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Post by Acrux »

UltraFan123 wrote: July 24th, 2025, 21:07
And of course the negress has an East Asian outfit.

I guess modern game devs got bored of ******** on Western Europe for a change.
It's all true to Sanderson's Cosmere stuff, though. The characters are supposed to look Indian/Asian (except for one minority group of red-haired whites, and another country that's mostly white people and is supposed to be mostly closed off to outsiders) and the weird looking guy is a Parshendi who have a carapace over their skin.

He designed it to be woke from the start.
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Post by UltraFan123 »

Oki then, here are the Petal Throne books that I could find.
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Post by Tangerine »

Acrux wrote: July 24th, 2025, 23:51
He designed it to be woke from the start.
You're not allowed to become a bestseller unless you're playing for their team.
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Post by Rand »

Image

Sounds ghey AF.
Last edited by Rand on July 25th, 2025, 02:16, edited 1 time in total.
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Post by WhiteShark »

For anybody who was interested (probably no one), here's what an acquaintance of mine thinks of Daggerheart, the RPG from the Critical Role crew:
Acquaintance wrote:
My largest points of disappointment with Daggerheart are:

• 1. The GM's action economy in combat is based almost purely on how much the PCs flub rolls.
• 2. Hope and Fear create success spirals or failure spirals. Success leads to future success, and failure leads to future failure.
• 3. The game has once per short rest (in-game), once per long rest (in-game), and once per session (out-of-game) mechanics all mixed together, leading to awkward resource management.
• 4. Adversary math is inconsistent.
• 5. Druids are simply too strong, for a number of reasons.
• 6. Bards are just number-tweakers rather than action-enablers.
• 7. Too much of the game ultimately relies on GM fiat, in a way I find grating even for a PbtA game.
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Post by Acrux »

Japanese RPG Sword World will have an English version soon. Looks like it's based on 2d6 rolls. @WhiteShark are you familiar with this system?

https://mugengaming.com/blogs/news/muge ... in-english
What Is Sword World?

Sword World is the most successful and long-standing tabletop RPG in Japan. Originally created in 1989 by Group SNE, it has been in continuous publication for nearly 40 years and has profoundly shaped Japan’s fantasy and gaming culture.

The game takes place in a rich, dynamic setting — a world literally created by ancient sentient swords known as the Swords of Genesis. The setting is filled with magic, guilds, ancient ruins, and dungeons shaped by mystical energies and magical technology. It’s inspired novels, anime, video games, and more across Japanese media.
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Post by WhiteShark »

Acrux wrote: August 1st, 2025, 17:12
Japanese RPG Sword World will have an English version soon. Looks like it's based on 2d6 rolls. @WhiteShark are you familiar with this system?
A little. I've read some of the rules, but I've never played it. From what I remember, multiclassing is the default because classes only go up to level 10, so PCs are expected to pick up some levels in another class or two. It has three different systems for combat of increasing complexity; the basic one has a rearguard zone, a melee zone, and an enemy rearguard zone; the intermediate one adds distance measurements but remains linear; and the advanced one uses a grid. EXP comes from showing up, completing the session objective, and defeating monsters. The game assumes that that each session will consist of a fixed scenario provided by the GM that the players will follow obediently:
Core Rulebook I wrote:
In this situation, players will be free to speak and act as they will, with the GM listening carefully and providing ways to advance the scenario.

However, if a player blatantly goes against the spirit of the scenario, the GM should politely but firmly guide and advise the player to follow the scene. Even though each player has some independence as to how their character acts, they shouldn't actively bring the level of excitement down for everyone else.

Conversely, the GM may secretly change the content of the scenario if they determine that an unexpected turn of events would make it more interesting.

In either case, if the GM confidently leads the scenario, players will tend to act more dignifiedly.
Loot is tied directly to monsters, each having its own little loot table. Sometimes the loot is a body part from that monster, which, as a Monster Hunter player, I appreciate. Sometimes they drop Sword Shards, which are tied into the lore in some way that I don't remember; these can be sold for gold or traded to the Adventurers' Guild for reputation. Reputation, in turn, is spent on magic items or increased rank in the Guild; higher rank allows acquiring magic items of a given reputation cost without paying any reputation.

There are no social skills, so persuasion and the like are accomplished by GM fiat. I also don't recall there being much in the way of exploration procedure. The sample scenario has some bespoke tables for determining what the party runs into in various scenes, but there doesn't seem to be anything standardized in that regard. This rpg.net post talks about some of the more complex published scenarios that include gridded regional maps with various fixed and random encounters keyed to each space. I didn't find any procedures for creating dungeons; this was the only advice I found on it in the core book:
Core Rulebook I wrote:
When the GM presents Shallow Abyss <note: the most common sort of dungeon> in the scenario, they may prepare outdoor hindrances desired and may place monsters and treasures as desired, with no particular concern for rationality.
It's possible that there are procedures for such in the supplementary books, which I have not examined.

