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

BlazikenLover

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Didn't see this post before.

Your friend is SOL. 5e is very simple already. I really like it but if we're being honest it has only just enough depth not to be braindead, so anything easier than it is likely to feel a bit flat. Maybe look into houseruling some RPG rules onto a wargaming system instead. Many of those are meant to be played with very large numbers of models so speed is of the essence there, and since they're combat-focused you rarely get more than just the combat stat block on a unit/model (which speeds up encounter design).
A friend did that once and worked surprisingly well, I will add that to my list of options.
I was also looking at ORE, it didn't seem all that complex.

Did the Orion Black situation result in anything of note? I had a few people link me the Tor article but nothing else. I guess cancel culture hasn't hit Wizards of the Coast yet?
Mearls got kind of cancelled a year or two ago, he had to stop posting on twitter and streaming after an employee got outed as a wife beater and/or abuser, it turns out mearls had defended the guy when a woman went to complain, then gave the guy a of the people who had complained, which he then went and harassed.
More recently mearls was replaced as the lead of D&D 5e and put in a less public position, although I am not sure if that incident had anything to do with it. Either way, all of his psionics playtests were scrapped and instead we got a really awful set of psionics subclasses with the shittiest mechanic ever.

Edit: There is a hashtag called #firemikemearls

Edit 2: got some of the details wrong, mearls didn't defend the guy, he just wanted proof. And all this shit happened 6 years ago, got brought up 2 years ago and nowadays the average twitter user won't even be able to tell what mearls did.
 
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Reactions: TerribleIdeas™

Capsaicin Addict

Dancing on the ashes of history.
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Edit 2: got some of the details wrong, mearls didn't defend the guy, he just wanted proof. And all this shit happened 6 years ago, got brought up 2 years ago and nowadays the average twitter user won't even be able to tell what mearls did.
I would like to note that 'asking for proof' or 'need evidence' is equivalent to defending the guy in the eyes of woketards.
 

thx1138

Are you now, or have you ever been?
kiwifarms.net
Gather round, boys and girls, for Uncle Goose has a new story to tell. You have never heard this one: another genderweird SJW indie RPG designer has been outed as a sex pest! Meet Ben "SwordsNFlowers" Chong, who always keeps his sword close to the delicate flowers of South-East Asia. Like all stories, it gets better as it is told, with many twists, turns, and new revelations.

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There are a bunch of other names, but it would be tiresome to document all of them. There is an interesting takeaway in there, too: apparently, the South-East Asian game design community is almost exclusively the domain of trannies.
"Me Chinese
Me think quick
Me like girls who have a dick"

Also, southeast asian game design community? That seems so...weirdly specific. Like, the Provo Utah Left-handed Lesbian recumbent bicycle society or something.
 

BlazikenLover

kiwifarms.net
I would like to note that 'asking for proof' or 'need evidence' is equivalent to defending the guy in the eyes of woketards.
Yes hence why I got that wrong, anytime I looked up 5e stuff I would see the same "Mearls defended an abuser" speech.
I don't really care that much for mearls or wotc nowadays, but back then I was upset since Mearls had started pumping out a bunch of playtests and drafts with interesting concepts, not to mention his streams gave you insight into the development process, and then he pretty much had to distance himself from social media.
 

Loose Goose

kiwifarms.net
Also, southeast asian game design community? That seems so...weirdly specific. Like, the Provo Utah Left-handed Lesbian recumbent bicycle society or something.
SwordsNFlowers Guy taught at UOW Malaysia KDU, a Malaysian offshoot of an Aussie university that apparently has a game design program. Still does not answer the question why all the students seem to be trannies (even beyond the game biz + SE Asia combo), but there you have it.
Ben Chong is a recognised Malaysian game designer who specialises in creating and publishing tabletop roleplaying games. His inspirations pull from intimacy, relationships, conversation and everyday magic to create immersive, impactful games. He also works as a lecturer in KDU’s Bachelor of Game Development (Hons) course. As a designer, Ben holds the highest number of published tabletop games in Malaysia, has been featured on international media, and spearheads local efforts in teaching tabletop game design.
For what it's worth, he is also the highest published tabletop game designer of Malaysia, whatever that means in Malaysia.
 

