 1d4+1 at level 1. If I remember correctly, long ranged weapons don't give you this bonus, but allow you to fire from a range.

Also, there was no grid for this game. No "squares". You used a ruler to judge distance and range of minis. (Which were mage knights and plastic army men that had been painted or marked to symbolize different things.)
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>>39851413
>What sort of tasks are auto-success or failure, and what sort of tasks demand rolls?

Normal tasks like eating, door opening, walking and reading (if you don't want to be a douche who says that most people can't read in your world) should be auto-successes and everything that requires thought, concentration, skill or power needs to be a must roll.
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>>39851434
HOLY SHIT. We were poor... But not THAT poor. I drew out levels and characters for RPGs. But almost all of my works went into Wraith World or one of our other RPGs. (My friend had one about pirates, but it was basically a copy of Wraith World, with more rules regarding boats.)
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Also! I didn't mention this before.

TABLES. Though, they were not necessary, there were tons and tons of tables which could be used at the GMs discretion.

Stepping in a bear trap could either give you a specific amount of damage, but if the GM opened the book after you set off a trap, everyone at the table would start glancing at each other.
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Someone please save this thread and put something on 1D4chan! I have to go to bed.
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I love this.

Do you remember if you had a skill system?

How would you build up a characters "classes" early in the game? Or would everyone be the same and branch off slowly?

Any more cool stories?
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>>39851515
Did you go over d20 or did it cap off there? At 100 lvl max and 5 lvls per die upgrade a player couldn't get all 5 stats to a d20, but if they wanted to could they get any one stat higher than a d20 or was that the maximum for any stat?
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>>39851918
I was trying to remember that earlier. I think eventually you could break 20, but if I remember correctly, you had other steps in there like 3d6 or 2d10. You would eventually branch out your stats because the growth rate was so slow.

>>39851916
Your "class" or niche to the party at low levels was essentially given based on your equipment, because each piece gave you small bonuses to your rolls.

I shall share moar stories!
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>>39851918
>>39852013
One possibility to grow stats after d20 would be to simply give an additional +1 for each additional stat increase afterward. This slightly raises your maximum, but more importantly boosts your minimum result. You could alternately achieve this with weird die combinations - from d20, you could go 2d10 > 5d4 > 6d3 > 4d6 - some weird progression where your minimums rise a little more than your maximums.

One thing I'm curious about is if tests are made against a set threshold, or if tests are made vs. an opposing die pool.

For example, bashing down a door might have the GM set the threshold for doing so at say, 3+. Alternately, the GM could instead say the door has a die pool of d4, and roll an opposed test.

Other innovations could also be the idea of graded successes or failures. Beating a roll by X or failing a roll by X might tell you how well you succeeded or how badly you failed.
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You know this will just end as another FATAL right?
who knows it could even rival FATAL?
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>>39852120
Fuck FATAL. This will be even better. We won't be rolling for anal circumference. We'll be rolling for testicular parameter.
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There was one quest that we went on where Tanner's character's wife had been kidnapped by Wargor bloodmages and an Akari. Out of fear of essentially being cucked by a bunch of dog-demon baboon things, he enlisted the help of the other characters.

(Also, a lot of the time, bad shit would happen to characters, and the rest of us would just look at them like, "shit that sucks... I'm not helping you though". So adventure hooks were pretty much a way of saying, "BAD THINGS WILL CONTINUE TO HAPPEN UNTIL YOU TAKE THE BAIT".)

But anyway, so Tanner's waifu got kidnapped and had been taken to a place called The Moon Palace which is a lot like Kami's Lookout in DBZ with a huge tower leading up to it full of monsters and brigands and traps.

On our way up the tower, I remember getting some sort of item that transformed enemies into different enemies. It had one use per encounter, and whenever you used it, there was a chance the enemy would be made into something easier, or something FAR MORE DIFFICULT.

It was either me or Bryan that jokingly used it on a goblin, and it turned into a Hydrake, which was basically a multiheaded dragon-wyvern thing. We ran from it, before the DM realized that it was much to big for the corridors that it was running around in, and he said, "Suddenly, the Hydrake is crushed by it's immense size and explodes in a rain of gore."

I don't completely remember how that adventure ended, but I do remember Bryan fucking Tanner's wife. Which was a fate worse than the Akari cock.
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>>39852106
Originally, our game worked by a GM just estimating whether the resulting number was good enough for a situation, but this ended in more arguments and fights than anything. So we added a dice roll for each thing to roll against. Trying to beat a wooden door down would be a certain number of die, and a metal door would be the next step up of the dice, themselves.

I wish we'd thought to have increments of success or failure, maybe then we'd have had critical hits that actually worked.

How criticals originally worked, was when the GM said that the fight had went on long enough, strikes would become more lethal. He would always announce it before the next round. Once it was a critical round, all attacks dealt an additional die of damage, and in some cases, even went up to a d20.
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>>39852120
>>39852151
In Wraith World, you don't roll a testicular parameter... You earn it.
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Another time, there was a combative tournament being held by an undead Dragon on top of Mount Weapon (That was the mountain's fucking name). It was here that the souls of the Wraiths had been stolen by him, and if one of us survived the tournament, we would release them.

To get there, we had to pass through the forest of the Wyards, which were like these comely dryad women who were basically the only things with vaginas we weren't allowed to touch because they were so beautiful and pure.

As we passed through the woods, we came to a clearing with some sort of stone in the middle that needed to be defended from these Will-o-whisp looking things.

Tanner's character stayed at the stone's side while we fought the spirits, and he was granted a magical sword called The Blade of Wyard Fathers.

I don't know why we didn't expect it, but at the tournament, our opponents were the Wraiths themselves. It was revealed to us during the tournament that the Sword of Wyard Fathers got a bonus against Wraiths.

That was a pretty cool adventure.
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Also, whenever Tanner ran the game, there was this tower in one of the cities we visited. It was full of conventional traps and monsters and generic stuff, but in the basement was a round hallway that skirted around the building, and a smooth, stone door with nothing on it's surface. It had no handle or door knob and was impossible to open. There weren't any levers, and we tried everything to open it.

It would not move.

I asked Tanner what was inside it, years later, and he said that he would never tell.
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I love how this thread started as "talk about the dumb systems you made back when you were fail years old" and instead turned into "jesus christ OP make this fucking game". Wasn't even an incubation period, just went straight to it.

OP was mindpower used for diplomacy and this-totally-isn't-rape checks? Or was it mana? Or........what was it exactly.
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Monsters that inhabited Wraith World:
If there was anything more ridiculous than the heroes themselves, it was the monsters that surrounded them. Early one, we tried to develop a rule that we couldn't just copy monsters from video games or movies because "It was more fun to make up our own". And that's true, to a certain extent. We came up with a lot of the monsters that inhabited the wastes of Wraith World, but eventually we did have to blend in traditional monsters like orcs and goblins.

Wargors were black-skinned wolf men, with vicious appetites and glowing eyes. They were essentially the foot soldiers of every boss monster in the realms. They were very strong, and fearless, though they had very few hit points and were not very bright.

Akari (Or Akaris both can be used for plural) were basically the big brothers of Wargors. They had black skin, and shaggy fur, with the head of a baboon or a wolf, and had a bulbous sack that contained their brain on the back of their skulls. They had short, barbed tentacles that came out of their back, and when they were close to death, they could "Power up" into a more powerful form, where they were bigger and their tentacles grew.

