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Share adventures in D&D, or other TableTop games here.
 
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The first time I ever played DnD I was our DM (none of us had ever played before). My friend, who's usually sort of a quiet and reserved guy, played this raunchy half-elf thief who, whenever they encountered some morally ambiguous NPC, was moved to join them. His catchphrase was "I respect the hustle," which was funny even when he said it to the Nothic who was going to rend the adventurers souls from their bodies.
 
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One time when me and my younger brother were playing monopoly together, I was losing real badly and my cat came up and knocked the whole board off the table. I like to think he was trying to help me and wasn't just being a goober.
 
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My fiancee is setting up a Call of Chithu game. I rather hate it but I want to play. Oh well. I wish we could play Pathfinder more. Two of our irl friends dropped out due to life. We really need a 4th or 5th person.
 
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Heyo.

I've been playing Pathfinder for years now (spiritual successor the D&D 3.5 to make it short).
So far, I've only played with friends IRL but considered using roll20 to host some over here.

We already have 4 MangaDex players in #tabletop on Discord, I'll DM the whole thing. There's still room for a 5th one since nothing has begun yet.
This won't be a Pathfinder Society play tho, just a regular one. I haven't yet jumped in Society. I'm interested in it but I'll take the opportunity to begin in Society with the playtest of 2E early August.

For a small card game, I'd recommend giving a try to Unstable Unicorns ?
 
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Heyo.

I've been playing Pathfinder for years now (spiritual successor the D&D 3.5 to make it short).
So far, I've only played with friends IRL but considered using roll20 to host some over here.

I started off with pathfinder over the internet, but quickly transitioned to irl 5e with some friends. They weren't the best group, and we eventually drifted, but now I've found a new group, and for once I'm the DM.

Which is a lot better than before tbh. One person was a shit DM, and when the other tried to DM the aforementioned friend would kind of actively ruin his campaign. lol. Glad I don't have to deal with that anymore.
 
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I used to dm AD&D way back in the day (1980's, yes I am old). I was quite a terror when I wanted and these were two of my favorite rooms in this one dungeon of evil I devised:

1) Party enters room and the door promptly shuts, no handle or anything on the inside. Contents of room fairly basic, mostly a few "stone" tables and some (completely useless once examined) scrolls. Walls of room as well as the inside of the door all appear to be made of some weird, unknown material, covered in strange symbols (once again, completely useless). Knock spells do not work, and there is nothing that would allow the use of lock-picking. Any attempt to break down the door (damaging) will cause holes to appear, from which a strange, red viscous fluid would start flowing out. Unchecked the fluid would completely fill the room within 2 "turns" (20 minutes game time), minus the damage caused to the door, so more damage = faster room filled. Only way out was to damage door, then heal it completely. (P.S. Party almost died before figuring this out, lol).

2) Last room was simply furnished with a single table, upon which lay a beautifully designed sword. By this time, the party decided they didn't want to take any more chances and high-tailed it out of there. After we were though, I showed them my notes, revealing that the room was in fact, completely safe, and that the sword was essentially the equivalent of a +5 intelligent holy sword with the additional property that allowed it to be completely (and safely) usable by ANY class. I was cussed out pretty badly there.
 
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I started off with pathfinder over the internet, but quickly transitioned to irl 5e with some friends. They weren't the best group, and we eventually drifted, but now I've found a new group, and for once I'm the DM.

Which is a lot better than before tbh. One person was a shit DM, and when the other tried to DM the aforementioned friend would kind of actively ruin his campaign. lol. Glad I don't have to deal with that anymore.

Definitely didn't sound like a healthy player and/or DM. Glad you found a nice group to play with !
My DM rules things this way, sometimes we like sometimes we don't, which is why I wanted to head in to DMing to because I wanted to show him and my friends how I'd see things going. I don't mean to "teach" it to our DM by making him a player, he wants to be a player too but we had no one to DM. I don't want to change his ways either by showing him how I want to do things, this is my own personal way to DM things and how I want my players to be DMed. It's the same for him and I'm entirely fine with it !

I used to dm AD&D way back in the day (1980's, yes I am old).
Well, the DM of my group and another friend got introduced to D&D by a guy who had been DMing for decades (he "began" with first D&D in 74 and had been tinkering with tabletop RPG before that already), he's definitely not the single one out there as we can see :) There's no age for fantasy.

