Hey guys, im new to the PNP scene and have a question.
are there any good 2 player PNP RPGs. i'm looking for something easy to pick up and play with my brother. i don't see him too often but he's coming to visit soon and when i spoke to him about it we both agreed it might be a pretty fun way to spend a couple of evenings
so basically:
-two player PNP rpg ideally with a contemporary setting though d&d is ok too
-easy
any ideas?
I'm probably a few days late on this, but check into Savage Worlds (which I don't think was listed in the OP). It's a very easy to learn system that is geared towards any setting, with contemporary/modern being one of the ones the core book focuses on the most. It is basically perfect for one shots/quick campaigns (which I am assuming you are looking for), since it doesn't require nearly as much of an investment to get going.
You can also snag the core book for $10 brand new.
I wanted t add Savage Worlds, but I didn't know much about it - I'd love if you could write a few sentences on it so that I could add it to the OP
Anyone have any experience with the Pathfinder Adventure Paths? Most of my friends dont have time to write our own adventures and so we are looking to pre-written ones. These Adventure Paths seems perfect since they span whole campaigns and seem to be pretty long each. Any you recommend to start with?
Here's a list of all the APs with a blurbs on each one. If you click in, there's a blurb on each module. http://paizo.com/pathfinder/adventurePath
They are rereleasing Rise of the Runelords their first AP as a hardcover for $59 in July, revised to Pathfinder rules (the first couple APs came out as 3.5 since they pre dated the Pathfinder ruleset) and it's considered one of the very best module sets ever, so if you can hold out til then?
http://paizo.com/products/btpy8mqq?...f-the-Runelords-Anniversary-Edition-Hardcover
Link to the free PDF of the RotRL Players Guide - http://paizo.com/products/btpy8bd9?Pathfinder-Rise-of-the-Runelords-Players-Guide
http://paizo.com/image/product/catalog/PZO/PZO1002_500.jpeg[IMG][/QUOTE]
That does sound great. Was looking at Rise of the Runelords before realising it was 3.5 rules and not Pathfinder rules. And it seems a pretty hefty adventure.
Any other modules, Pathfinder Society Scenarios and the like you guys recommend for a beginner group?
Added to OP, thanks a lot!Gladly!
Savage Worlds is a "newer" universal system that is a simplified modern version of the classic Deadlands rule system (which itself has been relaunched as a setting for Savage Worlds). Rather than a more realistic stats heavy approach to a universal system, SW instead is a fairly fast & loose system. Character creation takes minutes. The mechanics are all fairly uniform and geared towards never bogging players and GMs down in unnecessary rolling. Even the more advanced mechanics are simple enough to where you can easily teach a fresh group of players how to play the game and have everybody up to speed in little time.
The system also usually has a very low price of entry, with the Savage World Explorers Edition (a softback that features the ) being priced at a very fair $10. Sadly, it's presently out of print as Pinnacle is in the process of revising it, but you can still find copies around the market for the usual price. The hardback full sized version of the book is readily available at $30, which is still a low cost of entry when
That's D&D failings - I literally don't know anyone who remembers all of the D&D rules, let alone anyone that play by them. It's amazing how needlessly complicated that game has become.
Anyone want a D&D Virtual Table Beta invite?
Ooh, would you happen to have multiple?Anyone want a D&D Virtual Table Beta invite?
But if I buy the D&D books, I expect to find rules that I won't have to house-rule. These "weird rules" are regarded as the same as any other and it's sometimes hard to disconnect them from the rest of the rules.I partially disagree. It is only the weird rules (like Turning) that are hard to remember. It is reasonably complicated, especially once you house-rule the rough edges.
Yes, please!
Ooh, would you happen to have multiple?
Both sent
No creatures demonstrate smaller races’ relative insignificance better than the eerie and awe-inspiring giants, whose humanoid visages and cyclopean strengths exude an aura of both familiarity and terror. Standing in the long shadows of these colossi, smaller races can witness a form of primordial power that shakes the earth, churns the skies, and roils the waves.
Giants Revisited explores the traits and habitats of the biggest and meanest humanoids ever to tread the earth, towering beings whose motives and behaviors are as varied as their origins and amazing abilities. Each giant race’s entry examines the creature’s ecology and habitat, its interactions with other giants and races, advice on how to implement the behemoth in your game, unique stat blocks, and more.
Inside this 64-page book, you’ll find goliaths such as:
Hill giants, the primitive, blundering brutes who plague valley communities and roving caravans in their endless search for food and destruction.
Cyclopes, the one-eyed behemoths whose ancient empire’s ruins still dot tropical coasts.