Corn Flakes

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There's a large overlap between autistic traits and being so interested in game design you decide to try to work doing it. Same with programming in general.

There's also a large overlap between autistic traits and trannying out. The whole transgender narrative involves "not fitting in" as one of the key "you might be transgender if" memes, so...

What we're seeing here is the overlapping area in the Venn diagram, made even more visible because transgender people being pushed up to the forefront by other people for woke points.
 

REGENDarySumanai

Poopie
Local Moderator
True & Honest Fan
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I still want to try out a Ganzi Illuminatus. The thought of a being born from a freak accident of brushing against a maelstrom of chaos using said maelstrom of chaos against his foes would be a no brainer.
 

MAPK phosphatase

Cell Death Regulator
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I have a relative who is currently running a D&D 5e campaign and wants to try new systems once that one is over. I'll be taking a look myself as well since I rarely find people willingly to do that.
Now I need suggestions, he wants something easier than 5e when it comes to encounter building and combat, but not something braindead either.
What does he mean easier encounter building and combat? With encounter building does he mean more pre-built monsters or monster's that are easy and fast to build? Does he mean pre-built encounters? For easier combat does he want fewer options or does the want the existing options to all be similar enough to each other they are easy to remember and account for? He may just want to run a pre-built adventure.

I'm legally and morally obligated to mention GURPS and its sliding scale of complexity. GURPS Lite is free if he wants to check it out, and there's this list of blog posts he can read through to get a taste of what it's like.
GURPS encounter design can range between "instant" (using an existing stat sheet), fast (build it using a template), quick (modifying a template / selecting only basic attributes, a single wildcard skill+core skills, and core traits/advantages/disadvantages), average (going through basic character creation), lengthy (standard basic character creation plus a couple fancy things like modifiers and a slew of techniques), and "wft dude you spent 8 hours working on a single character" (you pull from multiple source books, build your character around the fancy things, stat even the most minor powers and abilities in excruciating detail, and bask in the arithmetic).
Combat as well has a similar sliding scale. Even a lot of the stuff in GURPS Lite is optional, like a DX roll to avoid falling if you miss with a kick, or modifiers for bad footing (unless someone put points into Perfect Balance, then it wouldn't be fair to ignore those rules). You could also safely ignore All-Out maneuvers during combat if the characters are high-skill enough. And much of the stuff that you do choose to include is factored in during character creation, you just include an asterisk next to the skill number with "includes -2 from holding a large shield", "includes -1 from encumbrance", and so on. All combat is handled through "modify skill then roll under" so the lion's share of the (optional) complexity in combat comes from how many different techniques and situational modifiers you're using.
GURPS also works if you literally just guess what the modifier is. "As you approach the ninja on the rickety roof you grip your sword in your un-injured off-hand, glaring through the smoke at the black-clad figure blending into the moonless sky. The ninja can't entirely depend on darkness tonight, your gift of night vision will make sure of that". You could look it up and see the off hand penalty is -4, the penalty from smoke and darkness together is -7 reduced to -5 due to two levels of night vision, there's a -2 penalty for bad footing when attacking and -1 when defending... or you could just say "-8 to hit, -2 to dodge" and call it a day. The "real" modifier is -11 to hit and -1 to defend, but if -8/-2 feels right then the actually-real modifier is -8/-2.

There's also FUDGE/Fate which also has a sliding scale of complexity. I don't have much experience with it, but I've heard it's very good and tends to err on the side of faster-play.
 

Corn Flakes

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That product sounds like a great way to turn all those interesting fantasy races into the equivalent of just re-skinned humans.