Your first room's kinda sick tho, I hope your players had to means to "heal" that door at the time ahah.
The second is a common trick of "Dare or Cower". I played a Rogue once and rolled EVERYWHERE to check for traps. I spent 3 sessions of almost 12 hours each (with breaks, eating etc included) without spotting a single trap (there wasn't any). At the end I was like "screw this, I'm tired of rolling for nothing". Literally one step after that, I fell into a trap. The DM didn't even set this up, he told me he was like "he's finally going to spot one lol" and went 180° "LOL HE GAVE UP WITH THE WORST TIMING". I would've thrown the table over if it wasn't so heavy ahah. We laughed so hard since at this point it almost became a running gag "hey the thief, could you please stop wasting our time checking every nook and cranny of this perfectly safe dungeon ?".

Your sword could've been a sick cursed +5 ego 24 chaotic evil sword as well so I understand them. Too bad they didn't appraise it before giving up on it.
 
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Had a game today
One of my players decided to test how many mugs of ale his character could drink
He got to 8 before passing out
Impressive.
 
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Uhh I always want to try DnD

how to play? How the dice work? Is it on DM whim?
 
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Uhh I always want to try DnD

how to play? How the dice work? Is it on DM whim?
Hopefully quoting my book isn't considered self advertising :pacman: so here goes:

A table top game refers to any recreation
that may be played by one or more people together at a table, you may know examples such as Chess, Poker, Jenga, Connect 4, Monopoly, Cluedo, Settlers of Catan. Table top gaming is its very own diverse world of entertainment and role-playing games are but a sub-section of it.

Although originally a genre of games that were planned to be played at a table together with your friends, nowadays thanks to the evolution of the digital world, 50 years later after the original release of D&D, you are now able to meet, befriend and play together with people from all over the world, with the only
barrier between you possibly being time zones. If for some reason you are not able to charm your friends into playing with you, know that there is definitely someone out there that is interested in the kind of
games you want to create or that cater to the worlds you wish to be part of.

As either a Game Master or a player, as long as there’s at least one person filling each role then a game is certainly possible, and, of course, campaigns can grow as big as a GM (or multiple) feel comfortable running for a group. From the perspective of a gamer, the GM takes on the role of the CPU that controls
the game, taking in the requests made by the player(s) and making sure the logic of the world maintains its structure. Upon choosing your system, be it D&D or any other, the first step is to create the characters, not necessarily the mechanical versions of the them that you will be using for the system, but the concept of what you wish to play. Do you wish to play a character like Legolas, an elf archer? Do you wish to be a magician, a rogue, a fighter? Although party compositions may be importantf or balance, the author encourages that above all, the player is allowed to build what they crave to play as.

Don’t forget, however, to give just as much attention to characterization. Even if you aren't experienced in the art of writing and acting, just making sure that your character has details and quirks, no matter how much they may be labeled as clichés, make a more interesting persona than your average
self-insert.

Next, you will transfer the idea of your character into the system that you are planning to play. Not all systems are compatible with your ideas, but remember that the game is what you make of it. You can create exceptions to the rule, make up new ones, create and alter what is before you to your hearts content, after all, that is how HK came to be.

And with that, it is now up to the GM to get your first session ready. You may play in either text or voice
format, the latter being more reminiscent of how the hobby started, although the former may be more
comfortable for more timid players as has been observed by the author. There are definitely ups and
downs for each format: voice-based sessions are faster since you don’t have to type down your actions
in-game and it is more dynamic to get an answer from the GM for help regarding any aspect of the rules
of the game, while text-based games allow to store and maintain a perfect record of every action ever
taken in-game and may be even reviewed in the future by a nostalgic group of friends.
Upon deciding this crucial detail, the GM will have the arduous task of introducing the players to the
setting. For the un-initiated, some good examples of where to start your campaign in the setting that
you’ve chosen are closed off spaces where the characters can immediately get to bonding, such as a
tavern, a carriage, a prison cell even. Characters may also know each other beforehand and already have
formed bonds but that is up for the players to discuss with the GM.
From that point onwards you are ready to start your very own table top role-playing campaign. Make
sure to be respectful of others’ time and set up a schedule of when you wish to meet to play and in case
of not being able to attend to a session make sure to notify the other group members in advance, if
possible, the GM being the one, in case he isn’t missing, to choose on how to deal with the absence of
the player. If you’re having issues with the current schedule due to changes in your personal life, make
sure to also let your group know so you may reschedule to accommodate for everyone. Always
remember, the group is there to have fun, and that includes everyone’s fun. The GM’s and the players.
Go forth now, explore the remainder of this book and share your new passion with the people that wish
to ride with you on epic adventures!
 
