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Reply: RPG Design:: Re: Did monopoly ever have a “what is board gaming” section in its rules?
Posted: Sat, 03 Oct 20:26:31
Posted: Sat, 03 Oct 20:26:31
Some cooperative games with a certain mechanism have to be explained some way.
Also legacy games need some intro 🙂
So RPGs are not alone
Ciao
Martin
Also legacy games need some intro 🙂
So RPGs are not alone
Ciao
Martin
GeekList Item: Item for GeekList "Dan's WFRP Paths of the Damned character list (Table 1)"
Posted: Sat, 03 Oct 20:26:21
Posted: Sat, 03 Oct 20:26:21
by bulldog93
An item RPG Item: Axe of the Dwarvish Lords has been added to the geeklist Dan's WFRP Paths of the Damned character list (Table 1)
Ryuutama TTPRG Review: A Wholesome Journey Worth Taking
Posted: Sat, 03 Oct 20:12:51
[/heading]
Ryuutama by Kotodama Heavy Industries is a cozy, Japanese-inspired TTRPG that feels like a blend of the Final Fantasy universe and Oregon Trail. That may sound like a strange combination, but it actually works beautifully.
I went into Ryuutama completely blind, with no research and no expectations. What I found in its 200+ page rulebook was pleasantly surprising: a well-organized, flavorful system that inspires creativity and warmth at every turn.
[heading]World-Building: Make It Your Own
[/heading]
Ryuutama doesn’t come with a premade setting. Instead, it offers flavorful building blocks that help your group craft a unique world together. Here are the foundations:
Every world is born from seasonal dragons (Spring, Summer, Fall, Winter).
These dragons spawn others tied to weather, terrain, and nature, creating the world's ecology.
A Ryuujin, the Game Master’s in-game character, gathers stories called Travelogues to nourish these dragons.
In this world, every person is expected to go on a meaningful journey at least once in their life. These Travelers are the player characters, and their stories are secretly observed and recorded by the GM-controlled Ryuujin.
From the pastel-colored anime art to the flavorful spells and traveler classes, the entire rulebook is steeped in cozy, creative vibes. It provides just enough structure to spark inspiration while leaving room for your table's own magic.
[heading]Travel Is the Game
[/heading]
While many TTRPGs focus on stopping a villain or saving the world, Ryuutama puts the spotlight on the journey itself. Each day on the road includes:
- Eating and managing supplies (a light resource minigame)
- A Condition check to see how your character feels
- A Travel check to handle terrain and weather
- A Direction check to stay on course
- An Event or encounter
- A Camping check to rest and recover
It might sound repetitive, but each roll is a prompt for roleplay. The game encourages players to narrate why they feel sick or joyful, what made camp difficult, or how they overcame a challenge on the road. It is minimalist, but purposeful.
Mechanically, all checks use two of your four ability scores (Strength, Dexterity, Intelligence, Spirit), with dice ranging from d4 to d12. The system is simple and elegant, offering just enough crunch to feel like a game while keeping the focus on narrative.
[heading]The Ryuujin: GM as a Guide
[/heading]
In Ryuutama, the GM plays a character, a Ryuujin, one of four types that shape the tone of the story:
Blue: Friendship, emotion, romance
Red: Combat, danger, drama
Green: Discovery, travel, whimsy
Black: Tragedy, fate, difficult choices
Ryuujin have minimal powers and generally serve as gentle narrative guides. They can steer the story without controlling it, helping GMs maintain tone and direction. They also level up, adding a subtle game layer to the GM role.
[heading]Combat: Light, Strategic, JRPG-Flavored
[/heading]
Combat is perhaps the most divisive part of Ryuutama. It is not crunchy or tactical, but the simple system does have specific mechanics:
Battles use a fixed map with front and back zones
Initiative determines turn order and your defensive value
Characters can take one action per round: attack, spell, defend, change zones, etc.
Battlefield Objects, which each player helps create, add environmental variety
There is no tactical movement or heavy combos, but there is room for creativity. If you imagine combat like a turn-based JRPG, it fits right in with the tone of the game.
[heading]Ryuutama Character Creation: Quick Yet Rewarding
[/heading]
Creating a character is easy and satisfying:
Choose one of 7 classes, each with 3 signature abilities. The classes include Minstrel, Merchant, Hunter, Healer, Farmer, Artisan, and Noble.
Choose a Type (Fighting, Technical, or Magic). Any class can select any type, so you could have a Farmer who’s great at fighting or a Noble who excels at magic.
Choose a Party Role. This determines each character’s unique responsibilities within the traveling group, so everyone has a job to do. The options include Leader, Mapper, Journal Keeper, and Quartermaster.
Assign your four ability scores across Strength, Dexterity, Intelligence, and Spirit.
Pick an iconic weapon. Each weapon has unique features and stats.
