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Creating new OC for the board. Anonymous 04/17/2025 (Thu) 04:15:49 Id: ce7d79 No. 1353
I don't believe this place will get enough traffic to see any kind of /tg/ revival, but on the rare chance it does, I'd like to discuss how we can create new OC for the board. Game systems, settings, whatever. There are two main issues that plagued 4chan's /tg/. One was worldbuilding without any real order or goal to work towards. Second was faggots like Neckbeardia poaching content to resell or exploit. The first one has a clear, but not easy, solution. If you are serious about creating something, then the you should take a leadership position and decide which contributions from other posters to incorporate into it. If someone is just throwing out vague trivia like 'The elves in this setting eat gold and hate raspberries', then you should just ignore that poster as a noncontributor. The second problem admittedly is a much worse one and I'm not sure what to do about it. Neckbeardia was able to slightly rebrand Nightshift and got a Kickstarter for it to the tune of 25k British pounds. I've had two ideas in this regard: >1. Works are published with a Attribution-NonCommercial 4.0 International license, thereby preventing fags from taking OC and reselling it >2. Establishing a brand or group on places like Drivethrurpg that exists to publish OC strictly under a free noncommerical license (call it AnonWorks or something like that) Then again, the second thing might not be an issue if content poachers never bother coming here. What do you all think?
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>>1353 Any "public" development is under risk of poaching regardless of how you try to do it. Just accept the fact that there is always some nasty faggot that will just steal your stuff and earn money off of it. That is why this stuff is usually closed and under NDA. Don't develop any serious stuff here. Only brainstorm or do stuff for fun. Have an elf.
>>1354 Reasonable take. I know it's not the old days where good ideas can just naturally ferment without people trying to profit from it. People say that doesn't matter, but I am not going to give free labour to a faggot like Neckbeardia.
>>1355 It's somewhat a sad reality where even though everyone now has internet and it's so much easier to connect with people with different ideas, the risk of your labour getting exploited has also risen. Hence why a lot of creators actual join closed discord groups because you can somewhat gatekeep thieving faggotry to some extent.
I don't think either option is going to work. Even if anons wanted to have some janny publish their works for them we dont have any money to enforce said copyright. So if someone were to take a ruleset made by anons here and modify it, there would be precious little we could do.
On the note of /tg/ culture, what ever happened to 1/2d4chan? Has it mostly been abandoned? It was 1d4chan which first lead me to 4chan, so I have a special place for it.
>>1376 Yeah, I don't think so either. Attempting to janny a project like that goes against the spirit of OC creation in the first place too. I want to make meaningful contributions, but I don't want to see them get uploaded to Drivethrurpg for five bucks. Like >>1356 said, only way you could keep poaching faggots out is by joining closed groups, which again would defeat the point of strangers making OC for the board.
>>1379 I think they're 1d6chan now. You can google them easily. >>1380 I believe OC is one thing, creating a whole project is a completely another level
>>1379 There is 1d6chan that triggers some anons, because current admin team goes harder on moderation and instead of time capsule, they want to revive it as to-go /tg/ wiki, however this includes nuking some files of lewd nature (mostly r34 loli Holo from Spice and Wolf), that were not linked to any article and purging edgy articles (rape engines, etc.). Then you have 2d6chan, that is more about keeping the old stuff in and preserving old 1d4chan, but admin started to purge articles related to personal campaign settings, so no one is sure what is his end game.
>>1353 We could just start with something very simple to see if it is possible to accomplish it. And think about how the problems could be handled in the process.
>>1353 >>1355 I'm not certain if this board is going to get the biggest boost in light of the 4chan hack leaving most of /tg/ without their usual haunt, but it might be worth a shot. There is the webring /tg/, but I have noticed that they have become even more hardcore OSR-or-bust, though I acknowledge that I shouldn't rain on their parade for people who like that. At least, I have gone and tried to continue one of the threads from 4/tg/ in the event that happens. >>1474 Sure, go for it! If this board has only about thirty or so users, I am certain it's still going to be relatively possible.
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>>1474 >We could just start with something very simple I think it's long overdue for anons to create something new (like the good old comfy snow crawler threads on half/tg/). Maybe a simple adventure module for DnD? Nothing too big, like Ravenloft campaign, more like some side plot decorated with new monsters, few rare artifacts exotic spell, and possible hook for future continuation? With slower boards it could be done without being overshadowed by generals, bumped into oblivion or lost in swamp of "What does elven ranger need in their satchel" threads.
>>1499 I'd love to contribute. I'm more of a fluff guy than I am a crunch guy, if that's alright. Some questions: >Does this take place in an already existing setting? >If not, what are the broad strokes of the setting? Post-apocalyptic? Eternal night? A world that's unusually bright? >What kind of location does the adventure take place in? Dark forest, forgotten elven kingdom, a super graveyard? >Since there's an adventuring party, why would they be here? >What monsters or dangers await them in this place? >Any notable hazards, pitfalls or traps? We don't have to answer these all at once. Once we have a solid context to work with, other things should fall into place. Any established details should flesh out the adventure more than the setting. 'The bog water here has undead beneath its surface' versus 'The undead were slain in an ancient war from long ago and their shields are emblazoned with an eagle.'
