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Bombard Djinn Edition

>What is this?
/TG/ DEVELOPS A GAME.
IT IS CURRENTLY PLAYABLE.
EXPEDITION - an ~1870s era, Jules Verne-inspired retro-futurist, underground blood storm hellscape.
It is a Skirmish wargame. Two players with their own expeditions, on a hexgrid map, fight each other for victory.
A campaign mode is planned, and currently in the works. (you) are encouraged to contribute.

3 versions of the rules exist, TWO of which have been playtested:
>1e - proof of concept, recently updated with unit stats
>2e - lead by 2e anon, playtests started, ~75% done. Campaign system is developed here.
>3e - Replaced 4e because it died. Spearheaded by 3e anon, needs more playtests, rules present in the doc

>What can I do?
Shitpost, meme, get comfy. Read over the docs to settle in.
Familiarize yourself with rules and plan some playtests.
Contribute if you have ideas. Give feedback on contributions if you don't.

Old
>>91065344

> TQ : What the fuck is a Bombard Djinn?
>>
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>>91137325
>TL;DR Doc
https://docs.google.com/document/d/1LxdaGoBlJRTMuziMDupG5TeeFwNDnsIW2pfaRAcFDgA
>Main Lore Doc, including links to anon-written short stories and additional lore in "Recommended..." section
https://docs.google.com/document/d/1bRrxdD1BMLmcMDFeszwqg2Rcjrt8DDo7tjAxoOB6KQ8
>2e Main Rule Book, Expedition & Tokens. Mu, Duosicilians & Lemuria ALL NEW RELEASED!
https://app.mediafire.com/us7vnek39dc6k
>3e Rules Doc (READY FOR MORE PLAYTESTS)
https://docs.google.com/document/d/14ZpHhEyUbjt-SCx2xuAd0lyh7Rs4J7rK5kHkljqykhk/
> Unit Spreadsheet - Currently outdated, requires an update
https://docs.google.com/spreadsheets/d/1rcleQtrT4Q0INiBW50-kq2ZXWJ-cjLOeVTLTJg_oX5E
>Unit Design Doc
https://docs.google.com/document/d/1n0X89OdMPXJKQGm6kYcOABjhjE4NZER1fvmpDmDX1JA
>>
>NEW UNITS FROM LAST THREAD
>Bombard Djinn
>Husked Hamidye AKA BONERIDERS AKA BONER-RIDERS
>Shambling Horde
>Nasuh Auxiliary
>>
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REJECT MODERNITY
EMBRACE GORG
>>
>>91137325
Based, thank you for keeping the dream alive.
The day was super busy so I didn't advance much on the Husked Ottoman's front, but I did have the time to continue tweaking the main Ruleset doc, I'm gonna go cook myself something up and I'll come back to it after, I should be good to post it tonight and upload to the Mediafire. This will include NPC beasts and a few more scenario stuff.
>>
>>91139094
>Mediafire
Speaking of, I've had some weird shit with it today. They've redone their system and it does not play nice with any of my computers. I can't get anything off it.
I don't know if it's just on my end but I'd appreciate it if you post the PDF in the thread too so I can just grab it there
>>
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>>91139094
>Based, thank you for keeping the dream alive.
Keeping it alive, as if Jump Man could ever die.
Still going strong since 1989.
>>
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>>91139204
I kinda crashed after eating so I didn't finish what I wanted to. I'm gonna try before work tomorrow morning, one way or another I'll post what I've got before noon.
>>
>>91139204
Here we go. Will continue it today.
>>
>>91140018
How well is the American faction developed?
>>
>Cuddles the Wendigo is kept sated by beef jerky and a steady supply of savages, but under no circumstances is he to be given alcohol
-Excerpt from American training manual given to new Rangers that are headed underground
>>
>>91143092
2eAnon put out a codex for them a couple months ago, it's got most of the pertinent lore in the front part.
>>
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Fuck it!
I'm starting the project.
>Expedition: Agartha Descent: Scramble to the Center of the Earth: The Roleplaying Game

Something to keep the threads churning alongside 2e anon's legendary work. So! I'm thinking of shit, but I'll start with a few questions....