Taiga giants, nomads who commune with ancestral spirits to guide them.
Rune giants, who were created long ago to enslave all of giantkind.
Marsh giants, froglike beings who conspire with otherworldly sea-spawn sent from their foul demon lord.
Cloud giants, whose mythical cloud cities are as much a thing of legend as their own lofty race.
Other herculean heavyweights such as the industrious fire giants, barbaric frost giants, capricious storm giants, and stoic stone giants.
Giants Revisited is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be used in any fantasy game setting.
by Jesse Benner, Ryan Costello, Brian R. James, Jason Nelson, Russ Taylor, and Ray Vallese
ISBN-13: 978-1-60125-412-2
A new time come close. The Third Horizon. A new era. The signs are everywhere - in the prayers recited before the rows of silent symbols in the tempes city of Lotus, in the crackling masses of souls transmitted across the emptiness by lonesome space beacons by star route's crossroads, in the silence from the Council of Factions on the space station Coriolis.
The mysterious emissaries from Xene have arrinved to Coriolis, with dark tidings from powerful lifeforms in the depths of the gas giant. Many regard them as the herolds from the gods, carrying a divine promise about a new beginnin in The Third Horizon. Others see them as the forefront of doomsday, sent from the darkness threatening all the worlds.
It is a time of change - a time where all blessings also carry their own curse.
A time for heroes.
Just put an order down for the Pathfinder Advanced Players Guide and also for the swedish RPG Coriolis. A sci-fi RPG that centers around the space station Coriolis.
So a week on Sunday and the first session of Pathfinder will be kicking off. I have got a nicely fleshed out corner of the world as well as histories of various people and places. As sessions will be around 4 hours long every three weeks I am encouraging a lot of the solo stuff such as researching information for personal stories and other individual activities to be done in a sort of play by email method so that the core of our time can be spent as a group moving the game on.
Bought some lovely miniatures by reaper for the games but other than undercoating them white I will not be painting them; I just don't want to ruin such lovely miniatures with a naff paint job.
Call of Cthulu is an old but good one. The rules are a lot of more flexible since combat is not as common and its more exploration and imaginative.
Well that's what I'm doing right now, I just don't think it's very interesting as a system (mostly giving straight -10/20/30 penalties instead of fractions though ). What does "Cthulhu Mythos 5%" really mean for characters when faced with something unknown they want to identify, did that thing by chance happen to be written in the pages that gave those few mythos points even if it didn't contain anything of that sort? I know that the system isn't meant to be taken at face value for that stuff but to me it feels like it's designed for that type of gaming, with the keeper having to work around instead of with it. Anyway, it's definitely not a huge deal, I'm just not a fan.To the person who said that it's hard for DC values to be changed in BRP, it is easily accomplished. I believe it is in the core rulebook that you can add or subtract percentages to achieve this. Should that Listen check be a little bit harder? -10% to their listen skill ability, or any other number, as much as you would like to scale the difficulty to the situation or the player. You can also just use skill fractions if you want, such as 3/4 or 1/2 skill points. Here is a handy PDF for your players to have as a reference as it makes for easy fraction calculations, especially for impales.
Well that's what I'm doing right now, I just don't think it's very interesting as a system (mostly giving straight -10/20/30 penalties instead of fractions though ). What does "Cthulhu Mythos 5%" really mean for characters when faced with something unknown they want to identify, did that thing by chance happen to be written in the pages that gave those few mythos points even if it didn't contain anything of that sort? I know that the system isn't meant to be taken at face value for that stuff but to me it feels like it's designed for that type of gaming, with the keeper having to work around instead of with it. Anyway, it's definitely not a huge deal, I'm just not a fan.
H.P. Lovecraft said:The Thing cannot be described - there is no language for such abysms of shrieking and immemorial lunacy, such eldritch contradictions of all matter, force, and cosmic order. A mountain walked or stumbled.
H.P. Lovecraft said:The awful squid-head with writhing feelers came nearly up to the bowsprit of the sturdy yacht, but johansen drove on relentlessly. There was a bursting as of an exploding bladder, a slushy nastiness as of a cloven sunfish, a stench as of a thousand opened graves, and a sound that the chronicler could not put on paper.
Stephen King said:The 3 types of terror; The Gross-out: It's when the lights go out and something green and slimy splatters against your arm. The Horror: It's when the lights go out and something with claws grabs you by the arm. And the worse one, Terror: It's when the lights go out and you feel something behind you; you hear it, you feel its breath against your ear, but when you turn around, there's nothing there.