Seeths were these pale, scrawny humanoids whose bodies had no hair and who had black eyes. They often planned ambushes and preferred to fight with ranged weapons.

Lapons were these short, hairy humanoids with long ears and sharp teeth. If I remember correctly, they were responsible for setting up and maintaining traps in Dungeons.

Hydrakes were these large drakes with multiple heads. They could breath fire and fly, but were not intelligent, like Dragons. I believe they could also summon fire with their tails, so you didn't want to get behind them.

>>39853547
I don't think it occurred to us that we could even have Diplomacy checks. We had to role play everything. If you wanted to talk someone in to doing something, you had to come up with reason for doing it. Or a believable lie.
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>>39853547
Mind power was specifically used for spells, resisting mind control, and Mana. You had 10 Health and I think you rolled for max Mana at level 1, and every time you raised Mindpower, you got to roll the next step up to add to your original number.

The only reason I remember this is because so often, someone would talk about how they wanted to make a spell caster, and then only have 1 Mana at level 1 and we'd all laugh.

There were other abilities that cost Mana besides spells. There was a Power called Crystal Swordsman that you got for defeating a swordsman in a duel while wielding a Crystal sword, and I remembered you got a special attack that only cost 1 Mana where you could make a melee attack at some ridiculous range.
>>
>>39852120
FATAL's main issue is that it attempts to model as many real world things as absolutely possible - this is why it makes a bad rule-set, because when each individually modeled system comes together it spits out preposterous results.

The system the OP describes is relatively rules-light and focused more on narrative outcomes rather than trying to simulate things, so it's really an opposite approach.
>>
>>39853613
I remember these gross looking infected plant monsters that were a common enemy in underground dungeons and sewers. I don't remember what they were called, but I remember that every time we'd see them we'd be pissed off because when you killed them, they exploded.

Harpies were fucked up. They were essentially these grotesque vulture women wrapped in chains. They could shoot feathers at you, or lash at you with chains. One time, I remember they wrapped around one person's neck and lifted him up and choked him to death.

We all sat around the table and looked in horror as our ranged attacks hit, but we were afraid that he'd fall to his death.
>>
OP, I will help you rewrite this.
I'm sure half of /tg/ would.
D20 system?
Let's go.
>>
I read the whole thread OP write this up and put it on drivethru rpg and I would buy it! Do you talk to any of your old school buddies? Would be cool to interview each one and take notes see what they remember.
>>
Op here, I'm making a 1d4chan page, and will start on a PDF tonight!
>>
Whelp, never mind on the 1d4chan page. I don't know what chapter of the Space Marines Bjorn belongs to...
>>
>>39849411
You sir, if not trolling us, were an epic level kid.

Never forget what it was to be free, and regain your creativity. It's still in you somewhere. Game on.
>>
>>39860167

It's space wolves.

Now go, you beautiful genius, go and make history.
>>
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>>39851000
I, for one, fail to see the problem.
>>
I would host a game with these rules if i could tbh
Too bad i never DM'd nor played tabletop games
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>>39851434
>my fellow gentleman of african-american descent
>>
bumpo
>>
bumping for potential
>>
Currently working on the 1d4chan page!

Anyone have any other questions or ideas?

Anyone care to share stories of their childhood gaming sessions?
>>
Also, how would one get some good cover art for a PDF?
>>
>>39862508
I think that's the beauty of this system. It's really simple, and you just bullshit your way through it, sometimes. Each character has their own motivations, and they pursue them.

Also, it was a general rule that each session, you traded who would run the game, and that person's character sat out of the game. Usually, if a person was much farther ahead in level, then they would have to run until everyone else caught up.
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>>39862804
Well, where did you get your original cover? Hand drawn with pencil-crayons? I think it would be nice to keep with the original spirit of "A ten-year-old drew this".
>>
>>39852106
Let's compare with some similar systems, like Cortex. You've got a die rating for your attributes (ie: strength, toughness, intelligence, etc.), a die rating for your skills (eg: piloting, weapons, charm, etc.), and possibly die ratings for advantages/perks.

So, Dr. Swordopolis might have an Agility of d8, a Weapons skill of d10, and a magic sword that lets him roll an extra d4.
>>
And so it begins.

http://1d4chan.org/wiki/Wraith_World

This is just a place marker, for now. But I feel like if we work on this a little each week, we may get a pretty badass game, going.

I may even run a session of this in Skype, some day.
>>
>>39863203
ALSO, if anyone's better at editing Wiki pages, please, edit the fuck out of everything I just did because I'm new to that, and I'm not completely sure it looks okay.
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>>39862954
Well... In that case... What should be on the cover?

The original game literally was just a black binder that we wrote on with white-out.

Inside, whoever had the book that week would just doodle big warrior dudes and succubus women in it while they thought up quest ideas. We carried this thing around at school, and were known among teachers and other students for "Playing that weird game" whenever we had free time.
>>
>>39862876
I can try to make a game then
While i type up some utter bullshit maybe create characters, i want it to be Medieval
>>
>>39853947
This sounds more like ... (shit, is it Sparq? The system where you assign 1d4 to like 1d12 to your stats) with more tactical elements than it does d20, honestly. Could be wrong.
>>
>>39863548
akshually i should create a seperate thread for it
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>>39863631
would anyone be interested?
;_;
>>
>>39863687
Wait, what exactly are you doing? I'm not sure I completely follow? Are you making your own game or running a game of Wraith World?
>>
>>39863774
Running a game of Wraith World if people are interested
it will be shit though since i never DM'd
>>
>>39849411
When I was a kid, I was really inspired by John Woo, Clint Eastwood and Bruce Lee. So I made a game called Bad Son of Bitches. Yes, it was bad, but my friends were hilarious about it.

Our only stats were simple: KILL THE FUCKER, SHOOT THE FUCKER, and BLOCK THE FUCKER. My job was to fill rooms full of men that can be easily killed, and they have to plow through them with a time limit.

I also added a time limit for a player's turn. You'd have 5 seconds to tell me what you think you were going to do, and how crazy it can be. For example, you enter a room and it is full of motherfuckers. You decide to jump sideways and fire your guns, then roundhouse kick some thug that happens to be next to you. If you can pull it off successfully, you'd get a Badass point. Whenever a guy gets a Badass point, you can amplify the effects of your actions.

Health was basically non-existent. You can't die from being hit, but you might be put Off-Camera. You can be revived with the CPR action, or use a Badass point to just get hit in the shoulder.

The more cinematic the action, the better the guns. If you just decide to get to cover and plink at mooks the GM can rule how many hits it takes for them to die. If you instead take hold of a crane hook and start shooting your SMG, it's sure to be an insta-kill.