>What are the classes?
>Where is it set / how does it play out (Are the players Agarthan or Epigean?
>What kind of game even is it? Entirely built around combat like D&D, or do we want it to cover a different side of Expedition!'s lore that's less combat-focused?
>>
>>91143752
The big question here is do we want everything to be a class from the American gunslinger, Atlan Immortal, and Highland rifleman to even the most monstrous options like morlocks, rockbreakers, whatever the fuck is coming out of Mu, and maybe even the British or do we lock it to something more restrictive like "Only humans" or "Only Surfacers"
>>
>>91144114
>The big question here is do we want everything to be a class f
That's a good point, we could just have cultural distinctions and maybe modular character-building elements?
Something like FUDGE/FATE "build-your-own-thing" might work better.

I was considering setting it in Agartha before Epigeans broke through, strictly underground.
>>
>>91144125
If we go for the "anything and everything" option, we could also unironically rip off AoS Soulbound archetypes
>>
>>91144162
>AoS Soulbound
Never touched that but I'll try checking it out. Quick rundown?
>>
>>91144114
Personally I'd say that going semi-classless might be best. Just some skill packages and maybe 1 or 2 unique abilities. That way it's easy to make a bunch.
>>
>>91144180
It's an XP system that gives every archetype an innate tale based on what they are (wizards and the like usually have the associated spell lore casting for example, while a knight gets extra bonuses on the charge) starter stats (big brute has big body stat) and a relevant skill they get bonuses in baseline (stabby skill for fighters, shooting skill for gunners, and so on) as well as a xp pool to spend with the amount varying based on how much starter stuff they get (Ogre who has big body and big magic gets less starter XP than the human wizard who has big magic but middling other stats)
>>
>>91137325
>TQ : What the fuck is a Bombard Djinn?
I'm thinking there are a couple of ways you could go with this: Either have it be directly related to husks, or not. So in my mind the big options are:

The husk option: A cannon partially made of husk skeletons who act like a sort of targetting system. I suppose you could technically consider it possessed.

The non-husk option: A cannon that is also, technically, a genie's lamp. Whatever that happens to mean in this setting. It sort of works on ork rules, having no components that should allow it to work, but working anyway in spite of all reason and logic.
>>
>>91144420
Sweet, I'll see if I can find a copy of the core rules and maybe pull some stuff from it.
>>
>>91143752
>What kind of game is it?
I feel like the best course of action is going for a middle ground of exploration and combat
>>
>>91146126
>I feel like the best course of action is going for a middle ground of exploration and combat
Classic Hexcrawl endlessly comes to mind with that suggestion. And fits the current design direction too.
>>
>>91144972
I like the idea of it being a Genie bottle sort of deal. I bet you could tie it into the other weird non-husk artifacts that occasionally pop up in their lore like the animal head dudes.
>>
>>91143092
One of the more solid faction I've come out with on the first try, I'd say. Huge roster right from the start. I will eventually go back to clean it up (and add the Campaign stuff eventually) but its probably not going to change much.
We have seen them play to the strength of their faction. ambushes, so I'm really looking forward to that.
>>91143752
Fucking based.
>>
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>>91147026
hold on a moment, I think I've had a brainwave
>Aladdin's magic Genie lamp is found in a cave in the original story
>in a cave
>CAVE
AGARTHA REAL
>>
>>91147993
>AGARTHA REAL
always has been
>>
hyuk hyuk
dey says dem dere tanks is unbreakable, Gog...
>>
>>91149218
>"But now we shall all surely be scalded!" cried the British engineer
>"Lol," Said Gog
>"Lmao," Said Magog
>>
Just found a cool site with lots of Victorian art:
https://www.oldbookillustrations.com/illustrations/subjects/

That's all really.
>>
>>91149760
That is a very kino all, thank you.
>>
quick night bump
>>
https://youtu.be/Mkv8X0v5bSc?list=PLVvNFKQFHVFuLrpA6CpRiWlKJQDK3ASnJ
Musical bump
>>
As a combination of exploration and combat, we're also going to need a few "Modules" for the RPG.

While l blunder my way around systems looking for inspiration that might fit Agartha, we also need ideas.

What might an Agarthan RPG campaign look like? The villains and heros? The arcs? The treasures and prizes!