There's nothing wrong with certain populations being genetically inherently better than others at certain things. Fuck, it results in two very good things for a fantasy game:
  1. you can do really good stories and plot hooks about racism (and/or overcoming it, Gimli & Legolas-style). If you don't feel like doing monocultures, that's fine. You could have the dwarves of one mountainhome having an ancient hatred against the dwarves of a neighboring mountainhome due to a long-forgotten slight. People of the same ethnicity often have issues with people who just... don't live near them.
  2. having a party full of different races teaches you about teamwork and using the best things about each individual to their fullest. That is, celebrating diversity by killing dragons more efficiently.
I'm all for making fantasy worlds more intricate than just each race having a single Hat and nothing else, but ignoring all the cool biological things different races can do in favor of universal ancestries and cultures is going 100% in the wrong direction.
 
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RomanesEuntDomus

Choke on these nuts
True & Honest Fan
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That product sounds like a great way to turn all those interesting fantasy races into the equivalent of just re-skinned humans.

There's nothing wrong with certain populations being genetically inherently better than others at certain things. Fuck, it results in two very good things for a fantasy game:
  1. you can do really good stories and plot hooks about racism (and/or overcoming it, Gimli & Legolas-style). If you don't feel like doing monocultures, that's fine. You could have the dwarves of one mountainhome having an ancient hatred against the dwarves of a neighboring mountainhome due to a long-forgotten slight. People of the same ethnicity often have issues with people who just... don't live near them.
  2. having a party full of different races teaches you about teamwork and using the best things about each individual to their fullest. That is, celebrating diversity by killing dragons more efficiently.
I'm all for making fantasy worlds more intricate than just each race having a single Hat and nothing else, but ignoring all the cool biological things different races can do in favor of universal ancestries and cultures is going 100% in the wrong direction.
I wholeheartedly agree, but the kind of diversity that these people crave is just an endless array of checkboxes that ultimately mean nothing. So, you're a Dwarf? Even just suggesting that this means the character should be short is racist. So anyone can take any label and do anything (kinda like 'gender' has become a free-for-all race to find the most vapid concept).

The strength of RPGs is to imagine to be a different person and slip into a different role. These people have issues with that, cause they lack the basic empathy to identify with a person that doesn't mirror them exactly the way they see themselves.

And then anything that vaguely reminds them of talking points by alt-right shitheads makes them lose their shit. A race in a game is described as warlike and evil? That HAS to be a thinly veiled racist stab at black people. I guess it doesn't help that certain races and professions might have been inspired by real life groups such as gypsies.
 

Adamska

Last Gunman
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And then anything that vaguely reminds them of talking points by alt-right shitheads makes them lose their shit. A race in a game is described as warlike and evil? That HAS to be a thinly veiled racist stab at black people.
That's actually why I laugh hard and call them the racists, because it implies they think black people are idiot emotional children who only understand and use violence. It's the most condescending shit.
 

Corn Flakes

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That's actually why I laugh hard and call them the racists, because it implies they think black people are idiot emotional children who only understand and use violence. It's the most condescending shit.
The real irony is that the vast majority of those "warlike and evil" races are patterned after two real-world cultures: the Mongols (for the marauding hordes) and the Prussians (for the well-disciplined unstoppable army). Of these, the Mongols are quite proud of their heritage of conquering more than half of Eurasia (there's a reason orcs are often depicted with slanted eyes...), and the Prussians... aren't, but that's more the fault of a certain Austrian army private with a funny mustache circa the 1930s than their own historical actions, they're quite proud and happy with how they kicked France's ass before World War I.

You'll find almost zero fantasy races patterned after Sub-Saharan African cultures. Usually they're just dark-skinned humans instead. Occasionally you'll find someone going furry with it and making the black stand-in race catfolk (usually with some exotic wilderness going on), but overall "proud and noble". You'll much more often find fantasy races with negative stereotypes referencing Berbers (raiders), Arabs (fundies or merchants) and Jews (merchants) than you will black people.

