Giant game system

The was a game about playing Giant protectors of villages and Settlements being made a while ago.

We should revive the project

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Barring that, post giants

It was a nice idea at least.

I know someone had a pastebin for the stuff but I don't have the link for it anymore, I'm afraid.

Admit it OP, you just wanted us to post giantess fetish art.

pastebin.com/8vi5EKdn>
Found it

>52521901

>pastebin.com/8vi5EKdn>
My laptop says its gone.

The last > seems to be a typo.

Also, vaguely recall there being more than this. Could be wrong.

Nvm, got it. That looks like just a setting, though, I don't see any rules or gameplay plans.

Its the only one I could find.

I remember the ruleset, but phone posting at work right now

Shame her and her friend gets eaten by cave worms.

Veeky Forums was only interested in it because it was an excuse to post fetish art. As soon as it came to making mechanics of the game, suddenly the whole thing died.
I wonder why.

Which is kinda a shame, because Giant Totem Warriors seems like the perfect way to meld city management/empire building and non-wargame combat

Are there other systems that do those individual things well?

Quit it with your fetish posting boogie man shit

Well it was less the system, more of the setting idea

Well i volunteer to play with anyone if you can get a system up and running.

We only got to a core mechanic up. It was different from the norm

>rpg my fetish
Fuck off over to /qst/ where shit like you belong

The hell is wrong with wanting to play a giant?

You. You are the problem.

What was the core mechanic?

chillax bruh.

creating a game around giants is completely within TG's borders.

well the rules can't be that hard. Its probably best to just grab a DM and a group of players and wing it and hash out the rules as you go/afterward.

You have a dice pool of d10s

Roll dice pool and look for matching sets of numbers.

Number of dice in set is tens digit, facing number is ones.

Example 2,2, 2 = 32.

Additional sets can be used for multitasking, storing for later, or additional effects in combat

Mikoyan draws cute. CUTE!

When he's not busy drawing monstrous futacocks and gore, that is. Like, holy, shit OP, do you even know where that one is from?

Looks like something from monster hunter

I mean, I have no idea how to go forward without having some plan.

My current thought is that it'd mostly be a Civilization style game, if on a smaller scale, with each player controlling a town and their respective giant.

I'd have two "PCs" per town; the Giant, for combat situations and maybe as a tool to accelerate building and public works projects, and a Mayor/Ambassador who flavorfully acts as the ruler of the town and person who goes to negotiate with other towns/players, because it feels weird for players to control a town without some sort of PC doing the in-game decision making.

I isolate the two because it allows for freedom in the Giant, letting her (because if you're playing this system it's so you can have a Giantess) serve entirely as a "combat person", and because sending what amounts to your entire town guard to negotiate over wheat taxes is hard.

I think we could just take some preexisting kingdombuilder ruleset and impose our GTS over it, with appropriate rules for feeding, arming, and housing our giant waifu. Maybe make the player decide between funneling resources towards their giant and funneling it towards the town?

See Also, nice trips.

Where can I find this "Mikoyan"? All Google gives me is Russian airplanes.

>I have no idea how to go forward

find a DM. Find 3-4 players.

Link the stats of the town to the Giant's stats?

Where indeed.

>I'd have two "PCs" per town; the Giant, for combat situations and maybe as a tool to accelerate building and public works projects, and a Mayor/Ambassador who flavorfully acts as the ruler of the town and person who goes to negotiate with other towns/players, because it feels weird for players to control a town without some sort of PC doing the in-game decision making.
Are you sure it's better for the player to control both the giant and the town?

It seems like there's potential for conflict and roleplaying if the player (as the giant) has to work around what the people of their town want. Instead of just being blind muscle they would have to earn the trust and favor of the town before they could start giving orders and exerting influence.

On the other hand if the condition town is a huge part of the player's advancement, then not giving them direct control could be frustrating.

Maybe instead of handing the player two PCs, make a mechanic for how the giant influences the town's decisions. Some giants directly rule their settlements, others heed the mayor or council, some are beloved by the people, others are untrusted outcasts who are only kept around by necessity.