>>1504 I'd love to contribute too! I assume we are doing 5E or 3.5E, right?
>>1499 I can post my short campaign that I used to test two new players. I can also post the faction setup I did for my main evil campaign
>>1504 >>1505 I would personally work with following guidelines: >No specific settings >>Adventure should be plug and play for standard fantasy campaign >>Loose coupling to pantheons, "God of Darkness" instead of Nerull, Lolth, etc. >>Loose coupling to realm, "Great City" instead of Baldur's Gate >DnD 5e >>Popular and somewhat versatile >>Should be easy to port to 3.5e and other games, if deemed interesting enough Those are my overall suggestion, now for the adventure itself, >>1504 raised best question: >Since there's an adventuring party, why would they be here? I would suggest ""The Curse"". Somewhere on map, there is small village, or bustling town, that was cursed by unknown force, maybe deity, demon, fiend, or spirit. Party of adventurers may be passing through this place by pure chance, or they were sent here to perform boring delivery, maybe escorting local noble, that is tasked with investigation. >>1517 Please do, I think nobody will be angry with us using this thread to play around.
>>1520 >I would suggest ""The Curse"". Somewhere on map, there is small village, or bustling town, that was cursed by unknown force, maybe deity, demon, fiend, or spirit. Party of adventurers may be passing through this place by pure chance, or they were sent here to perform boring delivery, maybe escorting local noble, that is tasked with investigation. I think that's a great direction to go in. >Usually bustling town is lethargic >Everyone is miserable and no one knows why >The party either happens on this town by chance or the local authorities have noticed something's wrong, hiring adventurers to investigate >Recurring symbol has been seen painted onto various walls >Rumours of strange artifacts being traded between the locals Alternatively, I had the idea that this town is a cursed place that can appear just about anywhere, luring unsuspecting travellers to their dooms.
Just wanted to say that loss of /tg/ and all of the amazing creative power it had would easily be the single thing I'd mourn the most if 4chan doesn't return. Definitely staying here in any case. Love all of you anons and godspeed on any of your projects
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>>1565 >>Usually bustling town is 'lethargic' >>Everyone is 'miserable' and no one knows why So our curse has more defined form, it is a Wasting Blight or Wasting Curse. Curse is spreading through townsfolk like sickness, resistant to healing magic of both natural and divine origin. No one knows (officially) how it started, but right now, there are dozens afflicted being treated in local temple converted to infirmary. >>Usually bustling town This is also very good point, bustling towns are towns that have commerce and movement of goods, but if locals are wasting away, people will be afraid to trade with them, therefore we have additional solid quest giver: Local Wealthy Merchant aka LWM, who wants problem solved, not because of townsfolk suffering, but because his investments are suffering. We could even extend city to add commercial river docks, maybe town is on important crossroad, where goods are transferred from river boats to land based trade caravans. This already gives multiple reasons, why party would be visiting, on top of their personal background hooks. >Recurring 'symbol' has been seen painted onto various walls >Rumours of strange 'artifacts' being traded between the locals I like the artifact aspect, maybe they are just weird local fetishes/talismans/charms for protection, or maybe they were trading these artifacts well before curse struck them? Was the artifact trade only between locals, or were they also exporting those artifacts outside? Can the artifact be linked to Wasting Blight? I would suggest to introduce first proper NPC: "Placeholder Nobleheart", half-elf, cleric of life domain with druid multiclass. She is running local apothecary and takes care of temple in absence of head cleric, who left city in seek of cure (possible side plot hook). I think she could be introduction point for players, giving them some initial activities that force them to explore specific areas: >"Anons, I need Crimson Cusps, mushroom endemic to our weald, to prepare concoction, that at least slow wasting disease. Can you gather dozen cusps for me?" <Party explores Weald area near town to unlock additional information about wasting disease <Party can gain trust of Nobleheart >"Anons, rumor has it, that caravan from East, carrying rare healing reagents was ambushed! I need you to investigate and reclaim cargo for me." <Party can get small reward and access to Temple's small cache of scrolls and non healing potions <Party has chance to encounter some module unique monsters >Alternatively, I had the idea that this town is a cursed place that can appear just about anywhere, luring unsuspecting travellers to their dooms. While I find this interesting plot point, I think this gets too close to Ravenloft's Dread domains, I would vote to not follow this exactly as written, instead safe it for possible source of curse. So further questions we should tackle: >Source of curse, where it came from, why now and how it spreads >What are the rumored artifacts and how they tie in into current situation >What other locations and encounters are within and around the town? Also sorry for slop posting, in my defense, I just found it on google.