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I posted a JTRPG thread a bit ago, if that counts.
We already have 4 MangaDex players in #tabletop on Discord, I'll DM the whole thing. There's still room for a 5th one since nothing has begun yet.
Wait... there's a section in the MDX discord server?
Uhh I always want to try DnD

how to play? How the dice work? Is it on DM whim?
Thus I add: Does it have to be D&D? Or is it just the general go-to for TTRPGs?
 
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Today, on my Friday session, the party is about to engage in a big combat encounter!
When I have a lot of NPCs like in this scenario, I let my players handle allied characters as well to lessen the burden and to allow them to not just stand at the table waiting half a hour for their turn.
u6CxfUg.jpeg
 
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@TheDragonMaster - oh, look, you're already here. That makes this easy.

Fun story #1.

Star Wars game (there's an older D20 system setting), group of five plus the GM. I was playing a human (male) jedi novice, we had another wookiee (female) jedi, and a couple scoundrels and a tech-type, I think. We would have been about level 3 - enough time spent to get a group dynamic with the characters, but not super invested just yet; we'd run through a couple encounters and gotten some stuff, but weren't up to 'epic acts of heroism' against major threats by any measure.

Group was chasing the main plot the GM wrote up, and headed into a cave to obtain... something. We came to a ledge maybe 20 feet high to one side of a large room that we need to get across. Main portion of the room is filled with a huge swarm of... rats, or something similar (space rats? sprats?). Discussion ensues about how to get through. Discussion takes a turn (as it usually did) through several unrelated topics, and ends up with my character making a suggestive remark to the wookiee. Wookiee makes a suggestive remark back in jest.

So my character motorboated* the wookiee.

The wookiee did not take kindly to this, and shoved my character over the edge of the ledge (due to a failed reflex save), into the swarm, causing him to take massive damage (level 3!) between the fall and the swarm, and to be rendered unconscious and defenseless before being able to react.

Then the wookiee felt bad, and jumped down into the swarm to try and rescue my character (based on a failed roll of some sort as to just how much damage the sprats would be able to do), as did one of the scoundrels... causing them to both take massive damage from the swarm (level 3!) and end up unconscious and defenseless.

The remaining two characters (scoundrel and tech) responded with a perfectly rational 'they're dead, fuck this, we're out'... and then in true gaming fashion decided, 'wait, there's a bunch of loot on those presumably dead guys, we should recover it'. So they took a stash of explosives the tech had picked up in a prior encounter, rigged all of them up together, set a timer, and tossed it down into the swarm.

However, they made two crucial errors - they grossly underestimated the range and power of the charges (probably due to another bad roll), and instead of hauling ass out of the cave to be safe, they... walked a little ways back down the passageway we'd come in. So when the charges went off, instead of just turning the swarm into ratsteak tartar, they brought the entire cave down... on top of themselves.

From start to finish, this entire episode took... six or seven rounds? Certainly not ten. And maybe ten minutes of actual play time at most.

There was a period of about thirty seconds while everyone came to terms with the concept of 'total party kill' first hand. Then the GM - who had been gaming for 25 years(?) at that point, and had been psyched up for months about finally getting to run a Star Wars game with a decent group - closed his book and said, "Well, that's the first time that's happened to me. Who wants to GM the next game, and what should we do?"

Within our circle, the saying wound up being 'Don't motorboat the wookiee.'

*If 'motorboating' is not a term the reader is familiar with, puff-puff would be a more Akira Toriyama way of expressing it. If that's still not clear, I'll leave it to the reader to figure it out.
 
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@TheDragonMaster - oh, look, you're already here. That makes this easy.

Fun story #1.

Star Wars game (there's an older D20 system setting), group of five plus the GM. I was playing a human (male) jedi novice, we had another wookiee (female) jedi, and a couple scoundrels and a tech-type, I think. We would have been about level 3 - enough time spent to get a group dynamic with the characters, but not super invested just yet; we'd run through a couple encounters and gotten some stuff, but weren't up to 'epic acts of heroism' against major threats by any measure.

Group was chasing the main plot the GM wrote up, and headed into a cave to obtain... something. We came to a ledge maybe 20 feet high to one side of a large room that we need to get across. Main portion of the room is filled with a huge swarm of... rats, or something similar (space rats? sprats?). Discussion ensues about how to get through. Discussion takes a turn (as it usually did) through several unrelated topics, and ends up with my character making a suggestive remark to the wookiee. Wookiee makes a suggestive remark back in jest.