It worked suprisingly well. Not one session was without someone trying to jump the shark and shooting people while leaping from cover to cover.
>>
>>39863814
Are you running it in Skype or what? I might join, but it's getting late here. It'd likely be best to run it tomorrow, or during the week.
>>
>>39863847
Probably Skype
Also what do you mean tomorrow?
I dont live in Freedomland
What time is it
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>>39863873
Oh. It's 2 in the morning here. I'll likely be heading to bed, soon. But I'll be watching this thread, no doubt.
>>
>>39863897
>>39863842
Bye OP. Good luck on the game!
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>>39863897
alright
i will wait until its 7 before i create the thread
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>>39863842
That sounds surprisingly fun
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>>39863842
That doesn't sound that bad. Adding a health mechanic and a "style" mechanic that modifies your damage based on style would fill that out into a playable and most likely very fun one-shot style game system. I'd imagine it would be great for parties.
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>>39863960
Thanks bro. Oh, and bump.
>>
Fuck it, I'm archiving this shit immediately.

http://suptg.thisisnotatrueending.com/archive/39849411/
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>>39864336
Cool. I'm sure this deserves it.

>>39863960
What do you have in mind?
>>
>>39849411
>>39849735
For a person in grade 3, that was very well designed.

I didn't make any Roleplaying systems. But as a kid my favorite game was Hero Quest, I lost count how many adaptions I made of that with different classes/monsters/settings. Even made an adaption of Final Fantasy 6 where I made flat wooden pieces that I wood burned the portraits and painted...I wonder if I still have the rules I made stashed away somewhere.

On a side note, where I live we have 3 sets of Hero Quest, heh
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>>39864400
I'm actually writing something up right now because I'm really interested in the idea and I'm definitely going to do a one-shot with it sometime soon.
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>>39864457
Well, it started when I was in the 3rd grade, and the game was thrown away about halfway through 8th grade year. We did free form role playing the rest of that year, but IT WAS NOT ENOUGH.
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>>39864463
Okay. Here are some of the things I remember about that game, maybe these might help you.

>You determine what you can do by your background. If you're a cop, you can call for back-up (SWAT) and have experience in pistols and shotguns. But mostly the GM determines what you can and cannot do in-game.

>There are enemy characters that are special and cannot die from a single shot or punch. These are the Hitmen, or Specials. If you fight these guys it's a contest in badassery. You have five rounds to fight them, and then both (player and GM) tally up their badass points. If you win, he dies. If you lose, On-Screen Death. However, the next guy gets an advantage in the next fight, allowing him to roll extra dice.

>Your stats are dice pools. For balance not one stat must exceed 10, nor only have one die in a stat. You have 20 dice to allocate.

>Explosives are limited. When you throw one in a room, roll a d12. That's how many mooks die.

>I think the GM has a dice pool to determine how dangerous a room is.
>>
>>39863917
>>39863897
I think im making it start in a giant dungeon, to keep it simple
filled with Monsters, traps, and evil magic
it will be basically a slaughter of lesser pleb monsters until you get fucked up by some op creature
what do you think?
>>
>>39864673
This is exactly what the game is about.
>>
>>39864872
great
what about items
was there only basic stuff like swords and armor or also Magic amulets and rings with strange powers
>>
>>39864654
Here's what I've come up with based on your initial explanation, not accounting for the post quoted. It's late and I was already halfway through so I didn't want to try to apply more thought than I can at the moment to modify to account for what you posted.

Stats:
>BLAST THE FUCKER
>WHACK THE FUCKER
>DON'T DIE
Roll below your stat value to successfully shoot, melee, and dodge or survive. Stats start at 4, with a 15 point point-buy. Stats cap at 11, as a 12 is the only die used, just to be a contrarian asshole. However, bonuses (flair and murdermentum) can increase the stat to 10, constituting an instant success.

>Flair
Killing in a cinematic or otherwise entertaining style gives a +2 bonus to your Blast the Fucker, Whack the Fucker, and Juke the Fucker skills. This modifier lasts until the end of the round.. Someone attacked by someone with Flair makes Don't Die checks at a -2 disadvantage.

>Murder-momentum
Each successful kill applies a +1 bonus to further attacks within the round. This bonus is lost upon the end of the round.

>Badass Point
Single automatic success on a skill.

>Gameplay
Blast and Whack the Fucker skills are used for killing fuckers. Whackin' a fucker kills him with a melee, Blastin' a fucker kills him with a gun or any other ranged weapon. However, weapons are irrelevant, because of the Juke the Fucker and Don't Die skills. A target attacked immediately makes a Juke the Fucker check, unless they physically can't, refuse, or are unaware. A target successfully hit makes a Don't Die check to not die.

[1/2]
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>>39864922
>Scenario
Frank McKillsFuckers approaches a room. He knows there are three targets within the room. Frank has 5(?) seconds to describe what he does. "I knock down the first guy and stand on his back, then shoot through the next and into the last with my handgun." This prompts a Whack the Fucker, and 2 Blast the Fucker tests. The Whack the Fucker test is successful, but the baddy succeeded his Don't Die check. However, standing on the back of the baddy, Frank McKillsFuckers has Flair. He makes his Blast the Fucker check with a +2, and kills the first fucker, who failed his disadvantaged Don't Die check. Frank then makes a Blast the Fucker check for the second guy, with a +2 for the flair and a +1 for the momentum. The fucker fails his check to not die, and dies. The Fucker on the ground takes his turn, making a Whack the Fucker check to attempt to grab Frank by his leg and knock him to the ground. He succeeds, but Frank succeeds his Don't Die check and doesn't break his head on the ground. Frank shoots the fucker to death.

>Fuckers
These are the base Fucker stats.
>Blast the Fucker: 3
>Whack the Fucker: 3
>Don't Die: 2
Fucker stats increase by one per level of danger. For example, the base stats would apply to riled-up tweakers, territorial hobos, and fat cops or security. Stats increased by one would apply to gang initiates, NRA homeowners, and cops in or fresh out of the academy.

Different weapons only change HOW you kill, mostly fluff and flair more than crunch. For example, a pistolier with an enemy to his left and two in front of him could shoot, kick, then shoot again. Or, a character with a rifle with a bayonet could shoot, then skewer the guy on the left as he pulls the bolt, then shoot the last guy.

Explosives would most likely be an automatic hit for entities within the logical radius, forcing a Don't Die check at a -2.

[2/2]
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>>39864922
Not bad. This plays exactly like Hotline Miami. Cheers, bro.
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>>39865263
Like this?
http:images/1430755487305.pdf
>>39864654
>>39864922
>>39864995
I FUCKING LOVE IT.
Fund this, /tg/.
I'll be back when i wake up in the morning.
>>
>>39865263
Thanks. I'll hang around the thread in case any fixes or recommendations pop up, but I'm definitely going to hang on to this to use when I next go to a friend's place.
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>>39865315
Whoah, man. That is a damn good mini-RPG to tote around and play with co-workers. I'm a little sad that I wasn't the only one to include time as an important part in the rules.
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>>39865362

Thanks, but it's not mine.
What about Catchphrases and One-Liners?
Or just Being Cool?
I mean, it can be all about Killing Fuckers, but does it have to?
It could also be Scaring Punks, Being Sexy, or Fighting the System.
You split up your Badassery between the three.
>Scaring Punks
Whether enforcing he law or keeping those who break it in line, Scaring Punks acts as an all-purpose intimidation factor.
It can also serve as a protective aura or positive for those who don't fear the law, making it easier to talk to police.
>Being Sexy
Charming those who find your qualities attractive, for whatever reason.
Can piss off those intimidated by your appeal, as they feel as inadequate as they are.
>Fighting the System
Being carefree and cool, this is for talking to punks on their level, or, if need be, point out that you're too tough to deal with a goody-goody.
Sometimes grants access to drugs.
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>>39865440
Cool. Scaring Punks can be a starting skill that a character has. The three can be various ways to get badass points, as well as being skills. Or maybe stats?
>>
Op should talk to his middle school friends and see what they remember.
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>>39865440
>One-Liners?
Maybe if a player wants to get a lot done in a short amount of time, instead of doing all sorts of acrobatics for Flair, they could give a one-liner and just blast the dudes in their line of sight. To avoid abuse, maybe limit it to once or twice per "scene"/job/run. Perhaps even limit it for the entire party, rather than individually?