So, another question for the RPG:
Have any adventure ideas? The ruleset won't be complete without the modules for people to play.
>>
>>91154771
>What might an Agarthan RPG campaign look like? The villains and heros? The arcs? The treasures and prizes!
Something between The Man who would be King and Indiana Jones (Albeit a few years earlier)
Religious fanatics, fantastical faraway cultures, temples and tombs and hidden magical treasures and competing factions racing to get there first.
>>
>>91154906
>Something between The Man who would be King and Indiana Jones (Albeit a few years earlier)
Not a bad start at all. Makes sense, explore-y puzzle adventures with perhaps minimal combat hiccups.
>>
>>91144972
To expand on the genire bottle idea a bit, I reckon it would be a case of either building a cannon which is also a sort of Djinn prison (which probably has some effect on the Djinn's personality) or basically building the cannon around a pre-existing lamp. Like, Using it as a sort of weird fuse. Either way, I imagine there's a pretty limited number of Bombard Djinn around. Not quite steamtank level, but they're not exactly a common sight on the battlefield.
>>
>>91155803
Kek I like that.
>>
Have we actually ever settled on how Deep Drunkness works mechanically?
Or did I just miss that discussion?
>>
>>91158867
I have zero clue
>>
>>91159600
If no mechanical implementation is established for the skirmish variant, I might take a knock at it for the RPG side of things.
>>
>>91159614
I'd say give the lore docs a once over but after that sure.
>>
>>91159634
Will do.
>>
>>91158867
No, nothing settle firmly. The main idea floated was that repetitive and hasty trips over great depth would trigger it, but nothing more precise.
>>
>>91158867
The suggestion I've personally pitched was for some kind of table of effects you'd roll for affected units when your expedition ascends.
>>
>>91161112
I like that, but I feel it might be worth avoiding anything too much like mutation. I feel like Deep-drunkeness should be something that effects the mind more than the body. Or, at least, it's effects on the body are a bit more mundane.
>>
bump
>>
>>91160871
You could probably just have it be that it's harder to come back after a long, rapid descent. Like, maybe there's some kind of check you have to make to trigger it, and it can result in trips being more expensive, needing to take slower trips up, or even losing weaker troops, depending on how badky you roll. But yeah, I think there should be a somewhat random element to it, even if just in a sens eof how severe it can be.
>>
>>91161112
>The suggestion I've personally pitched was for some kind of table of effects you'd roll for affected units when your expedition ascends.
Some old RPG modules have that, tables of mutations and whatnot.
Mental mutations?
>>
>>91144972
>>91155803
The Husked Ottomans discovered the Djinn, standing in many rows, in a large underground chamber known as the Damnation Vastness. The Djinn are muted, caged souls, only able to express themselves when fed the things they crave. Extracting a Bombard Djinn from the Damnation Vastness is a painstaking process due to their immense weight and the difficulties getting in and out of it.