I'm pulling the quotes from the fan translation project, which has been around for a while.
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Post by WhiteShark »

Image

Just saw this. It looked so gay and terrible that I knew I had to make everyone else see and suffer, too.
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Post by UltraFan123 »

WhiteShark wrote: August 1st, 2025, 19:13
Image

Just saw this. It looked so gay and terrible that I knew I had to make everyone else see and suffer, too.
Tian Xia in 1e Pathfinder was supposedly inspired mainly by medieval China and Japan, and now in 2e they all look like the brownest Filipinos because of course they do. :lol:
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Post by Nemesis »

WhiteShark wrote: August 1st, 2025, 17:04
For anybody who was interested (probably no one), here's what an acquaintance of mine thinks of Daggerheart, the RPG from the Critical Role crew:
Acquaintance wrote:
My largest points of disappointment with Daggerheart are:

• 1. The GM's action economy in combat is based almost purely on how much the PCs flub rolls.
• 2. Hope and Fear create success spirals or failure spirals. Success leads to future success, and failure leads to future failure.
• 3. The game has once per short rest (in-game), once per long rest (in-game), and once per session (out-of-game) mechanics all mixed together, leading to awkward resource management.
• 4. Adversary math is inconsistent.
• 5. Druids are simply too strong, for a number of reasons.
• 6. Bards are just number-tweakers rather than action-enablers.
• 7. Too much of the game ultimately relies on GM fiat, in a way I find grating even for a PbtA game.
This is the ruleset with the wheelchair mount.
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Post by WhiteShark »

Nemesis wrote: August 2nd, 2025, 14:25
This is the ruleset with the wheelchair mount.
Just following in the footsteps of industry leaders Dungeons & Dragons™ and Pathfinder™! If you want the modern audience, you have to keep up.
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Post by Rand »

WhiteShark wrote: August 1st, 2025, 17:04
For anybody who was interested (probably no one), here's what an acquaintance of mine thinks of Daggerheart, the RPG from the Critical Role crew:
Acquaintance wrote:
My largest points of disappointment with Daggerheart are:

• 1. The GM's action economy in combat is based almost purely on how much the PCs flub rolls.
• 2. Hope and Fear create success spirals or failure spirals. Success leads to future success, and failure leads to future failure.
• 3. The game has once per short rest (in-game), once per long rest (in-game), and once per session (out-of-game) mechanics all mixed together, leading to awkward resource management.
• 4. Adversary math is inconsistent.
• 5. Druids are simply too strong, for a number of reasons.
• 6. Bards are just number-tweakers rather than action-enablers.
• 7. Too much of the game ultimately relies on GM fiat, in a way I find grating even for a PbtA game.
Not a shock. It was designed for table-LARPers with a wannabe director/emcee/diva as lead ******.
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Post by Rand »

WhiteShark wrote: August 1st, 2025, 18:10
Core Rulebook I wrote:
When the GM presents Shallow Abyss <note: the most common sort of dungeon> in the scenario, they may prepare outdoor hindrances desired and may place monsters and treasures as desired, with no particular concern for rationality.
Sounds like all those goofy isekai fantasy worlds with dungeons and levels "just because".
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Post by Nemesis »

WhiteShark wrote: August 2nd, 2025, 15:06
Nemesis wrote: August 2nd, 2025, 14:25
This is the ruleset with the wheelchair mount.
Just following in the footsteps of industry leaders Dungeons & Dragons™ and Pathfinder™! If you want the modern audience, you have to keep up.
Try climbing a rocky mountain in a wheelchair :smug:
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Post by UltraFan123 »

If there's an RPG system that just outright tells to the DM and players to have "no particular concern for rationality" then I'm bound to assume that not only were the game designers ********, but they all assumed that the ones interested in their game are also ******** as well.
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Post by Rand »

Gary Gygax's Dungeon Master's Guide:
► Show Spoiler
► Show Spoiler
► Show Spoiler
► Show Spoiler
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Post by Rand »

Does anyone have GOOD PDFs of the various GURPS Traveller books from the 3rd edition?
(Not the "Interstellar Wars" stuff of 4th ed.)
I have a bunch of them from various sources, but the scans are mediocre to ****.
I'd love to have the clean PDF versions Steve Jackson Games has, but I have no interest in buying them for 8 to 10 bucks each, when the original prints were only like twice that.
But I can't find where people have uploaded cleaned (DRM account coding stripped) versions online.

The list from SJG site:
► Show Spoiler
Last edited by Rand on August 4th, 2025, 21:09, edited 2 times in total.
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Post by Rand »

WhiteShark wrote: August 4th, 2025, 21:43
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Nope. Thanks! I'll check it out.
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Post by Rand »

Sadly, it seems to largely from the same source I found before.
For example the "Behind the Claw" book is a poor scan and has a glitched out page 112 in the exact same way as the ones I already have.

AND it's missing "Sword Worlds" which I found elsewhere.