Each class shines during travel, whether it is a Hunter gathering food, a Healer finding herbs, or a Merchant managing trade. You can later multiclass or specialize further, giving plenty of room for growth.
[heading]Magic: Small List, Big Heart
[/heading]
Magic in Ryuutama is on the simpler side:
Casters learn 2 general spells (Incantations) per level
They also choose one of four seasonal schools, gaining all spells from that season as they level up
While the spell list isn’t huge, each one has plenty of flavor. Like “Koro-pok-kuru Cute Leaf” which creates gigantic leaves to serve as umbrellas on a rainy day. Seasonal spells are distinct and thematic, reinforcing the game’s cozy aesthetic.
[heading]Ryuutama Review: Final Ratings
[/heading]
Setting: 9/10 – A rich foundation for worldbuilding, bursting with charm and flavor
Mechanics: 8/10 – Light but deliberate, everything supports the narrative
GM Tools: 7/10 – The Ryuujin is unique but may not work for every GM; solid tools overall
Combat: 7/10 – Minimalist but with just enough depth; more narrative than tactical
Overall: 9/10
Ryuutama may be a little shallow in areas like combat depth or spell variety, but it more than makes up for it with its cozy atmosphere, satisfying travel loop, and narrative-first design. It quickly soared into my top three TTRPGs. I am even tempted to house-rule its travel mechanics into other games.
All of us at Level 1 Geek had an absolute blast playing Ryuutama, and we highly recommend adding it to your collection! It is a beautiful, heartfelt game that makes the journey every bit as rewarding as the destination.
This article originally appeared on my personal site, https://www.level1geek.com/blog/ryuutama-ttrpg-review !
Posted: Sat, 03 Oct 20:12:51
by Level 1 Geek
[heading]A Cozy, Whimsical Blend of JRPG and Oregon Trail[/heading]
Ryuutama by Kotodama Heavy Industries is a cozy, Japanese-inspired TTRPG that feels like a blend of the Final Fantasy universe and Oregon Trail. That may sound like a strange combination, but it actually works beautifully.
I went into Ryuutama completely blind, with no research and no expectations. What I found in its 200+ page rulebook was pleasantly surprising: a well-organized, flavorful system that inspires creativity and warmth at every turn.
[heading]World-Building: Make It Your Own
[/heading]
Ryuutama doesn’t come with a premade setting. Instead, it offers flavorful building blocks that help your group craft a unique world together. Here are the foundations:
Every world is born from seasonal dragons (Spring, Summer, Fall, Winter).
These dragons spawn others tied to weather, terrain, and nature, creating the world's ecology.
A Ryuujin, the Game Master’s in-game character, gathers stories called Travelogues to nourish these dragons.
In this world, every person is expected to go on a meaningful journey at least once in their life. These Travelers are the player characters, and their stories are secretly observed and recorded by the GM-controlled Ryuujin.
From the pastel-colored anime art to the flavorful spells and traveler classes, the entire rulebook is steeped in cozy, creative vibes. It provides just enough structure to spark inspiration while leaving room for your table's own magic.
[heading]Travel Is the Game
[/heading]
While many TTRPGs focus on stopping a villain or saving the world, Ryuutama puts the spotlight on the journey itself. Each day on the road includes:
- Eating and managing supplies (a light resource minigame)
- A Condition check to see how your character feels
- A Travel check to handle terrain and weather
- A Direction check to stay on course
- An Event or encounter
- A Camping check to rest and recover
It might sound repetitive, but each roll is a prompt for roleplay. The game encourages players to narrate why they feel sick or joyful, what made camp difficult, or how they overcame a challenge on the road. It is minimalist, but purposeful.
Mechanically, all checks use two of your four ability scores (Strength, Dexterity, Intelligence, Spirit), with dice ranging from d4 to d12. The system is simple and elegant, offering just enough crunch to feel like a game while keeping the focus on narrative.
[heading]The Ryuujin: GM as a Guide
[/heading]
In Ryuutama, the GM plays a character, a Ryuujin, one of four types that shape the tone of the story:
Blue: Friendship, emotion, romance
Red: Combat, danger, drama
Green: Discovery, travel, whimsy
Black: Tragedy, fate, difficult choices
Ryuujin have minimal powers and generally serve as gentle narrative guides. They can steer the story without controlling it, helping GMs maintain tone and direction. They also level up, adding a subtle game layer to the GM role.
[heading]Combat: Light, Strategic, JRPG-Flavored
[/heading]
Combat is perhaps the most divisive part of Ryuutama. It is not crunchy or tactical, but the simple system does have specific mechanics:
Battles use a fixed map with front and back zones
Initiative determines turn order and your defensive value
Characters can take one action per round: attack, spell, defend, change zones, etc.
Battlefield Objects, which each player helps create, add environmental variety
There is no tactical movement or heavy combos, but there is room for creativity. If you imagine combat like a turn-based JRPG, it fits right in with the tone of the game.