So, since I just wandered into this thread, what exactly are the giants? Are they just giants that happen to become guardians to towns for a share of their resources, or do they have a cultural reason to align themselves with normal sized people? Are they avatars of local spirits that protect the area? How many players in a party can be giants, and if not everyone, then what do the other characters do to keep busy?

Seems like the needs of the town and needs of the giant (be it simply food, worship or sacrifices) is probably the core of the game. What happens do a giant whose town is destroyed? Do they die, find a new town, become a giant wraith or any number of odd things? Can a town get a new giant if the one they have dies, and how do they do that? What tools have humans created to combat or kill giants, and what can the town do to back up their giant?

Garnering favor, supplies and protection for the village makes it prosperous. The more successful the more prosper. Eventually they repay the giant.

Tldr do quests to level up town so they can level up the giant

Basically the giant is part guardian spirit part human born in town. All players are giants. Multiple giants from the same village are possible but rare. Usually towns make coalitions and thier giants work together

I mean, it's up to whoever's willing to throw together a system and DM it. I like the City Management idea, and I think it'd be a missed opportunity not to combine that and whatever combat system we're using for giants. Designing the culture and whatnot for your city and maybe having benefits/drawbacks from these traits for both the city in a political environment and your Giant.

Giants get their supernatural power from the community they support.

if the town is destroyed they slowly loose the power they gained, and eventually they can no longer fuel their physical impossibility. They must either find a new community to adopt them, or trade other giants for power to keep them going.

Its rather easy for a town of 100+ people to get a new giant. Just start a baby boom. one of them will eventually become giant.

It takes a lot for bog standard humans to kill a giant. expensive siege weapons, traps, warbeasts and other thing are a must. There is no way for a single human to take on a giant without that human being a living god or something.

Magic is out of the question as well. It can take decades to gather enough fetishes, bind enough spirits and other preparations to kill one giant.

So its common knowledge that the most feasible and reasonable way to take on a giant, is to send another giant.

The best a town back up their giant is to equip and train them well. and maybe alter the battlefield in their giant's favor. maybe adding a few traps here and there.

so adventuring giants is rare-ish since you need to protect your settlement. and a community only gets one. Bigger community, stronger giant?

And giants are essentially human gods, in the literal terms. Humans in area together pull their power and a giant is born. Without humans, he dies.

yay or nay?

The orignal idea, I think, was adventuring giants are from settlements that got wiped out somehow. (Or, this is one possible explanation.) In part because 'how did you lose your village' would be a good character/party building exercise.

Bigger community could be stronger/bigger giant or just more than one giant at a time. Depends on circumstances unknown.

Yay, though there should be some way for giants to survive without a community, at least for a time so they can attack other settlements

The supernatural power that Giants get from being part of a comunity can be traded. Kinda like Essence from Werewolf: the Forsaken.

You can bribe spirits to do you bidding with Mana. Giants are Half spirit. Wandering Giants can trade services for Mana, or possibly extort a community into giving them Mana.

...

really? Seems like an intersting challenge - basically you'd need to build the system around the size classes, "mob rules" for people sized NPCs and enemies, PC rules for giants, Boss or Elite rules for enemy giants and other monsters. Then slap something like Reign's company ruleset on top of the whole thing for kingdom/town management. Basically have a bunch of assets that consist of hyper-specialised mobs, fortifications and static seige weapons manned and loaded by mobs that do things giant's weaponry (which is an entire other thing that'd need fluffing) can't, like firing lots of arrows rapidly using those spindel mounted heavy crossbows the romans used and similar things both to handle attacking mobs but also to distract or agro enemy giants or other large creatures.

>Womanlet cut-off point
Same height as you

>Getting there
Tall enough to rest her chin on your head while hugging

>Perfect size
Tall enough to shove your head between her breasts while hugging

>Giantess cut-off point
Tall enough to lift you as if you were a medium sized dog

>Beginning to get a bit creepy
Tall enough to lift you as if you were a rabbit

>This is no longer healthy
Tall enough to fit you in her hand

>There's a point where this needs to stop and we've clearly passed it
Tall enough to tower over most buildings

>DUDE, STOP! JUST STOP!
Tall enough to be seen from space.

This is objective fact and I'm willing to fight anyone who disagrees with me.