I didn't think of anything beyond the combat, to be honest, despite usually preferring roleplay. Perhaps if something can't be resolved via simple roleplay conversation, the characters could make opposing checks of their best combat skills to represent a charisma challenge.

For example, a player wants drugs from a ganger, but the ganger tries to jack the price. The player wants to intimidate the ganger, so he uses his Whack a Fucker skill, since he's a melee-focused character, to intimidate the ganger. Suppose the ganger's more experienced with guns than melee, so he'll make a Blast a Fucker check to see if he's intimidated, or if he's confident he can reach his gun in time and wreck the player if things go south. Same applies for seduction, the Whack a Fucker or Blast a Fucker could apply to dexterity and/or muscle tone, and thusly could be translated into physical attractiveness.
>>
>>39865440
I'd think Catchphrase and One-Liner would either be skills or fall under a general "Banter" skill.

Catchphrase and One-Liner would grant some sort of resource that could be spent later if used at appropriate moments. So, taking a shot at someone and entirely failing to hit them, then spouting a pithy one-liner wouldn't grant you a Banter point, unless it was a particularly funny or apt one-liner, but deliberately missing the guy to shoot a huge stack of oranges behind him, then saying "I guess he ran out of juice" when he gets crushed by the ensuing avalanche would.
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>>39865622
>but deliberately missing the guy to shoot a huge stack of oranges behind him, then saying "I guess he ran out of juice" when he gets crushed by the ensuing avalanche would.
>crushed by an avalanche of oranges
Maybe I'm just tired, but that's possibly the best mode of murder I've ever heard of.
>>
>>39865577
That's good.
I've got some other proposals, so mind hearing them out?
>>39865498
I'd say pick one and then grow them from there.
Note that Scaring Punks can be
>I AM THE LAW
or
>Crashing this Plane... With No Survivors.
So each selected style of badassery has its associated Catchphrase, and a rank, from one to five.
You can trade in the Flair bonus for your Catchphrase bonus and roll for a One-Liner.
Making a One-Liner based on that Catchphrase is a gambit:
If you succeed on the roll you One-Liner, you get a Badass Point and your rank rises, capping at five.
You fail, your Catchphrase bonus drops a rank, to a minimum of one.
Instead of your Flair bonus, you use your Catchphrase bonus for your roll.
Making an appropriate One-Liner after the fact would net you a Badass Point, but wouldn't benefit a Catchphrase.
You can only make one One-Liner in a run, unless you're fighting a Special.
You can make two One-Liners if you're fighting a Special, or one if you've already spent yourrs earlier.
Probably drop the extra stats, like >>39865577
said, but those others might still might be a good idea.
Make it a single Banter skill with two or three Catchphrases?
>>
>>39865663
A good Catchphase for a guy called Sandman might be:
>"I'll sleep when you're dead."
But I really do need to sleep.
>>
>>39865663
Perhaps for an extra-stat version of conversation could be an average of Whack a Fucker and Don't Die, similar to the STR and CON scores of D&D-type games, to represent buffness and sex appeal.

Another idea for catchphrasing and one-liners could be to interpret it as a system similar to D&D5e's inspiration. If the player uses their catchphrase in a way that the GM and other players think is effective or if they have a one-liner that the GM and players think is effective, then the player gets a Badass point.
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>>39865779
Join for Wraith World
Also I think i have ascended past super autism now
>>
>>39864922
I've just realized something, and I figured I should address it. In drafting, I accidentally left in a reference to a nonexistant skill named "juke a fucker". This skill became Don't Die.
>>
Wraith World 3rd Edition: A devil game about sex and rape
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>>39865663
Okay. So One-liner replaces/complements Flair. Every time you want to do something cool, roll for a One-Liner. Am I right? What determines a success? GM fiat? Roll above? Below? Look, you guys are changing my game, at least explain it to me like I'm a stupid kid.
>>
>>39867836
Bumping this shit. I'll stop namefagging.
>>
I for one, is more interested in the magical realm aspect of the game.

How do one decide which trait to pass on to the offspring, if said waifu even have a trait system at all, or do they just inherent a particular power the player/waifu have?

How does one play as a character with other characters that is one generation apart, ie: Player 1-3 is on their 1st character while Player 4 is going in as his Gen 2 character. Start a new game entirely?

If we are going full Rance, bedding a waifu should earn you more than 1 exp, since it is the primary goal of the original game after all, hell they laid seige to an entire castle just for one. New power from bedding new waifus? New asset? Will this turn into a crasser version of Harem Bros?
>>
This is what I made up with the info we had. Let me know what you think
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>>39867705
>>
http://1d4chan.org/wiki/Book_of_Erotic_Fantasy
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>>39868171
Kichikuou Rance gives exp for fucking girls in Rance's harem
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>>39868323
>Woke up
>Flip open laptop
>Expect thread to be dead
>Update and see this
>SON YOU HAVE MADE ME PROUD
>>
>>39868171
Lying with maidens in the attempt to have offspring should be a larger portion of the game, however, I don't believe it should approach Rance levels.

It wasn't the player's primary goal in about 99.9% of adventures. So I'm still going to stray away from it a bit because it would be awkward for most game groups to go into the level of detail that we did. I encourage you to do whatever you want, though.

If one did manage to impress a maiden and bed her, you had a 20% chance of her baring your child. The only benefit you received from this is that you had a successor to follow in your footsteps when you reached your honorable end.

The child received no bonuses, save for those provided by it's mother (Or father, in the event of a female player character, I guess) for racial bonuses or abilities of some sort. And they gained a certain amount of notoriety based on their father's fame.

Serkia Dragonscale, the Half lizard could be known as the son of Horruck the Dragonslayer. He would have big shoes to fill.
>>
>>39868383
Sprites are, uh...
You'd think they'd have a bit more difficulties.
>>
>>39868964
ayy OP im the dude from yesterday
i fugged up making a game
>>
>>39868192

2d8 -> 2d10 -> 3d8 is probably better than 2d8 -> 1d20 -> 4d6, since we probably don't want skew distribution too much, but do want to reward specialization.

We can also probably cap advancement of a single stat at the lvl 40 point (I'm thinking 3d10), since by then you'd have neglected some of your other 5 stats pretty badly.
>>
>>39868323
Yes. This belongs on the wiki page.

I can't into wikis, though
>>
>>39869714
Disregard that, I suck cocks and can into wikis after all.
>>
>>39869411
Could also do 1d12 -> 2d8 -> 2d10 -> 2d12 -> 3d8 -> 3d10 -> 3d12 (max)
>>
>>39869411
2D8 to 1D20 was based on what OP wrote.
>>
For all who are interested in playing,
>>39865779
>>
>>39870015
You still need at least one more player.
>>
>>39869919
I know, I'm just saying that it's more consistent to go up dice-tiers this way than to jump back down just so you can use all your dice.
>>
>>39849411
> But when I asked my parents to buy me the books, they said no. The books were "Too expensive" and "Satanic".
> So, my friends and I spent lots of our free time writing our own game.