A Bombard Djinn suffers from strange and insatiable cravings from within his ceramic durance. A special husked imam, known as an Artillery Cleric, who has learned the language of the imprisoned djinn, can interpret the Djinn's lusts. When a desired object is fed into the mouth of the cannon, the Djinn eats it, and erupts a tremendous blast of energy in exchange that can annihilate fortifications, stone, or large quantities of the enemy. Sometimes the Djinn crave rats, or spiders, or mushrooms, or even another human being- it is always changing. The Husked Ottomans can only hope that they have whatever is desired in the heat of battle.
>>
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>>91168699
I'm imagining the Damnation Vastness as having row upon row of oversized Amphora, lots of them smashed but a scant few still standing. Maybe long arms bend and twist out from the mouths of the things, blindly feeling around for something to pull back insdie.
>>
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>>91168735
>>
>>91166093
>Like, maybe there's some kind of check you have to make to trigger it,
Well, it needs to both make thematic sense and be fun to players, and you can take my decade of VtM storyteller experience to show that purely random shit that ends up turning your character crazy are some of the first things that get handwaived or fudged.
You could have a sort of "metaphysical integrity" meter which takes dip as you go down quickly or are faced with horrors, and then checks set on a specific timeframe... ?
And then the symptoms would have to be progressive and allow the players some time before turning you into a Husk...
>>
>>91168699
Kino. Isn't preaching to/converting Djinn a popular-ish motif in Islamic folklore? Like converting asuras in Buddhism.
>>
>>91168821
Does Deep Drunkeness just husk people? I was under the impression that if you were the right sort of person you'd get whatever Napoleon or the Eldest Guard had where you just go dark.
>>
>>91169017
>Does Deep Drunkeness just husk people?
No, the effect are varied, sometimes you just go insane, husks are one of the extreme end.
Napoleon and many others had to use some unknown method(s) to get to where they are. Not sure what the Eldest's deal is exactly. I always assumed Napoleon thought them some tricks in order to turn them "ageless".
We could make it so that the extreme end depends on some character trait.
>>
bump
>>
>>91169017
From what's written, deep drunkness and husking seem to be different processes. Husking is a process of getting deeper into agartha, where deep drunkeness is more about the process of moving between levels. Like, you can tell someone's husking while they're down there, but it's harder to tell with Deep Drukeness.
>>
Give me the quick rundown on deep drunkness
>>
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>>91171107
Here's what the lore doc says:
>Deep Drunk
>The deeper you go, the greater various forces - scientific and supernatural - place pressure on your body, which slowly adapts to it. These adaptations result in a kind of ‘the Bends’ when one is brought back up to higher layers. Going down and then up a single layer is a minor issue, but more than two layers can cause illness and eventually death. In game, this means that one can dig down to achieve objectives; but going back up has consequences.
>It is implied that past a certain Layer, there is no return without mutation and devolution.
On the charts it's mentioned that Scion of the Deep is immune to it, so maybe being born in a lower layer makes it easier to ascend or something.
As for units, there's Deep Drunk Demolitionist and Commander, and maybe the Returned Explorer.
>>
>>91172407
Neat
>>
>>91172407
So, maybe you could have Player's sheet have a Depth threshold or something similar. Players passing through that Threshold will have to take tests when they come back up and take conditions based on what they roll? >>91168699
Nice. Now I'll have to try and find some huge Amphora cannon for the art...
I imagine this should be a large multi-hex unit?
>>
>>91172407
So do we plan on having a faction of feral, weird dwarves suffering from extreme deep drunkness?
>>
>>91174867
I thought that's what the lemurs were
>>
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>>91175240
Both Lemurs and Degenerate Deepfolks in general fit that bill, yes.
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>>91174867
You mean Germany? Not at the moment, no.
>>
>>91172407
>that picture
lmao fuckin' a that's righteous
>>
Nightly bump!
>>
>>91174374
Makes sense. It's very much something that would only work in campaign of course, unless you could give a Deep Drunk upgrade to certain units which makes them noticably worse, but also cheaper.
>>
>>91176239
I don't know, the lemurians don't feel... dwarfy, at all.
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>>91181091
Lemurs ain't Lemurians pal.
>>
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>>91181091
>>91181229
Lemurs are not really dwarfs either to be fair to him. Going back in the early threads it seems they were intended to be small degenerated ape monsters but very quickly people started using Gugs as the standard representation for Lemurs.
Also, it would be weird backing up to the degenerated monkey dwarf monsters since we have Tenebrae as a Character Lemur now and he's supposed to be towering over everyone (and still be stealthy as fuck somehow).
>>
>>91181229
>Lemurs ain't Lemurians pal.
lemurs may not be lemurian
but all lemurians are lemurs, i tell ya what
>>
Quick bump.
>>
>>91170662
I think the difference is that deep drunkeness is something that happens from moving down then up too quickly, while husking is some magical process only certain people know how to use, like the Ottomans.

>>91182821
Think it was the Ranger Green stories when they turned into giant unkillable monsters.
>>
>>91187878
I'll have to reread it.
>>
>>91182821
I mean, it would make sense for Tenebrae to be unique Because he towers over everyone. Like, he's not the standard Lemur, so we can maybe get away with saying Lemurs are mostly stunted monsters, but Tenebrae is unique because he is not.

Could also have Lemurs get freakier the deeper you travel. So, Tenebrae could be a Lemur from the deeper parts of Agartha, who has ascended enough that people start bumping into him.
>>
BRAINSTORM PROGRESS UPDATE
The more I think about it, the more I'm leaning into the RPG being set in Agartha, before the surface connects to it. So like, 1780-1830s era in Agartha, perhaps.