Why is that? Because creating a fantasy race that codes as "black" is painting a huge target on yourself and your work. It's safer to just have them be normal humans with Mighty and Exotic Empires Beyond the Sea or whatever, and it means you have your representation checkbox ticked so you can focus on creating more interesting races.
 

MementoMalum

A Guac in every Pot!
True & Honest Fan
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Yeah, I personally avoid non-human races when roleplaying just because I don't think I could do it justice. When most people say "I'm playing a dwarf", what they really mean is that they are playing a short, grumpy human who probably has a fondness for alcohol and will occasionally break out in Gimli quotes. Similarly, when people say they are playing an orc, what they mean is that they are playing a warlike and usually bad at social cues human. Yeah, they technically look different, but the psychology is identical.

I'm playing a goblin in my Pathfinder 2 game, and I'm really trying to bring across a feel that this dude is not human. Not in a creepy way or anything, but he just doesn't have the same mindset as a human being. The main way I'm trying to bring that across is that he has a very different sense of the non-material. He has a very "now-focused" view of time, with the past being a very vague guide for the future, and the future being someone else's problem. He also has an underdeveloped sense of the divine, with no sense of magic or the supernatural. Yeah, weird things happen, but he doesn't claim to know everything and he's sure there's a very good reason for it. And that reason is someone else's problem. He mostly just likes knives and other stabbing implements. He also is very trusting and bad at straight up lying, because "the truth is the truth", what else could it be?

I'm fully aware that this is problematic in many ways (I keep thinking of new ways that this could enable me to be most murderhobo-y of all murderhobos), but its an experiment in roleplaying something that is very much nonhuman.
 

Jet Fuel Johnny

Full Metal Sperg
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Removing racism in RPG's takes away a fundamental part of humanity.

Xenophobia.

Elves are usually EXTREMELY xenophobic, not wanting any contamination to their society. Most people think it's straight "Elves are white people who think they are better than everyone else!" but that's a 6th grade way of looking at it and stupid to boot. Leave that shit for the kids and come with Crazy Uncle Johnny for:

The Magical Mystical Elf

First of all, I could do science gobbledygook and talk about how elves nerve bundles are more adaptable to phasic energy and that's where they get their inherent magical boost from, but that's just faggotry you aren't interested in, just like you aren't interested in the fact that a sexually mature elven woman only menstruates once every 2.5 years with a 2,000 year life expectancy, unless she's one of those freaky moon-bathers who menstruates every 6 months and spends a third of her life in a torpid pregnancy haze.

Oh, wait, you do?

OK, let's start with some baselines...

Elves live for 2,000 years on average, taking into account disease, war, misadventure, murder, and suicide. Yes, suicide. Elves, as we know, are prone to depression outside of their homelands as everything is dying right before their eyes and the mortality of this fallen world, so far from the grace of the Gods that they knew in their younger days, wounds them to their very spirits.

Now, remember, according to Uncle Gary, and Crazy Uncle Johnny agrees, elves don't have souls, they have spirits, and this gives them a close bond with nature spirits and nature inherent.

So, why does this make them xenophobic?

Well, with an insanely low birthrate compared to the other races (even dwarven women have roughly 5.5 children per female in their 300 years of life with the outlier upper baseline of 45.75 children per couple for insane earth-lover dwarves, the fucking oversexed naked hippies) and an extremely non-diverse homogeneous society, they are particularly sensitive to anything that threatens their children. An elven child is usually helpless till roughly 5, when they have a 'growth spurt' on par with normal human growth rate, till they are roughly 13, where it all slows down.

Now, with the elven mind have short term, intermediate term, and long term memory, this affects the way they also learn. It takes, on the average, three to five times as much study for an elf to commit something to long term memory as it does for a human. This means that the 13-95 range is largely taken up by schooling, that's not counting extensive history, family and kingdom lore, heraldry, even magic and the Gods. An elf sexually matures at 105-125, and usually doesn't leave the home until they are easily 250, the original NEETs.

This means that elves are VERY focused on defending their homelands.