So they let you explore the ways of the devil by yourself? Are they, like, mass-suicide-apologists?
>>
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>>39870850
>>39870873
>>39870888

Something about this doesn't quite seem right. Wasn't the original game really unbalanced in favour of melee?
>>
>>39870948
The only stat we have to go on is that long swords are +1. Which I changed to +2. Slow Rate of fire would certainly nerf non repeating firearms.

So Melee combat is resolved: Str+Weapon Bonus vs. Agility+Armor

No idea how hit points work. Maybe you roll "resistances" for HP?

Open to suggestions on how to nerf missile weapons specifically firearms.
>>
>>39870015
Right now the players appear to be a village idiot, and a (possibly) scribe-like farmer.
>>
>>39871097
Looks like ranged weapons didn't give a bonus at all:

>>39851515
>You could also modify each stat with items. So, swinging a normal sword gives you a 1d4+1 at level 1. If I remember correctly, long ranged weapons don't give you this bonus, but allow you to fire from a range.
>>
>>39871210
OP also said that melee weapons could be enhanced by enchantments, which I guess would probably mean that if it was worthy enough to mention, complex weapons like firearms can't.
>>
>>39871210


Ok I am down with that. Let's shit can the missile weapon bonus table. It will be a straight Agility roll to hit/damage vs. armor+agility to defend. Keep the missile weapon damage bonuses?
>>
>>
What if Mana could be used to give bonuses to attacks or rolls, in the event that you didn't possess any spells or didn't want to use any? Maybe you could "burn" mana and permanently reduce your total by 1 in order to avoid death or something.
>>
>>39871562

So really there are 7 stats

Strength
Resistances
Mind power
Agility
Luck
Hit Points
Mana
>>
What is the Game Master Called?

Wraith Lord
Wraith Master
Legend Master
Legend Lord
>>
I really want to see more on these Wraiths.
Is it like a straight evil clone of the Legendary Hero? Or did they get buffs due to their undeath?

Did they each have certain goals and agendas? Or were they just mindless murder spirits?
>>
>>39872624
It sounds very Dark Souls, doesn't it?
>>
>>39872642
Hilarious enough, I found this thread after taking a break from Dark Souls.
These wraiths are like the Darkwraiths, heroes long dead that come from beyond to screw with the heroes of the current age.
>>
>>39850747
>some of his characters sons were the product of oral sex.
Gotta love that Christian sex ed
>>
>>39872992
I'm an atheist, and I'll have you know that four of my five children were born from oral sex. Good day sir.
>>
>>39870873
Oh look yet another game where crossbows can just go fuck themselves.
>>
>>39873321
relax Francis it is a rough draft of a table for a homebrew game.
>>
The Wraith World session in the other thread is active, to those who care.
>>
>>39874011
Relevant link:
>>39865779
>>
>>39871362
Seems like those should be on the 3s and 8s so that the 5s and 10s aren't the only levels that matter.
>>
>>39871829
Except that mana is explicitly derived by rolling your mind power. (Somehow)

HP are probably also a derived start.
>>
>>39849411
>Later, as your character got stronger, you could add a "Power" to your character which basically worked like a prestige class. Each of these "Powers" could only be obtained once you completed a certain task. For instance, Whoever dealt the killing blow to a Dragon could choose the Dragon Slayer Power. From then on Dragons would fear and respect you, and you could even steal their abilities.
Kinda Clunky, But I like it!
>>
>>39871345
>>39873321

Wraith World 3rd Ed. Missile Weapon Table (Rev 1.1) Agility ONLY To Hit Roll and Crossbows added!
>>
>>39874380
A single zombie is worth 1 exp. You don't stay low level for long.
>>
>>39874929
>>39874380
A single zombie is worth 1 exp. You don't stay low level for long.

It only takes 10 * level = exp needed to advance.
>>
>>39874419

So Mana is derived from Mind Power and Hit Points are probably derived from Strength or Resistances.
>>
>>39874904
That's a pretty cool compromise. So the damage is just the numerical bonus on its own?
>>
Questions for OP

1. How are HP and Mana derived and from what stats?

2. Have you contacted your old school chums on this?

3. What was the time frame on this game, so we can figure out influences? Did it start in 3rd grade or middle school?
>>
>>39874995

I am the guy posting all the tables. :-D

Yes damage is as bonus. This fits with the game theme of keeping missile weapons weaker. I am unclear on the inclusion of modern firearms but I'd rather not see them at all from a style POV.

Until OP corrects us or someone comes up with some thing bettersimpler. It is hard to make weapons different and interesting while maintaining simplicity.
>>
>>39874959

With level progression so rapid early on and attacks per turn and to melee to hit/damage bonuses only a multiples of 5 there are essentially 20 levels (just like humans in B/X D&D).
>>
>>39874959
Yes, but if you're only giving any bonuses on levels that end in 5 or 0, then you might as well remove the intervening levels.
>>
>>39875261
It is very hard to scale play when you have 100 levels that are initially obtained very quickly. This was my take on it. I'd love to see others.
>>
>>39875261
>The rolls for each stat increased at every 5 levels. If that helps. So, you get to improve one of your stats at level 5, another at level 10, and so on.

This mechanic for all its warts is straight from the OP

"The rolls for each stat increased at every 5 levels. If that helps. So, you get to improve one of your stats at level 5, another at level 10, and so on." -OP
>>
>>39870888

Need to add helmets (re-rolls on crits/decapitation) and prices/ Clean up bonus chart to +1 instead of 1
>>
>>39852493
>In Wraith World, you don't roll a testicular parameter... You earn it.

We have a tagline.
>>
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>>39868323
Hey, so, what do you guys think of this?
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>>39876973

Nice Work! I have to say that I do like the Old English font a bit better though.
>>
>>39874438
You could change power to mastery
Like mastery over dragons or whatever other task
Alternatively Dominion
>>
Is OP online?
If so, I have to say I'm very interested in the power system for Wraith World. What other prestige class-esque powers were in the game, and how did you get them?
>>
>>39875628
Yes, but he was *also* giving the to-hit bonuses and extra attacks per round on the 5s and 10s in that chart.

Which meant that the 5s and 10s were double-dipping while the intervening levels got nothing at all (except maybe HP and mana, maybe)
>>
>>39876973
Give that wraith a weapon and you're golden
>>
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>>39849411
i was gonna post a long response, but you guys are doing awesome...

carry on.
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Threads like this are what keeps me coming back to /tg/. Thank you, based OP.
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>>39880572

I am ready for your chart.
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>>39877887
>>39880606
What about now, gentlemen?
>>
>>39883376
Radical.
>>
>>39883376

1. Make scythe color match and slightly smaller so blade tip doesn't touch the sign.

2. Spell out "edition"

3.Increase font size so they is less blank space
Looking good!
>>
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>>39883812
Like this?
>>
>>39850747
>>He carried an "unbreakable" sword, and an UNBREAKABLE PENIS.
>>an UNBREAKABLE PENIS.
>>He carried an UNBREAKABLE PENIS.

