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Tabletop RPGs and LARPing
Tabletop and LARP Dungeons & Dragons GURPS Pathfinder
Posted: 2026-02-28T11:00:50+00:00
Author: /u/AutoModeratorhttps://www.reddit.com/user/AutoModerator
**Come here and talk about anything!**
This post will stay stickied for (at least) the week-end. Please enjoy this space where you can talk about anything: your last game, your current project, your patreon, etc. You can even talk about video games, ask for a group, or post a survey or share a new meme you've just found. This is the place for small talk on /r/rpg.
The off-topic rules may not apply here, but the other rules still do. This is less the Wild West and more the Mild West. Don't be a jerk.
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This submission is generated automatically each Saturday at 00:00 UTC.
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Posted: 2026-02-21T11:00:46+00:00
Author: /u/AutoModeratorhttps://www.reddit.com/user/AutoModerator
**Come here and talk about anything!**
This post will stay stickied for (at least) the week-end. Please enjoy this space where you can talk about anything: your last game, your current project, your patreon, etc. You can even talk about video games, ask for a group, or post a survey or share a new meme you've just found. This is the place for small talk on /r/rpg.
The off-topic rules may not apply here, but the other rules still do. This is less the Wild West and more the Mild West. Don't be a jerk.
----------
This submission is generated automatically each Saturday at 00:00 UTC.
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Posted: 2026-02-28T19:12:30+00:00
Author: /u/Ok_Interview_853https://www.reddit.com/user/Ok_Interview_853
Last night I finally got my group together to try The One Ring 2e. We used to overhill underhill starter set. I was lore master. The only other RPG the players in my group have played are D&D, they've been playing for 5 years. They were interested in playing TOR since we'd all recently seen the entire lotr trilogy for the first time a few weeks ago.
Any way, after 3 hours of play one player pointed out that the issue with the system is that it just feels since all the big awesome stories have already been done or are going to be done, so it feels like you're just "some guy" going on quests that will ultimately be insignificant to what happens in the future or what been done. The other players agreed, so we not going to continue it.
I was really disappointed because I loved everything about, but they are my only group so I'll have to play what they want.
Some other flaws they pointed out was how it feels like in general your options are very limited. they were trying to get over a Broken bridge and they pointed out how in D&D you could misty step over, use an inspiration point to jump, or use some other sort of spell or magic ability.
I disagreed with most of their critiques and felt that they haven't given it enough of a chance since we played it for literally 2 hours. But I wonder if their points had some validity?
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Posted: 2026-03-01T00:14:21+00:00
Author: /u/ThatOneCrazyWritterhttps://www.reddit.com/user/ThatOneCrazyWritter
There are many subgenres in Fantasy, but let's say which are the best for the following:
Heroic Fantasy (games about good heroes doing good things with cool powers)
Science Fantasy (games where Sci-fi and Fantasy mix without compromise)
Sword and Sorcery (games about grey moral heroes on personal quests)
Epic Fantasy (games about the grand conflict of Good vs. Evil)
Urban Fantasy (games where magic either hides or lives alongside normal day people)
Low Fantasy (games where magic exist in a smaller, more subtle capacity)
Mythological Fantasy (games more about culture and their history than made up stories, trying to re-live those classics, or simple heavily inspired by an specific mythos)
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Posted: 2026-02-28T17:49:29+00:00
Author: /u/erakusahttps://www.reddit.com/user/erakusa
I've noticed a trend in discussions about RPGs whenever someone brings up the idea of introducing survival/resource management mechanics to an RPG, such as requiring rations, enforcing encumbrance, managing light sources, tracking ammo, etc., it is usually met with a bit of disdain and an air of condemnation: like "why would anyone find that fun?" Usually, and not surprisingly, this happens in communities for D&D and its derivatives.
Why might this be? I've always felt that if you want to create a specific type of atmosphere or tone, you need to have some sort of rules in order to back it up. Be it the sanity rules in Call of Cthulhu or even the various rules you see in most fantasy RPGs, rules serve to support the tone the game is going for. Most people in the hobby understand this idea intuitively
So why do rules for resource management get the short end of the stick in this regard? How come most people write them off as annoying bookkeeping, in a hobby that is all about bookkeeping? Why do people break out the tired old "it's fantasy with magic, don't think about it" line when the subject gets brought up?