Among adventure module ideas, a Jungle adventure is an obvious one. Perhaps also an infiltration of Atlan to gather secrets, or steal Titanium?

Earlier sentiment to eschew classes entirely, in favor of a more modular character-assembly system is something I like. I also consider bringing in a Traveller-esque systems-based character construction. That one's hard to explain, but anyone that's played early Traveller will know what I'm talking about. I just think coming into the game with bright-eyed excitement only to have your character brutalised by reality before the game even starts fits the aesthetic very well.
>>
>>91193622
>1780s-1830s
This is around the time Napoleon finds whatever it is he found under the pyramids, and also when he escaped St Helena to start his pilgrimage down.
Which is a bonus for that time for me at least.
>>
>>91193871
>This is around the time Napoleon finds whatever it is he found under the pyramids, and also when he escaped St Helena to start his pilgrimage down.
>Which is a bonus for that time for me at least.
Perfect, so yeah we're talking about right at the Age of Discovery or whatever, prior to major delves but just as the cracks are starting to form.
Perhaps the part of some adventures will be encountering strange foreign peoples with unusual magics. (The Brits)
>>
>>91193950
>(The Brits)
Worse. Italians.
>>
>>91195256
may Prometheus save us
>>
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Left, right, left, right, BUMP!
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>>91193548
So, to expand on this idea, there would be Greater Lemurs and Lesser Lemurs. Lesser Lemurs would be the degrenerated stunted type, not incredibly smart, but vicious and willing to hang out in troops of dozens or even over a hundred. Greater Lemurs are more like Tenebre. Bigger, tougher, smarter, but as a downside can't gather in massive groups like their lesser cousins can. Still, you need to outnumber a pack of them like three to one to have any chance of winning.
>>
Okay so has anyone here played Traveller so you can know what I mean by its character creation system?
The system is absolutely legendary (for dunking on players and making them feel bad lmao) so I wanted to get some feedback on bringing in a system like it.

It also means we'll need to settle on what main faction the PCs are part of, at least as a standard. Perhaps other factions can come in as supplemental texts later.
Atlantis seems like an obvious pick.
>>
>>91200010
>Factions that don't want to immediately kill eachother
New Mu
Atlantis
Some of the less tricksy Lemurians
Olms
Sky-People
Neanderthals
Gorgs(?)
>Factions that want to kill you bigly
Morlocks
Old Mu
Lemurians
Atlan
Hyperboreans
Shadows
Earth Spirits (Italian backing supernatural force)
>Factions which I don't think should be playable but might show up as allies or enemies
Early L'Ombre
Early Colonials
Time Travellers

As for traveller, I've only messed around with some of the online generators before. From a game writing perspective it seems like there'd be a lot of overhead getting options done.
Since we're confined to one setting you might want to look at the back of the 4E Heros of the Feywild book, which has a similar chargen system except instead of having a more generic background it gives you skills based on specific locations and faction encounters.
>>
>>91200094
>From a game writing perspective it seems like there'd be a lot of overhead getting options done.
Precisely. It would very much be something to do.
> a more generic background it gives you skills based on specific locations and faction encounters.
That might work, maybe with only a single tail-end chargen section according to faction?
At any rate, I'm leaning toward Atlantis being the standard starter faction. Either that, or non-major-faction tribesman.
>>
>>91200119
Atlantis makes a much better starter than tribesmen IMO.
>>
>>91200137
Agreed. Easily more to work with.
>>
>Roll to see whether or not your character was favored by the Titans growing up.
lmao get ruinated, son
>>
Any opposition to "classes" based on which Titan your character follows?
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>>91202477
I'll reserve judgement until I see what exactly you have in mind.
>>
>>91203855
Nothing exactly yet, just playing with ideas.
Or, maybe some things exactly.
I'm leaning toward eschewing the bog standard "Pick a class, roll stats" approach.
>>
Looks like new thread time?
>>
Anyone up to bake?
>>
>>91204805
I'll do it
>>
>>91204933
Cool cool.
>>
Fresh out the Oven:
>>91204984



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