So my character motorboated* the wookiee.

The wookiee did not take kindly to this, and shoved my character over the edge of the ledge (due to a failed reflex save), into the swarm, causing him to take massive damage (level 3!) between the fall and the swarm, and to be rendered unconscious and defenseless before being able to react.

Then the wookiee felt bad, and jumped down into the swarm to try and rescue my character (based on a failed roll of some sort as to just how much damage the sprats would be able to do), as did one of the scoundrels... causing them to both take massive damage from the swarm (level 3!) and end up unconscious and defenseless.

The remaining two characters (scoundrel and tech) responded with a perfectly rational 'they're dead, fuck this, we're out'... and then in true gaming fashion decided, 'wait, there's a bunch of loot on those presumably dead guys, we should recover it'. So they took a stash of explosives the tech had picked up in a prior encounter, rigged all of them up together, set a timer, and tossed it down into the swarm.

However, they made two crucial errors - they grossly underestimated the range and power of the charges (probably due to another bad roll), and instead of hauling ass out of the cave to be safe, they... walked a little ways back down the passageway we'd come in. So when the charges went off, instead of just turning the swarm into ratsteak tartar, they brought the entire cave down... on top of themselves.

From start to finish, this entire episode took... six or seven rounds? Certainly not ten. And maybe ten minutes of actual play time at most.

There was a period of about thirty seconds while everyone came to terms with the concept of 'total party kill' first hand. Then the GM - who had been gaming for 25 years(?) at that point, and had been psyched up for months about finally getting to run a Star Wars game with a decent group - closed his book and said, "Well, that's the first time that's happened to me. Who wants to GM the next game, and what should we do?"

Within our circle, the saying wound up being 'Don't motorboat the wookiee.'

*If 'motorboating' is not a term the reader is familiar with, puff-puff would be a more Akira Toriyama way of expressing it. If that's still not clear, I'll leave it to the reader to figure it out.
holy shit sensei that's amazing
why would you motorboat the wookie tho! were you trying to seduce her? :meguuusad: :meguuusad: :meguuusad:
 
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@Angry_Panda okay then, a short story of mine when I was running nine years ago or so "Apocalypse World" (Powered by the Apocalypse System). That roleplaying system instead of classes or anything like that has archetypes, because all of them are fleshy individuals and have weakness to bullets, blades and violent beatings, so nothing fantastical. So the characters for my group were as it follows:​
  • An Angel (the most close to a medic) with some screws loose from the start.​
  • A Driver (having a vehicle in this setting is no little thing) with a school bus reinforced and gun turrets on it.​
  • A Hardholder (a gang leader that rules a settlement) with bad logistics but loyal gunners.​
  • A Hocus (a cult leader because it's cool) that leads a nomadic sect where the men pray for winter to never come.​
So this merry group started with some concerning news: some people have started going missing in an area close to the settlement. Usual stuff in this world but the Hardholder doesn't like when it affects to his men so gathers the few friends with brains he has. The four of them gather at his home and after each of them making their glorious arrival the Hocus proposes to use his augury (a ceremony where the Hocus can peer into "the world's psychic maelstrom" to learn about past, present and future probable events as it were a prophecy) to get some insight about the situation before moving. And now it happens: the five of us stand around the table and in a completely but syncronised manner we perform the ceremony. The Hocus player announces every step and the rest answer, and as it progresses I describe the vision they're having. When we finish, I look around and all the people in the room (around 15 people, mostly from our RPG club, but also from other clubs in the same building) are staring at us wordless and in awe as some mutter "I don't know what they're playing but I also want...". We were satisfied of course, but the rest also had a good time.

After that, the four of them decided to go to the location inside the school bus, plus half of the sect members and half of the gang. Just imagine one half of the bus filled with tough looking gunners and the other one with men wearing only clothing around the pelvis and women wearing burka. But that part is better left for another day, as the bus of madness had an interesting travel as well.​
 
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why would you motorboat the wookie tho!
That was... just one of those things. We'd been playing as a group for something like five years at that point, so there was a certain amount of 'how can I get a reaction out of another player' that went on regardless of the setting.
When we finish, I look around and all the people in the room (around 15 people, mostly from our RPG club, but also from other clubs in the same building) are staring at us wordless and in awe as some mutter "I don't know what they're playing but I also want...". We were satisfied of course, but the rest also had a good time.
Any time you can make non-players jealous, you should.
 

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