Did have a magic dildo or some shit?
>>
>>39883905
Perfect! This is the cover! Give me one moment, and I will jump on my computer, and give some updates and answer questions.
>>
>>39882435
Well then here you go.

I fixed the problem of all advancement happening on the 5s and 10s, and I kept the to-hit bonus from getting so crazy that the RNG doesn't matter anymore.

Extra attacks are now hitting every 16 levels, and to-hit bonuses are coming every 30, starting at 33. You could adjust those pretty widely, maybe find a nice way to end up with +4 to-hit before you finish and to keep Lvl 8- from double-dipping. But it seems like a fair progression to me and has easy numbers to remember off the top of your head.


I also made an easy-to-follow dice progression chart. Remember that some people are going to drop all their extra dice into one stat, while others are going to try to level equally. And most characters die before hitting Lvl 100. So the sub 2d12 zone is the probably most important zone for combat DCs.

.

Damage bonus should depend on how we figure monster HP. Though I definitely approve of Lvl 30+ characters obliterating Lvl 1-15 threats in one hit.
>>
Hey guys, how's my side-game doing? I'm going to work a few hours late, so any anons who want to add suggestions, get to it bros. Going to say some

There is a new stat: Catchphrase.
>Every time you want to say something cool and have something happen, roll a d6. You better roll above your Catchphrase score, or else it won't work. Your catchphrase always starts at one, and caps at five. After every session, this stat returns to one.

Also: Notoriety
>Every character has Notoriety. Everytime you do something cool, gain a point of notoriety. This is sort of levels. When a character gains enough experience, they gain a point in Notoriety. This is sort of like how much a badass you become in movies. A martial artist can easily punch through walls and roundhouse kick multiple enemies, provided you have enough Notoriety. For purposes of leveling, I'll just copy the idea OP had. Your level x 10. So you need 10 exp to gain a rank in Notoriety.

If anybody doesn't know what I'm talking about, here's the posts:
>>39864922
>>39864995
>>39865663
>>39865742
>>
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So, I made a mockup of the book cover, just for shits and giggles.
>>
>>39875007
1. Hit Points started as 10, and whenever you leveled up your Resistances stat, you would roll that die to add to your max Hit Points. Your max mana at level 1 was derived from a 1d4, and every time you upgraded it, you got to roll the leveled up die to add to your max mana.

2. I emailed them, last night and one guy has responded. He reminded me of the gods, that I had forgotten about, and some magic items.

3.We started making it in 3rd grade, but the game only started with very loose rules. The Wraiths weren't added until middle school, I think. The major influences of in-game content were Super Nintendo/N64 games, Anime featured on Toonami and Fox Kids, and cartoons like Pirates of Dark Water and Streetsharks.
>>
>>39884880
If I ever saw this game in an old bin at a comic book shop, I would buy it immediately. I wouldn't have to know the price, or the contents.

What should the BOOK OF LEGENDS have on it?
>>
>>39885297
I just comply the general tinkering of the thread. What do you guys want on the MIGHTY BOOK OF LEGENDS cover?
>>
>>39885297
Hey OP, how is combat done? Is initiative counted by party or individual? Is it IGO SHEGO MONSTERGO, or PARTYGO MONSTERSGO?

Also>>39884786. I'm sorry if I'm a little shilly today, but I just want my creation to grow too.
.
>>
I sent an email to what friends I still have contact with from middle school, and one friend responded.

He reminded me of a mechanic that I had forgotten, that would actually be a nice addition to the game when it's remade. We had a ton of those glass counters from all the Pokemon decks, and we used them basically as counters to keep track of Mana. However, it is my recommendation that we have a form of Action points, as well. Where you are rewarded by the GM, for doing things he deems "cool", and perform additional actions or interrupt actions on other character's turns.
>>
>>39885482
It was Definitely the party and the enemies trading off turns, and you went around the table, clockwise on the party's turn.

Initiative was whoever spotted the others first, but if the party and the opponent had seen each other at the same time, the GM usually went first.

Combat was basically, on your turn, you choose what attack or action you do, later we developed "Full actions", "Half actions", and "Free actions". The thing that was interesting about defense, was that you could choose how you wanted to defend. We had dodging, blocking, or you could cast a defensive spell if you had one, like a forcefield. (But since spells were so hard to obtain in the first place, it was generally considered a "bitch-move" to waste one of your slots on defensive spells.)
>>
>>39883908
No, but his penis was so rock hard that it would be considered adamantium.

>>39879337
There was a Power that you got for surviving several dangerous encounters with heavy damage. Like, I think you had to have a single Hit Point remaining for several battles, and doing so would give you a natural defense, so you could remain unarmored and become impervious to elemental damage. The cool and overpowered part, was that you could eventually deal extra damage for every point of damage you had taken. That was for spells AND melee damage.

I remember a power called Sentinel that you earned from infusing your body with the arcane component of a stone warrior-like monster. This would give you the ability to switch places with a party member, when they were attacked, and gave you the ability to counter attack. We stole this Powers abilities from Final Fantasy.
>>
>>39885855
Oh. Okay. You had glass counters with your Pokemon decks? That's weird. We didn't even have any counters. How does the GM reward you for doing something cool? You gain Action Points? This reminds me of a mechanic I inserted into my game. Basically, you do something cool, and it runs by movie logic. If you decide to be boring and talk about "tactics", enemies are harder to kill and have more firepower.

Oh, I might add some suggestions.

>Notoriety
At every time you level up, you gain a rank in Notoriety. You get a little more leeway in how you decide to approach situations, and GM fiat leans a little more to you. On the flip side the GM gets to bump the difficulty, strengthening certain enemies and putting pressure on you.
>>
>>39849411
>>39849735
Dude, this sounds very good, specially for people of that age
>>
>>39849411
We were playing warhammer fantasy 1st edition for a long time and try to do (with the same system) An abomination that mixed world of darkness with modern world with second world ward armament and tanks.
We were young and we didnt have any fucking idea of moderm weapons.
>>
>>39884786
d12 guy here, I've compiled what I saw and wrote into a doc. I'll post it in the morning (about 8, 9 hours from now) if the thread's still here, and if you want. I included the catchphrase as an inspiration type thing because I wasn't clear on how the catchphrase level system worked when it was posted, but I'll put that version in the doc tomorrow.
>>
>>39885219

OP please use dates so I don't have to look this shit up....
Nintendo 64 released: September 1996
Street Sharks: Aired 1994 to 1997
Pirates of Darkwater: 1991

So the media influences of this game would have been cartoons, anime and video games of 1990s. This is is firmly AD&D 2nd Ed. time frame since AD&D 3.0 wasn't released till 2000.
>>
>>39892396

Before OGL/D20 revolution.
>>
>>39886639

The glass counters started with Magic The Gathering and were used widely during the CCG craze of the mid to late 1990s.

My favorite CCG was Doomtrooper set in the Mutant Chronicles Universe.

It was crazy it seemed like every game company and tons of start ups were pushing out CCGs every month or two. Hardly any of these games survive.
>>
>>39885855

What constitutes a "half action" and a "free action"?
>>
I once made a card game which I'm pretty sure I actually called "Dungeons and Dragons". I remember that there were a bunch of different sections on the board that gave the cards different effects. Like environments and stuff. It was pretty terrible, if I recall.
>>
I was introduced to the concept of roleplaying games when I was in elementary school by a combination of my older brother's friends, a friend of mine whose dad got him into it, and video games. But I never actually played D&D proper until I was in Jr High.