Look up frost giantess quest in the suptg archive i guess

I think 30 to 40 feet tall is what was suggested

I'd happily make a system for this if I had more time, but I already have 100+ pages of another system in the works & two projects like that at once is a bad idea. I could maybe do a one-page rulesheet.

Im suggesting 3 or so Attributes that determine a giants Dice pool.

Let's say
Body: physical abilities
Mind: mental abilities
Spirit: magical abilities.

With a split between combat and non combat skills that modify the results of a roll. (+ 5/10/15 to parry, diplomacy, melee strike, ranged strike, crafting, ect)

The only giant-related RPG I have is this.

Kind of Dragon Pass (so, Runequest) except every tribe gains a free giant.

Equipment/magical bonuses could be handled two ways. Either as a flat number bonus or n extra die bonus.

Flat number would obviously just be a +5or whatever.

Die bonus could either add a die to your die pool or add a specific number to a set automatically. ( this sword will add a free 7 to any sets of 7.)

Just make a GURPS or FATE adaptation.

Well, I don't know enough about Gurps and honestly I feel that FATE is light enough to be custom-tailored to the group.

The threads were just fapbait giant pictures, all discussion of mechanics was trite.

The idea of the game is neat but would require some more abstract thought, because just kaiju battles would get dull fast.

The towns should have stats, and those stats should be just as important as the giant's personal stats. As the Town Giant, the player would need to care for and defend his town, its trade, its food/supplies, and its people.

That adds a layer of social and political depth to the game and allows for more problems to threaten the player's interests than just "oh look, another gigantic monster."

I assume a group of players would be the giants of an allied group of towns, but not necessarily? War between towns would be pretty intense. What happens if a town's Giant does die? Do they get a new one? How do they get one in the first place...

As a setting it has merit. As an actual game where the players play the giants, it needs a lot of work.

Is there any rpg designed for a group where people play factions/villages instead of people?

I'm sure there must be, although I don't know any.

Apocalypse World has a lot of mechanics for owning/running a settlement, but ultimately you still have a character.

I feel like it'd make a better board game of some sort than an actual tabletop roleplaying game. It inherently asks that the players all care about their town and want to raise their village,s but then asks for them to group up and leave to adventure which just off the bat is already schizophrenic as an idea.

Doing it like some sort of set game or gamified tabletop would relax some of those tabletop problems.

true

I think you're right in that grouping up and leaving to adventure is directly contrary to the point of the setting.

If it was a TRPG, it would need to be about crisis management, settlement administration, and addressing common threats, rather than romping around exploring.

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Kingdom Death comes to mind

Have a definite win condition.

The Dragon comes. Prepare to kill it.

Exc

Have a hex grid. Add a terrain randomizor. Stake claims to land.

So, how do you balance giant and land upkeep?
It seems to me that a village without a protector would be completely fucked, while a landless giant can simply duel another one and keep the village. So it's not very interesting to invest your time in the village instead of self-improvement.
Sorry guys, I can't help you there, I'm shit at board games

Have phases. Settlement phase, Giant Phase or something like that

>This is objective fact and I'm willing to fight anyone who disagrees with me.
Tall enough for a normal person to sit comfortably in her palm or her mouth is the best size for a proper giantess. Mini-gts is nice for snu snu but it's not really the same.

Seasons would do the trick nicely. Your giant hibernates/ is drowsy most of the time, but when winter comes he can battle other giants, repels wolfs, bandits and monsters, go on treasure hunts and so on.
Rest of the time, you're worshipped and give advice while sitting on a giant throne when you're awake.

Make the village provide bonuses to the giant. They have the benefit of food, armor/waepon upkeep, a home, social life, and the martial aid of the townsfolk.

Also the general consensus is the giants get their huge-ness and power from the town itself, sort of divine protectors.

Finally, it would be in the interest of giants who do have their own town to help other giants protect theirs. A roaming warrior who claims towns is a threat to everyone.

With that in mind there's definitely an aspect of balance that would need to be, er, balanced. The decision to put food and resources towards your town or your giant needs to be a hard one in order for the game to be engaging.

Alternately, have the Roaming Giant be a mechanic, each game has one less town than giant, and it becomes a game of hot potato as the lone giant's power slowly dwindles.