I know that there are those who do enjoy these mechanics, so for those that do: why do you enjoy these sorts of mechanics and what value have they added to your experience?
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Posted: 2026-02-28T23:47:33+00:00
Author: /u/queendogmahttps://www.reddit.com/user/queendogma
My current campaign is about to end and we're thinking about hard pivoting to a dropped campaign idea.
One of the leading settings is a high urban fantasy where a magical other world got laid on top of NYC leading to a fractal high fantasy never ending city. If you're familiar with Blood Blockade/Kekkai Sensen, it's basically a shameless rip off.
We were talking about systems and one of the ones that was discussed was CAIN. It wouldn't work as well since that's very 'magical assholes fighting in the streets at night' coded -- ie the appeal is the underlying mystery to the mundane. The appeal for this is the mundane in the fantastical.
Not the exact campaign we want to run, but something that fits as a vibe check would be applying magical logic in an actual court of law. "Your honor, vampires can't be photographed. I request that we move the witch's divination into evidence."
Ironically, Shadowrun would be an almost perfect fit. I'm not sure if you can reflavor the sci fi into something more magical. Also, I'm not sure which version would be the best for it.
I know it gets a really bad rep but our group plays Dokapon Kingdom for fun, and the only reason we don't play more of that is because I got a second job.
Please help me.
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Posted: 2026-02-28T22:34:55+00:00
Author: /u/maroubyhttps://www.reddit.com/user/marouby
Hellos there everyone! I'm a big fan of spy movies and action movies in general.
It's been a while now that I've been looking to recreate the vibe of movies such as James Bond, Mission Impossible, John Wick... Or videogames such as I am your beast, Jackal or Midnight Fight Express.
Basically I'm interested in action in a modern setting including but not limited to firearms. Assassins, special forces and spies are my favorite themes but I'm totally open to anything, even a general lead like a TTRPG that just happens to have one class that kinda fits what I'm looking for.
I'm open to any suggestions that fit this description in any way as currently the closest I got was a modified version of Blades in The Dark.
Please let me know if you have any suggestions.
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Posted: 2026-02-28T16:55:11+00:00
Author: /u/No-Crew-4360https://www.reddit.com/user/No-Crew-4360
One aspect of old school TTRPGs that I find fascinating is how they still had a lot of Wargame DNA. Players were expected to amass a retinue of NPCs to act as extra bodies in combat, extra skills during exploration, extra inventory space when hauling loot and extra targets for traps.
Are there any modern systems that have this as a core feature?
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Posted: 2026-03-01T02:18:48+00:00
Author: /u/Philairehttps://www.reddit.com/user/Philaire
Hey everyone!
I wanted to start a somewhat philosophical discussion about something that's been on my mind for a while, and that I think actually matters depending on how you conceptualize these creatures in your games.
In my native language (French), the term "undead" is inherently paradoxical, for it's named mort-vivant, which literally means dead-alive: life and death smooshed together to describe something that, by definition, cannot exist. And that's exactly what interests me.
The term undead doesn't really escape that paradox : if it's undead, is it... alive? Not really dead?
Because behind that paradox, I feel like there are two major schools of thought, and depending on which one you adopt, you're really not playing (or running) the same thing at all:
Option A: The dead thing pretending to be alive
- It's a corpse. Biologically dead. But something (magic, a virus, necrotic energy, whatever) gives it the illusion of movement, sometimes even thought.
- The perfect example is the D&D zombie: a body raised by necromantic magic, animated by an external force, with no will of its own.
- The "living" part is just a veneer. At its core, it's death walking around.
- Killing a zombie feels like a correction: putting things back in their natural order.
Option B: The living thing that lost what made it human
- The creature might still breathe, its heart might still beat, but everything that made it a person is gone. Humanity, consciousness, memories, connections.
- This is essentially what Dying Light goes for: the infected are biologically alive, the virus just... reformatted them. They're not dead, but they're not really there anymore either.