Back then what we played could probably barely count as a "homebrew system," as it was basically freeform and rolling a d6 to decide who wins.
>>
>>39892693
>Back then what we played could probably barely count as a "homebrew system," as it was basically freeform and rolling a d6 to decide who wins.

So ODND then?
>>
>>39892693
Actually between that and D&D proper we also used to play a shitty homebrewed version of D&D using the rules included in the Baldur's Gate manual (the original thick ass one from the first 6 CD version of the game, that was like half the PHB) with shit pulled from our asses to fill in the blanks.

Also using entirely d6s. We used 4d6 with a "wrap around" if you rolled above 20 instead of a d20, and used crazy math combos to come up with every number die in between.
>>
>>39892783
I don't want to live in a world where children don't have easy access to polyhedral dice.
>>
>>39892783
>Also using entirely d6s. We used 4d6 with a "wrap around" if you rolled above 20 instead of a d20, and used crazy math combos to come up with every number die in between.

Ha. We only had d6s as well so we only made do.

In hide slight we could of just pulled chits from a hat.
>>
>>39892884
It was the 90s in the middle of bumfuck nowhere, LGSs were pretty rare and online shopping wasn't a thing. We didn't have a choice but to make due with what we could salvage from boardgames.

>>39892888
>In hide slight we could of just pulled chits from a hat.
Yeah, it probably would have made more sense, but rolling dice was half the fun, damnit!
>>
>>39892944
funny thing we leaning mother fucking GURPS because D20 simply because we found a load of books in a fair and it was d6 based.

None of us acutely knew about about role playing so we'd just make as broken characters as possible and fight them.
>>
>>39849411
I really like your Power acquirement system.

When I was a kid, the concept of table-top roleplaying was unknown to me, but I always wanted something like this, but it just couldn't form fully in my mind.
But, being a poor kid in the middle of nowhere, I got my hands on a Pokemon TCG deck (my father bought it during one of his work trips). That's when I started making homebrew TCG and play them with my friends. The mechanics were similar to Pokemon TCG, but there were many different elements, powers, and interactions between them. One thing I remember vividly is the unique "plasma" damage type that could be dealt only by cacodemons (yeah, I liked ripping creatures out of video games). And only in 7th grade my father by accident introduced me to D&D.
>>
Can we get a list of the female races that can cross breed with humans?
>>
>>39892396
There was definitely a lot of D20 influence, probably a couple years after the game was initially made. I think I was in the 3rd grade in 1997 or 98, if that helps a little bit.
>>
>>39892460
Things like speaking or glancing at certain things were free actions, while movement, drawing a weapon or readied item, and attack were all half actions. You could even use the same half action twice. So if you were basing your foe at the beginning of your turn, you could hit twice.
>>
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>>39894128
Certainly.

There was a race that pretty much resembled less "lithe" or "thin" elves called The Ancients. They were basically these pointy eared people with various markings on their skin, who had magical powers.

There were these cat people that were natural enemies to Wargors and Akari, they were incredibly agile and fast, but trying to talk or negotiate with them always ended in them acting "comically" like housecats. (Being in middleschool, we thought these were hilarious anime jokes, but looking back it was just awkward and silly. But if you wanna fuck a cat girl, there's your GO TO!)

There were these half dragon looking people that were completely over powered called Draconians, even the females were about 8 feet tall, so there was much snoo snoo.

I remember one of the players screwing a goo girl because someone introduced a monster from Monster Rancher that was a mass of pink goo with boobs.

Pretty much, we did was /tg/ does now and took any monster, made it humanoid, stuck tits and hips on it and said, "IF SHE'S DTF, THEN YOU MAY HAVE A SON!"

Basically, how the pregnancy mechanic worked, was that you rolled a d20 and if it was a 20 or 19, you had a baby. Every time you "layed with the same maiden", you increased the chances by 1 point.

Also, if I remember correctly, when May played, we let her have a husband, but thought that it was "icky" that she wanted to have a baby. Later, we let her have a baby by seducing some sort of demon lady and the demon lady was impregnated by her... I have no explanation for this... Hentai, maybe?

Oh, and there were lots of demon sluts. Like, having a half-demon baby was the easiest in the game, and at a certain point, we were trying to avoid their sexual advances just to get on with the adventure.
>>
If you have any more questions, please continue to post them in this thread. I will continue to work on the PDF, but it IS coming along. I've got a couple pages down, so far.

To the guy creating tables and writing out mechanics, thank you very much! You solved a lot of problems, early on and the game will make a lot more sense, now.

If anyone else would like to make art or content, please do so! Every little bit is making the game look better, and more detailed.

How exactly does copyright work? Like, if I use a monster girl image that I found on Deviant Art or 4chan's character art threads, can I use them in a PDF?
>>
>>39895475
Short disclaimer in along the lines of "This is a non profit project, all images belong to their respective artists and/or Owners, if you see an image in this book that you hold the rights to and want it removed, please send a mail to opisafag@4chan.org." should be enough.
>>
I had a little game I would play with my brother using various board game miniatures and a couple D6s (The Dice). Simple grid based game, roll to see how many tiles you move, if you come up against one of your opponents pieces, roll your d6 against the defending player's D6, if you try to move next to another piece you have to fight it.

The game was over when you reached the other player's coin (a penny placed on their side of the grid) The bathroom in the house I lived in at that point (I must have been 10 or 11) had 1 square inch tiles for flooring, so we usually played there. Looking back on it, it was basically Warhammer Jr.
>>
>>39898574
>playing on bathroom floor 1 inch grid
This! We played mageknights on our kitchen tables because it had a tile surface.
>>
>>39892423
>It was crazy it seemed like every game company and tons of start ups were pushing out CCGs every month or two. Hardly any of these games survive.

Just like MMOs today. They wanted the proverbial call of duty audience.
>>
>>39895794
Also helpful: when you use images that you can source, list those sources in an appendix.
>>
Bumping for awesomeness.
>>
Bubump
>>
>>39851191
No, brother. We will build our own Book.
>>
>>39895475
What do you intend to do with the game when its finished OP? Release it to /tg/? I'm finally working on my project Bad Motherfuckers and I'm really happy that due to your thread, the homebrew train is chugging again. Would you also include rules for sex? Or rules for how girls think of you? My son would love this.
>>
>>39910942
I'm bumping this shit.
>>
what would you like to see on pages in terms of graphics? i can try my hand at drawing something
>>
>>39911547
I vote a shadowy, wraith-like figure to show a visual representation of them at some point.
>>
>>39911547
winged goat horned demons holding naked maidens in chains while our heroes try to slay the infernal beast!
>>
>>39912948
>>39911656
i'm working on the wraith right now, i'm not experienced so don't expect too much but i can show what i have do so far
>>
>>39912948
THIS.

>>39910942
REV UP THE HOMEBREW ENGINES! I'm working on Wraith World, as well as another project.

I will eventually be posting and sharing on /tg/, and likely post a link on 1d4chan. I'll be writing vague rules on sex and whether a maiden has been swooned or swayed by you, but there's really not much detail to put into that aspect of the game.