Playtest Special: D&D Next (Friday 7pm) - Join in a public playtest of the next iteration of the Dungeons & Dragons game at PAX East. Play in an adventure with characters provided, and give us your feedback to help guide the future of the D&D game! Players of any editions of the game are welcome to participate. All participants are required to sign a non-disclosure agreement. Length: 4 hours.
So tomorrow is my first Pathfinder session and I am pretty much set, aside from some nerves, to get this campaign rolling. I have also got personal quests for everyone, parts of them will be done with the group, parts will be done via messaging so we do not bog the game down. I figure each game session the opportunity will present itself for one players individual quest to be furthered that the group can join in with. So each session will be a mix of progressing the campaign, one players plot having the opportunity to advance and some back-up free roam stuff if they just decide; 'to hell with it all for now'.
Rendan the human ranger: His aunt dies in the initial goblin attack and at her funeral finds out she was in pretty deep with loan sharks and villains. Rendan inherits the debts.
Trig the Gnome fighter: His brother and father were slain by a maniac and his followers. Trig will learn that this man is a cult leader of sorts and in possession of something named the 'god in the stone'.
Silence the Elven Rogue: Memories lost in a ship wreck and his saviours turned out to be something out of a nightmare. They tortured him extensively before he managed to get away. Silence's plot is more ties to the main campaig.
Cha'Ka the Half-Orc Monk: Monk of the Inheritor, a man who abandoned hiss wicked ways to take on the problems of others. His plot begins with rumors that the shield of the inheritor has been found. This is a ruse by the sons of the taker who follow the ways the inheritor did before he redeemed himself.
Aye, I have several side areas/missions/dungeons to go if they suddenly look at the map and go 'sod heading to the reave as asked, let's go to the marrow glens'. First session is mainly about us all learning the rules a little. I never played much d&d outside of a,d&d.
I want the players to feel they do have freedom but there is also the sense that too much time spent not following the main story arc could result in the enemy getting a stronger foothold.
The plot is pretty basic: Ancestors of the people who fled old Ghalia but did not go with the refugees to form New Ghalia, the kingdom of the winter crown, ended up becoming their own people. The Tar Thula (The Coral Court) who resided on the cliffs of the bone coast.
Before that there was a civilisation named Thrule who built towers to assault heaven (gods in this setting sit upon silver thrones that travel the stars). It went badly for them and they were cast down. Before the end certain Magisters preserved their life forces in vats of engineered liquids. The Tar Thula found these vats and some cracked them open and drank deeply. Their holy men have sort have had part of their beings now overwhelmed by the magisters and visions of their old nations. It is basically a story of these people expanding on what the Magisters originally intended.
The early arcs revolve around Sil a sorceress of the Tar Thula who isn't as far gone with the visions of the magisters and her attempts to one up her superior by moving too far ahead with the plans, too soon. The goblin attack is porly planned and after some scouting and detective work around the town the players will soon track her down. Depending on the outcome of that the plot generally works towards discovering some of her men are stationed on an island with some of the liquid to offer the goblins in exchange for their alleigance. To get there the players will have to find out the location of the island. The best way to do this is to deal with the Tiburion Council, a trade controlling organisation who have all but left this part of the world and moved business elsewhere. The players will get involved with some ploitcal malarkey within that organisation surrounding murders and betrayals and the players discovering a former member turned wereshark behind this.
That is my basic outline for the ealry chapters. A lot mor fleshed out in my notes though just felt like sharing my ideas.
First session was a big success and all my old DM tricks came back to me in minutes. The players had a blast and got really engaged with the story and there was even some in character interaction between them that i just st back and watched for several chunks of time over the game. could not be more happy. i have written a session report up for the players, it's pretty long but can post here if anyone wants an idea of the game. it isn't super detailed but gives off a good sense of events.
Epic awesomeness!
I still own the Discworld PnP Rpg and used to mess around with THACO dnd and Shadowrun with my brother in highschool. We also had this one REALLY fucked up Douglas Adams style PnP called "Tales from the Floating Vagabond".
It was a comedy where occasionally someone from time and space anywhere/anywhen will go missing and they all appear in the future at one location. This meant you could be an orc, an anthro, a dwarf, an alien...ANYTHING. A bar was built on this spot called "The Floating Vagabond" as the first thing each person tends to want after such an event occurs to them is a damned stiff drink .
Game had great perks. You could use your "cool" stat to get away with a ton of shit and to quite simply not be effected by some things because you were too cool to die. You could even get one perk of "theme song" that gave you a ton of cool point perks, but it greatly nerfed your stealth since they could always hear you coming.
Check it out sometime. Its really fun.