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(399.41 KB 690x359 What_a_superb_idea.png)

Idea thread Anonymous 05/01/2023 (Mon) 20:31:43 Id: 3186ee No. 793
A thread for posting Ideas. Can be stories, Items, campaigns or even entire systems if you have an idea for those. I will start! So the idea is for a weapon, for reference I am going to use D&D rules. It is a sword simply called "Tyr". Its a +5 longsword but it has a curse that makes it so every time you enter combat you must do a willpower DC 15 saving throw. This is to represent the fact that the sword makes you feel far more afraid than normal. If you fail your character is paralyzed with fear and must overcome the DC 15 saving throw to snap out of it. On top of all of this you have disadvantage on any saving throws involving fear. Why does a sword named after the bravest of the gods make you afraid? its simple. The sword itself is a test of bravery, Only those who can overcome their fear are worthy of wielding it. Much like how Tyr, The bravest of the gods overcame his fears time and time again. DC check is probably way too high though. Any thoughts?
1920s campaign. Gumshoe detectives, patrolmen, and maybe a sgt. investigate alcohol or heroin smuggling in the area. Basic police procedural, with added era appropriate flair. Prison campaign Players play random criminals recently incarcerated long term in a federal prison facility. All housed on the same wing they interact and deal with common threats perhaps ending up calling the shots. Stranded campaign Players survive plane crash in the wild and must survive harsh elements and wildlife in order to make it back to civilization.
Crusader Campaign. Players are knights embarked to the holy land during one of the crusades. Along the way they must balance piety vs. practicality and may finally arrive at the holy lands far twisted beyond recognition as nothing more than brigands. But still they must fight the muslim hordes for Christendom. History calls them doomed from the start. Can the players defy fate? Alternatively this can be done with players as mercenaries in the Rhodesian bush war or Vietnam.
>>799 >Stranded campaign I like that one, In fact I was thinking of making a campaign like that but instead they're shipwrecked.
>>803 Yeah that could be fun. Theres ideas out there that are unique and can lead to very memorable campaigns. Some are risky, but the possibilities are there. Like gilligans island but serious. Maybe mid pacific so you can get komodo dragons and gators and sharks. but the plane angle gives you additional options such as arctic, jungle, mountainous, and desert. But regardless of location chosen each one has unique challenges to be modeled in advance so as to ensure a more enjoyably challenging simulation.
Destroy All Monsters style of campaign Make everyone huge and let them fuck shit up The enemies? Also huge Beat that giant with half a building, throw the monsterpede into a lake, stomp through the dumb enemies barrier, just go wild
Here's an idea: Try being original instead of copying copies of dungeons and dragons.
I've been kicking around one. Basically it's a tabletop version of Invader Zim, Destroy All Humans, and X-COM where you specifically play as alien invaders. The alien threat should most likely be a confederation of different alien races so the players have a lot of options for what to play, but some species would be naturally prone to animosity or better suited to all the same race. This would depend very heavily on session 0 play style to familiarize players with their options and the mechanics. Obviously something more like a xenomorph would be a lot harder to pull off and should have more specialized dice rolls for their character to succumb to instinct. Others could be grays, whose objectives would focus heavily on abductions and study. You really could mine quite a lot of pop scifi for player types and objectives. I would draw the line at lovecraftian entities simply because they're too powerful. I would however save that for NPC alien threats. Because I would also have modules structured around rival alien factions with different invasion methods and even more hostile attitudes, possibly even ones with active human collaborators. The emphasis should be on stealth, and the gameplay very objective-based. Humanity is very much a Humanity Fuck Yeah caliber of enemy mixed with some comic stupidity. The players should be an outlying force relative to their alien affiliation, possibly they crashed by accident, maybe they're the seed invaders meant to gather intelligence, but they shouldn't be the armada or mothership. Effectively blending in or hiding out would be critical to achieving their objectives. Players might get lucky on not being discovered but rest assured once it happens they will not hesitate to escalate the conflict from rednecks all the way up to MIBs if players get careless. This would also be some of the fun, I think some PARANOIA-flavor could be added in where the players are to some degree being set up to fail or get caught, and have to do damage control while attempting to bail on their mission. Actually, it would make a lot of sense for the setup to be that the players crashed their vessel and have to work towards being evacuated from earth undiscovered. Honestly the more I think about it the more scenarios and angles I see possible. There could be peaceable aliens the players could be, and the campaign would focus on establishing contact with the CORRECT type of humans, and dealing with the politics of that, or even having to fight off an invasion from another collection of aliens.


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