Thanks nonetheless.
Last edited by Rand on August 4th, 2025, 22:09, edited 2 times in total.
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Post by UltraFan123 »

Rand wrote: August 4th, 2025, 21:51
Sadly, it seems to largely from the same source I found before.
For example the "Behind the Claw" book is a poor scan and has a glitched our page 112 in the exact same way as the ones I already have.

AND it's missing "Sword Worlds" which I found elsewhere.

Thanks nonetheless.
I was going to suggest The Eye library which is where I get most of my own classic RPG rulebooks, but I doublechecked the book you mentioned and it shows the exact same page with the exact same issue you described.

This library does have Sword Worlds though, I will leave the link if you are interested.
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Post by DemoGraph »

Rand wrote: August 4th, 2025, 20:51
Does anyone have GOOD PDFs of the various GURPS Traveller books from the 3rd edition?
(Not the "Interstellar Wars" stuff of 4th ed.)
Ping me after 16th, I'll check my home archive.
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Post by Rand »

UltraFan123 wrote: August 4th, 2025, 22:03
Rand wrote: August 4th, 2025, 21:51
Sadly, it seems to largely from the same source I found before.
For example the "Behind the Claw" book is a poor scan and has a glitched our page 112 in the exact same way as the ones I already have.

AND it's missing "Sword Worlds" which I found elsewhere.

Thanks nonetheless.
I was going to suggest The Eye library which is where I get most of my own classic RPG rulebooks, but I doublechecked the book you mentioned and it shows the exact same page with the exact same issue you described.

This library does have Sword Worlds though, I will leave the link if you are interested.
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Yeah, that's where I got most of them from, IIRC. Thank you for checking.
A bunch I found in various z-lib sites, but where one had problems, the others matched.
It could be that SJG's version is also corrupted and is the source problem. Fits with their haphazard laziness outbreaks.
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Post by WhiteShark »

Rand wrote: August 4th, 2025, 22:09
It could be that SJG's version is also corrupted and is the source problem. Fits with their haphazard laziness outbreaks.
That's my suspicion. The GURPSgen trove is so comprehensive that I would be shocked if were simply a matter of no one having uploaded the official version.
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Post by Statesman »

Rand wrote: August 4th, 2025, 20:51
Does anyone have GOOD PDFs of the various GURPS Traveller books from the 3rd edition?
(Not the "Interstellar Wars" stuff of 4th ed.)
I have a bunch of them from various sources, but the scans are mediocre to ****.
I'd love to have the clean PDF versions Steve Jackson Games has, but I have no interest in buying them for 8 to 10 bucks each, when the original prints were only like twice that.
But I can't find where people have uploaded cleaned (DRM account coding stripped) versions online.
Rand wrote: August 4th, 2025, 21:51
For example the "Behind the Claw" book is a poor scan and has a glitched out page 112 in the exact same way as the ones I already have.
Verify if these suit your needs:
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Post by Rand »

Statesman wrote: August 5th, 2025, 19:35
Rand wrote: August 4th, 2025, 20:51
Does anyone have GOOD PDFs of the various GURPS Traveller books from the 3rd edition?
(Not the "Interstellar Wars" stuff of 4th ed.)
I have a bunch of them from various sources, but the scans are mediocre to ****.
I'd love to have the clean PDF versions Steve Jackson Games has, but I have no interest in buying them for 8 to 10 bucks each, when the original prints were only like twice that.
But I can't find where people have uploaded cleaned (DRM account coding stripped) versions online.
Rand wrote: August 4th, 2025, 21:51
For example the "Behind the Claw" book is a poor scan and has a glitched out page 112 in the exact same way as the ones I already have.
Verify if these suit your needs:
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Thank you. And it's VERY interesting.

Due to the discriminatory wear markings on the scanned cover, both are from the same original, but the one from the latest source is a MUCH better scan.

It seems that one of two things happened.
• The original was scanned twice, one time in much better resolution.
• The original was scanned in high resolution and a copy was compressed (and had a failure that lost much of page 112)

The sizes:
Image

I believe the original was scanned twice due to minute rotational differences on a few of the pages.
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Post by Rand »

Image
Image
Image

The list:
► Show Spoiler
"Imagine a medieval fantasy RPG with.." reads list "painful injury?"
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Post by Acrux »

I can't believe games that include "memory loss" aren't banned yet.
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Post by Trickster »

Rand wrote: August 9th, 2025, 22:17
• torture by animal
Rand wrote: August 9th, 2025, 22:17
• consumption of raw meat
***** what?!
Last edited by Trickster on August 10th, 2025, 01:29, edited 1 time in total.
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Post by Rand »

Trickster wrote: August 10th, 2025, 01:00
Rand wrote: August 9th, 2025, 22:17
• torture by animal
Rand wrote: August 9th, 2025, 22:17
• consumption of raw meat
***** what?!
Rand wrote: August 9th, 2025, 22:17
• death by burning
Wizard with Burning Hands and Fireball: "***** please!"
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