- And that's where things get morally uncomfortable: do we even have the right to kill them? Is there still someone "in there"?
So my question for you: which of these two visions resonates with you most, and more importantly, which do you prefer to play or run? Does it change how you integrate them into your scenarios, your lore, your game systems?
And if you have a third option I haven't considered, I'm all ears!
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Posted: 2026-02-28T21:54:10+00:00
Author: /u/Josh_From_Accountinghttps://www.reddit.com/user/Josh_From_Accounting
Don't tell my players (though they do read my reddit) that I did this.
Today, in the dungeon we were running, I made up something on the spot because I realized I never put anything in this big room. So, this is what I made up.
I drew a maze quickly and didn't show them. I then drew a copy of the room and just what they saw. I put an unspecified (I have a number but I think my players might read this so I won't say) number of Minotaurs in the room. I put a directional map on it.
Every time my players moved to the next turn, I would roll 1d4 per Minotaur. I would then move the Minotaurs up to their movement in whatever direction I rolled for that Minotaur. The 4 directions mapping to one of the results on the d4. Literal wandering monsters. The players then have to work their way though the maze.
They have already run into one Minotaur and it spotted them so they'll have to fight it. They did get two free attacks because one player used a grappling hook to get up on the walls of the maze.
They are currently in the house of the Mayor of Sharn's son, who has financed Blood of Vol operations, likely killed a Halfling hero named Red Velma (and angered her mob boss husband) during the war to keep the lower Ring in its place, and has other ties to the campaign they are slowly discovering. I just thought "he's the type of person to have a Minotaur maze in his home that he throws bad servants into for his own amusement."
I run 5e on Saturdays because I wanted to play in person and 5e is still dominant there. But, I think this setup can work for any F20 game, especially OSR.
Pretty proud of myself for coming up with this in the moment.
Everytime they turn a bend, I draw in what they see. I tried directing it to them verbally, but that was confusing everyone. Doesn't help I hit my head on the trunk of my car (actually cut the top of my head) and have been having a bit of trouble focusing since then.
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Posted: 2026-02-28T21:44:11+00:00
Author: /u/sharyan51https://www.reddit.com/user/sharyan51
I am looking to get a one shot game scheduled as my dnd campaign got a bit sidelined, I want to use this opportunity to try out one of my many systems that aren't dnd. So while im interested in all of them, im just curious which runs best as a one-shot? And in advance, yes im a sucker for Quinns Quest.
Heart: City Beneath
Slugblaster
Brindlewood Bay
Mythic Bastionland
Public Access
Delta Green
Dread
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Posted: 2026-02-28T21:34:57+00:00
Author: /u/PencilBoy99https://www.reddit.com/user/PencilBoy99
You're forced to run Chronicles of Darkness Games (Demon the Descent, Werewolf the Forsaken, Deviant the Renegades) because you're me and the original systems are fine but way too crunchy for you. What system do you use? I'm thinking here of actual generic systems and not "make your own in PBTA"
My general concern would be
How much work and how good of a game designer would I need to be
how easy will it be to get help.
Systems I Have and Quick Thoughts About them
- Savage Worlds - would actually work fine (works *fine* for most things) but I'd have to build everything myself, including antagonists. Feels like a lot of work. Large community.
- Cortex Prime - I have this but can't figure out how to actually use it or how it works. Unfortunately because whatever company bought it seems to not like the game, and as a result it has a small community, no supplements, etc.
- Questworlds - I do actually understand this game, and converting would be pretty easy. However it's made for pulpier/more heroic stuff. I think it would be hard to make it grittier / grimmer (maybe)
- Cypher - I'm not sure how I'd do this because of the structure of how you make characters (unless I designed the whole thing myself). I think there are examples for how to make players all a common type of thing. Antagonists would be easy to convert since they're just a few numbers and some special effects.
- Genesys - again, have to build everything from scratch. Seems like a lot of work.
- Everywhen - Fun generic BoL, but not sure how I'd use it.
- Fate Core - I kind of understand Fate, so this might work. It doesn't seem as popular anymore so the community seems to be dwindling.
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