Due to their homogeneous society and their problems with other pantheons (The long ascendency and supremacy of the Elven pantheon led to a LOT of ancient divine grudges) mean that they are susceptible to disease. (Remember, part of the descent of the drow was due to a disease that wiped out 2/3 of all elves) Add in the fact that their homelands are often on ley lines, mana pools, and the like, they are sensitive to any disruption.

Which means that a human knocking down a henge 120 miles from the borders of the elven kingdom disrupts the ley line and causes the elves to freak the fuck out because, holy shit, their moon-bellies are currently pregnant and bathing in the manapool! DIE HUMIE!

So, disease, low birthrate, often pictures as having amazing wealth, their kingdoms being extremely static, weaker physically due to bone and muscle density, you've got a society that isn't racist because of 'HU-WYTE SURPREMEACY!", but because they are literally a people that could easily lose the entire population of a kingdom.

Shit, as you know, I could sperg about fantasy races all day. Give you a reason that the dwarves encourage non-dwarves to believe they are a dying race when their halls echo with the giggling and laughter of children and the singing of their bearded women, tell you all about why gnomes took to the sea, or why half-orcs deny BOTH gods and worship the elements, seasons, and the concept of honor and strength over the religions that rejected them over blood-guilt.

But this is too long already.
 

Adamska

Last Gunman
True & Honest Fan
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In a scheme to get my lazy ass to keep doing more classes in my dead ass thread I meant since it's been a week or two since enough of the gang showed up well enough to read more Confessions of a Part Time Sorceress, here's this rundown of the Player's Handbook classes:


Also a bit of a way to take a short load off your mind if you don't feel like watching Wizards fuck up their game harder than they did with 4e.
 

Corn Flakes

Part of a nutritionally balanced breakfast!
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Talk about making your world bland as hell. I will disregard that splat for a project I am making. @Jet Fuel Johnny knows what he's talking about.
To be 100% fair to that splat, it's also just the most recent backlash against D&D's utterly retarded trope of making a dozen environmental variants for each race. So instead of exploring how elven culture could develop in different biomes and environments in your world, don't bother: just scatter around a dozen elf variants that are all essentially self-contained and call it a day.

So while I think that splat is pointless, I do like fantasy worlds where you have more than just one cutlure for each race/ethnicity.
 
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Jet Fuel Johnny

Full Metal Sperg
True & Honest Fan
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Talk about making your world bland as hell. I will disregard that splat for a project I am making. @Jet Fuel Johnny knows what he's talking about.
If you want ideas, just give me a basic rundown of your setting and I don't mind giving you some brain food or stuff to go "That sounds good, but I think I'll..." and get yer noggin' joggin'.

Like I can give you a rundown on how halflings have two societies, the Shire and the Consortium, and are the backbone of the world's trade much like the early bronze age beaker people.

Of course, I can go too deep, which results in people going "Why is that gold worthless when it's just right on the surface to grab and thick veins in the granite cliff?" and then I'm trying to explain extraction costs plus distance times cost per unit of distance plus taxes and tarriffs, and how unless you're a wildcatter, that gold is essentially worthless to the kingdom itself.

So while I think that splat is pointless, I do like fantasy worlds where you have more than just one cutlure for each race/ethnicity.
I love doing that. For the most part it seems like they only do that with humans, and the most diversity we've seen from the old AD&D cultures is Dark Sun. I've always liked having the desert peoples, even the dwarves and the elves, being remarkably different from the core race descriptions of their culture. Hell, slap the Pharaohnic pantheon onto the elves, throw in a little bit of Aztec ziggaruats instead of standard pyramids, with elven chariot troops and stir in the hardy dwarves being the bedoin tribes responsible for keeping the trade ways open while halfings do cultivation along the major rivers, and it's completely different than what most players ever expect to find.

Add in stuff like multiple races worshiping the same gods, dwarves that worship elemental forces, agnostic half-orcs (I'll make my own religion with blackjack and hookers!), and you can end up with some really fun stuff that is memorable to the players.
 
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