[heading]Ryuutama Character Creation: Quick Yet Rewarding
[/heading]
Creating a character is easy and satisfying:
Choose one of 7 classes, each with 3 signature abilities. The classes include Minstrel, Merchant, Hunter, Healer, Farmer, Artisan, and Noble.
Choose a Type (Fighting, Technical, or Magic). Any class can select any type, so you could have a Farmer who’s great at fighting or a Noble who excels at magic.
Choose a Party Role. This determines each character’s unique responsibilities within the traveling group, so everyone has a job to do. The options include Leader, Mapper, Journal Keeper, and Quartermaster.
Assign your four ability scores across Strength, Dexterity, Intelligence, and Spirit.
Pick an iconic weapon. Each weapon has unique features and stats.
Each class shines during travel, whether it is a Hunter gathering food, a Healer finding herbs, or a Merchant managing trade. You can later multiclass or specialize further, giving plenty of room for growth.
[heading]Magic: Small List, Big Heart
[/heading]
Magic in Ryuutama is on the simpler side:
Casters learn 2 general spells (Incantations) per level
They also choose one of four seasonal schools, gaining all spells from that season as they level up
While the spell list isn’t huge, each one has plenty of flavor. Like “Koro-pok-kuru Cute Leaf” which creates gigantic leaves to serve as umbrellas on a rainy day. Seasonal spells are distinct and thematic, reinforcing the game’s cozy aesthetic.
[heading]Ryuutama Review: Final Ratings
[/heading]
Setting: 9/10 – A rich foundation for worldbuilding, bursting with charm and flavor
Mechanics: 8/10 – Light but deliberate, everything supports the narrative
GM Tools: 7/10 – The Ryuujin is unique but may not work for every GM; solid tools overall
Combat: 7/10 – Minimalist but with just enough depth; more narrative than tactical
Overall: 9/10
Ryuutama may be a little shallow in areas like combat depth or spell variety, but it more than makes up for it with its cozy atmosphere, satisfying travel loop, and narrative-first design. It quickly soared into my top three TTRPGs. I am even tempted to house-rule its travel mechanics into other games.
All of us at Level 1 Geek had an absolute blast playing Ryuutama, and we highly recommend adding it to your collection! It is a beautiful, heartfelt game that makes the journey every bit as rewarding as the destination.
This article originally appeared on my personal site, https://www.level1geek.com/blog/ryuutama-ttrpg-review !
GeekList Item: Item for GeekList "2026 RPGG Challenge: Play Five RPGs You Have Never Played Before (Each At Least Once)"
Posted: Sat, 03 Oct 20:09:14
Posted: Sat, 03 Oct 20:09:14
by Donogh
An item RPG Item: Contenders has been added to the geeklist 2026 RPGG Challenge: Play Five RPGs You Have Never Played Before (Each At Least Once)
Reply: Dungeon (Issue 69 - Jul 1998):: General:: Re: Mere of Dead Men PbF - IC
Posted: Sat, 03 Oct 20:02:54
Ariel is happy to make a little small talk with Forvi in Dwarven. 🙂
"So we'll each carry a healing potion but who would like to hold the anti-poison/illness ones? I can keep one if you like but we should split them up. ... I'm happy to have this ring, with any luck we won't need it!" Ariel slips the healing potion vile and the ring into a small pocket handily hidden at her waist. "Since the ring has a limited time to be active, I'll put it on once we are entering the marsh."
Checking over her supplies she notices she's all out of rope. "I do need some more rope." She looks around to find a length of hempen rope to add to her pack.
"We should get there fairly quickly if we use the spectral steeds." and answering Aster ... "It could be good to cut through some of the marsh and make that bit shorter but we'll have to be careful of the less trodden parts. There could be good reason why."
In my spell list I have Find Steed. Is this the same rules as the phantom steed? Is this something I could ritual cast for myself when it is not one of my prepared spells?
Posted: Sat, 03 Oct 20:02:54
by Felice Si
Ariel HimmelmanAriel is happy to make a little small talk with Forvi in Dwarven. 🙂
"So we'll each carry a healing potion but who would like to hold the anti-poison/illness ones? I can keep one if you like but we should split them up. ... I'm happy to have this ring, with any luck we won't need it!" Ariel slips the healing potion vile and the ring into a small pocket handily hidden at her waist. "Since the ring has a limited time to be active, I'll put it on once we are entering the marsh."
Checking over her supplies she notices she's all out of rope. "I do need some more rope." She looks around to find a length of hempen rope to add to her pack.
"We should get there fairly quickly if we use the spectral steeds." and answering Aster ... "It could be good to cut through some of the marsh and make that bit shorter but we'll have to be careful of the less trodden parts. There could be good reason why."
In my spell list I have Find Steed. Is this the same rules as the phantom steed? Is this something I could ritual cast for myself when it is not one of my prepared spells?