I think there would need to be a mechanic that gives lone giants some kind of edge if this is the case, maybe the ability to fight a town's Giant (and thus take control if you win) or destroy the city itself (weakening its giant but also making it less valuable to claim)

So ultimately, here's my outline.

The ultimate goal is to build the best city. Maybe, like, make a divine throne or something, build the four ultimate types of buildings, etc.

Each town uses resources which can be used to either empower your giant or bring you closer to your goal. I'm thinking that you can build buildings that produce secondary resources, which in turn build other buildings or aid your giant. Maybe three tiers of resources? The split here is key.

I'm thinking three types resources (food, material, luxury) which each have an ultimate victory building (of which you need all to win), and each corresponding to a trait in your giant.

The giant can serve two roles; defending your town or attacking others'. Going after another player's town is risky, but if they're close to winning and your giant is valuable it can be worth it.

Keeping the action up and incentivising players to buff their giant is one player being stuck as the lone giant. The lone giant wants to claim others' settlements by destroying their buildongs and defeating the resident giant. This kicks out the loser and lets them take over.

What you have, hopefully, is a game where you have to balance defending your town and building it up, all with a cool champion mechanic.

Amusingly, a fan made blend of two games kinda suits the theme.

Agricola Robo. Because some mad bastards on the BGG forums decided that combining a pastoral economic game and a giant robot fighting game was the best idea, having you expend resources during the Agricola phase to build and equip your robot, followed by a giant robot battle at the end of the game to influence endgame scoring.

Forgive me, Gigaricola. It was introduced to me by the other name and I can never get the right one first time. boardgamegeek.com/thread/1608515/gigagricola-official-unofficial-agricola-giga-robo

There should be multiple game "Modes"

The old Age of Empires. Build a Wonder first, would be one game mode.

Destroy the NPC faction together would be another. (Fight the dragon )

World domination would be another.

Then i'd say Free Mode where, you basically just do an open ended game.

I'm thinking a board game like Catan or Macchi Koro. Multiple modes would be really complex...

Why? It was a shit idea with plot holes.

...

What plot holes? Now I am curious, I didn't see the other thread.

>got that bitch some Roman architecture
>bitches love Roman architecture

Seconding I only somewhat followed those threads, what plotholes?

dragons are the big enemies of the game, so the game should end with a dragon boss fight.

I think part of the reason it fell apart was some disagreements on where the focus should be, how big of involvement humans should have, and generally how to do rules for cities and advancement.

Veeky Forums falls apart on rulesets a lot of the time when they get to complicated because differences in opinion crop up and can't really get resolved.

I think this is what inspired Viral and the person who made Dungeons the Dragoning. Just took the ball, went home and made a system, and asked Veeky Forums just for some help every once in a while.

...

I can agree with that.

...

Right so going theroy is a board game with tabletop rpg trappings.

If you're ripping off Legends of the Wulin/ORE, why not do it wholesale?

Because I don't want to

I like the core mechanic, but the whole system is a mess.

Pretty much this, a project on Veeky Forums HAS to have an user/a few anons who take charge

The system works amazingly well in practice... Once you get past the awful editing and figure out what a few of the more ambiguous rules were actually meant to do. So I can understand not wanting to use it as a basis wholesale.

I also think it's not directly appropriate for the premise. You'd need some tweaks to change the tone from high flying Wuxia to huge, heavy Giants.

flying wuxia giants would be so cool.

Yeah
Tone is easy

Eh, that's a matter of opinion/preference I guess. I prefer systems to be built from the bottom up to support their tone and premise and to adapt things in line with that.

The problem with making LotW work for a setting full of giants is that... Actions in LotW often feel light. It's a system about people who are able to dance on the wind and spring from treetop to treetop, and a lot of its implicit assumptions reflect that.

Changing those around, to a system where PCs are unstoppable forces, able to shatter the earth beneath their feet, to charge through obstacles and such... It might not take too much, but I'd want something that gives actions more weight.

>>There's a point where this needs to stop and we've clearly passed it
>But let's keep going and see what happens

I've got a few ideas, I can drum up a few things for a playtest. Or at least a very barebones ruleset

I completely agree with this. If she's too big to stick your dick in her then what's the point?

Funny, that image sums the religious view of the dominant faction in my scifi setting.