>>1643 >Source of curse, where it came from, why now and how it spreads So in terms of a wasting blight, maybe it could be something to do wtih a wizard trying too hard to overharvest something from the people (maybe he was trying to farm emotions from them or something, and (accidentally or otherwise) he made the curse? For an idea of how it spreads, maybe the cursed generate voids through some means (like staying too close to each other, which would be hard to avoid if they are trying to lean on each other to weather the curse) >What are the rumored artifacts and how they tie in into current situation Maybe since we are doing a blight or something, there could be a magical hoe that was used to prime people's minds for the wizard to harvest whatever he needed, and a magical sickle to actually carry out the act? Or if you're not too keen on that, maybe a profane artifact staff that seems to have a mind of it's own, but is actually sapient and sucks up the same thing (emotions, perhaps) the curse saps. >What other locations and encounters are within and around the town? Maybe the wizard's tower, seemingly abandoned but hiding a secret, hidden behind some trees? Or a pub where people are drinking themselves into a stupor to try to feel again but are actually making the curse worse, or even generating magical anomalies of things are getting really bad.
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>>1648 >wizard Since we are in brainstorming part, feel free to expand that idea: >What type of wizard? >What was the concept that spawned curse? Harvesting emotions/dreams/inspiration/souls for what? Since we are talking about mental/soul drain that manifests as physical wasting in later stages, that starts to sound like something fiendish, maybe Succubus? It would be interesting to see Wizard meshing his magic with fiendish aspects, would it work for Warlock? >What would be the end goal of wizard? Finalizing some magnum opus? Gaining demi-mortal status? Or just doing bidding of some nether entity? >Wizard Tower I would really like to expand on the idea of having separate location ~ Weald, that would be next to town. Hidden wizard tower somewhere in deep, ancient forest, that would require some planning/actions to find. That place could be even siphon for the townsfolk energies and have unstable nature, emanating the emotions into weald, resulting in those endemic herbs and mushrooms that could stop progression of late stage curse and on top could corrupt some animals to create special monsters. This could nicely tie in to generating magical anomalies.
>>1653 >What type of wizard? Off the top of my head, maybe one that specialises in enchantments? But if you want one of the other flavors of caster, maybe it's a warlock who's using emotions to try and help his master (whatever the flavor) work to some end, like to help them create an avatar to infest people's dreams. Or regardless of how he is flavored, maybe he's using it to try and mess with or destroy the dream realm itself. I like the idea that the mushrooms are the result of the anomalies, and could see that as being altered to match the wizard's flavor in turn.
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>>1385 >>1394 Thanks, I will be happy with 1d6chan because 2d6chan is non-existent from my searches, and 1d6chan is a husk.
>>1752 Was he talking about 2d4chan? Just something to chew on while I wait for someone else to contribute to thread homebrew.
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>>1752 >>1761 Yeah I was talking about 2d4chan, I was retarded, when posting. >>1661 All of that sounds pretty neat, classical fantasy like from 3ed, do you think you can expand on the wizard? Maybe try to flesh him out, add some details on top and tie him into the core idea of adventure? Also as direct feedback, I like the idea of creating avatar for infesting people's dreams, which would nicely mesh with incubus as patron for Warlock, but that's my pov. Also I was thinking about intermission between "the Cursed Town" and the Wizard Tower" and came up with idea of Husks: >Locals, such as foresters, hunters and others who decided to live in wilderness >First to afflicted with curse >Once curse started in town, they left behind in their forest dwellings >With all emotions and vital power drained from them, they become husks >Mushrooms sprouted from their flesh and animated them >Unintended side effect of curse turned them into monstrous guardians Here I thought, that they should be somewhat rare and pretty tanky, maybe give them unique flavors: >Husk that releases spore clouds capable of causing paralysis with DC 13 for character to becoming (limited use, let's call it 3/day) >Husk that grows Violet Fungus from their torso, so it has multi-attack and player can decide to attack violet fungus growth specifically (with bumped AC) >Husk overgrown with Gas Spore Fungus, causing any successful melee attack to trigger spore explosion (internally to be handled with counter of 6/day) Which leads me to question, if curse can be broken and you can save townsfolk, could you save and restore these monsters? Maybe not the mook types, but introduce some NPC that retains parts of humanity, but is not fully in control of their actions, however, it could be safed/appeased, maybe bypassed by some extra action requiring preparation from players?
>>1821 >Incubus patron warlock Let's roll with that. >Which leads me to question, if curse can be broken and you can save townsfolk, could you save and restore these monsters? Maybe not the mook types, but introduce some NPC that retains parts of humanity, but is not fully in control of their actions, however, it could be safed/appeased, maybe bypassed by some extra action requiring preparation from players? I think that could be possible, maybe by trying to find a good source of anti-fungal medication of sorts... perhaps our cleric NPC is starting to work on a cure or something, and with the help of the players she can work out a solution? For more abilities relating to the mushroom flavor, maybe there is a husk that can reach into the ground as a bonus action, and for the turn it activates that ability, it can spend movement on the turn not to move but to turn 4 squares within 120 ft. per 5 ft. spend into difficult terrain by making sharp mushrooms spout on the ground? I do agree they should take a fair bit of punishment assuming they have few other abilities. But I should see what others in the thread say first, since I think they should contribute ideas too.


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