Also, I've been trying to contact my gaming group from back then and I've only got one response, so far. I sent them a link to the 1d4chan page and mentioned this thread.
>>
>>39912990
As far as drawing goes, remember, we drew the illustrations for the original in elementary and middle school.
>>
>>39850899
>like a demon-dog alien thing, that could go Super Saiyan
That's it, I must play this.
>>
>>39913436
weren't you supposed to be sleeping? how long is this thread up?
>>
>>39913653
Three days?
>>
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took me longer than i thought
i'm going to take a break and try the demon one later
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>>39914243
OHMYGODTHISISPERFECT!

Thank you, bro! Every bit is helping this game look better.
>>
>>39914332
i kind of fucked this up now that i looked at it, i'm going to correct it later
>>
I came to say that this shit is fucking gold and I love you OP

It's like I'm watching Time Wizards be construed again
>>
In elementary school I made a game based on simplified 3.5 rules mixed with a gameboy colour game I liked. Don't remember what that game was called, but it involved using cards to summon monsters, and it was sort of like pokemon. Also, a bit like Secret of Mana, maybe?
>>
>>39917029
Magi Nation, maybe?
>>
Hey OP, if you're still here, how far along is the PDF you've begun creating? Really interested in this, it sounds fucking amazing.
>>
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>>39916965
For those who have not heard of said mystical clockturners, pic related.
>>
Someone already made a 1d4chan page for this? I want to save it, to never lose this beauty of a setting off my PC.
>>
>>39922844
When the next campaign thread opens, you could join if you like it that much.
There were only two players last time.
>>
>>39922878
THEY'RE MAKING A CAMPAIGN THREAD??!! HELL YEAH!!
>>
>>39923003

There was a game thread yesterday
>>
>>39919987
I have been working on bits and pieces between my job. Originally, I was going to release it all at once, but I keep remembering/adding stuff, so my plan now, is to release a couple mini PDF versions, for testing and playing, then have a finished version to release in the end. The first mini version will be released tomorrow, or tomorrow night so people can prepare to run a game or playtest this weekend, and I can hear results Sunday night.

I have never ran a game over Skype, before, but I have talked to a friend who showed me a couple tricks and I may run a campaign of this for a few of you guys. It will mostly be playtesting.
>>
>>39922844
I started the 1d4chan page as quickly as possible. It's my first wiki page, so it is kind of sad looking for a wall of text, but it gets the job done. Check it often for updates, and the PDF.
>>
>>39924941
Does anyone know how that game turned out? I was kind of curious.
>>
>>39925035
Well done. If you want some simple paper texture for the PDF to make it imitate D&D books, hit me up.
>>
>A particularly powerful spell called Hellfire costs all of your remaining Mana, and kills every living thing that cannot jump out of the way within 6 inches of your miniature. Magic should never be taken lightly, and always comes at a heavy cost.

Is it instant? how much movement speed does an unit have? Is mana somehow related to your health? this spell is too vague
wouldn't it be better to stick to square/hex board instead of inches?
>>
>>39925057
We killed a wargor, found a locked door, looted some bodies, and now we're headed to a room to the north. It was a pretty decent session, all in all.
>>
Where can I find the rules so far?
>>
>>39925227
You're forgetting all the reasons we're working on this. Forget concrete rules, forget balance, forget shit like this. rules lite is the way to go and fun in the master designer.
>>
>>39926149
Hmm. The appeal is the whole "this was designed by a bunch of kids just learning about sex" schtick. Part of that is going to be the simplistic ruleset, but at the same time we kinda want this to actually work as a system so people could actually try playing it and not hate it. The novelty's all for nothing if the system is too shit to run.
>>
>>39926445
I'm doing my best to also add a small amount of content that will also make the game playable. I want it to be really lethal and brutal, yet "fair" for the most part.

Adding an Action point system and a more defined set of rules for combat is my main goal for the first mini PDF. Keeping in mind the initial spirit of the game, every step of the way.

>>39925227
Vagueness of the spell effects are kind've what we're going for. Spells in the final PDF will all have more specific descriptions, effects, and conditions, but even those are under the will of a gamemaster.

I don't remember the exact movement speed of units in the original. I want to say it was six inches, and weapons had different reach.

We did it this way because we played mage knights a lot, and were used to measuring for movement and range. We also didn't always have access to a grid, like on the playground or in the back yard.
>>
>>39925144
Oh! I'd love to have this! If not for this game, then for another!
>>
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I made this thing at nearly 5am so forgive if it looks like shit, but I tried to consider everything that it should have on it.
>>
Bumping to keep this wonderful thread alive

Godspeed OP, I eagerly await to run this with my group
>>
I've barely read half this thread, and felt like I needed to share:
When I was a kid, I tried to convert AD&D mechanics to... Monopoly.
I barely remember it, but charisma let you have employees that could move around the board buying property for you, Wisdom gave you extra chance draws, intelligence boosted community chest draws... It never made it very far, but it was never half as awesome as this is becoming.
>>
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>>39850747
>"Whelp, that was a waste of time."
>>
>>39931153
This is pretty great. It shall be the character sheet! And there's enough room on it for additional fields or stats if we need it.
>>
>>39932750
Monopoly... And a role playing game? What?
>>
>>39935127

Buy, sell and foreclose on your friends!
>>
>>39932717
This.

When OP delivers, it will be a sight for /tg/ to see.
>>
>>39870708
Its probably just a way of saying "FUCK LOOK HOW EXPENSIVE THEY ARE"
>>
>>39931153

Nice job on the character sheet. I like the off set attributes.
>>
Bump
>>
Hey OP, how's the pdf going?
Still can't believe we've made it to four days now...
>>
>>39943314
Strategic use of sage, my friend. Save the bumps for when the thread is just about to be archived. Gives us just long enough for OP to deliver, or at least start a new thread.
>>
I don't want to give you guys bad news, yet I feel that leaving you hanging would be far worse. Right now I'm at work, but the first mini PDF is done. I'll be able to upload it when I get home.

I am sorry for making you guys wait.
>>
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>>39944225
>sorry
>for delivering this hard

Top kek.
>>
>>39884691
>>39895475

I'm thinking about these tables (that I made) some more, and frankly the difference between someone who levels evenly and someone who powerlevels their main attribute is frankly *huge*. Even 1d12 vs 2d10 is a big jump in averages.

And I'm honestly not sure what to do about that if you're planning to have them both be attacking the same monsters in an encounter.

But that also seems like a problem for a more serious sort of game.
>>
>>39944357
Yeah, I was thinking about that while I retyped them. I don't have a clue as to how that would be balanced. Luckily, we're working with a game that is intended to be very unbalanced in many ways.

Until we've developed a better system, GMs discretion is advised!
>>
By rewriting the game, would you be trying to keep it close to the original, or rewrite some of the setting/mechanics to make the game more enjoyable as adults without having to enjoy it ironically or something?

I mean, in this setting there are low-tech societies living adjacent to high-tech societies, and by the sound of it a huge amount of GM arbitration. Also super wizards. If there's anything players hate it's heavy GM control. We call it "lack of character agency' or whatever, but that's just because we're all trying to pretend that we're not all just playing pretend.

But then again, thoroughly covering the game with rules seems like it's against the spirit of the game anyway.



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