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 Weekly Free Chat - 01/24/26
Posted: 2026-01-24T11:00:50+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.

– submitted by – /u/AutoModerator
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 Is Daggerheart worth buying?
Posted: 2026-01-30T15:20:40+00:00
Author: /u/No-Maintenance6382https://www.reddit.com/user/No-Maintenance6382

I'm considering buying the aforementioned system, so I'd like to know if it's worth investing time and money in. I quite like PbtA; from what I've heard, it's quite similar, with the addition of DnD. What do you think about it?

– submitted by – /u/No-Maintenance6382
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 Running a Space Campaign, Need a System Generator
Posted: 2026-01-30T17:37:48+00:00
Author: /u/Gloomy-School-1493https://www.reddit.com/user/Gloomy-School-1493

I'll keep this short. At some point in the near future i'm going to be running a campaign that is set in a Sci-Fi universe with FTL travel with a Galactic Focus. This means players going across start systems and visiting sectors and all that happy Sci-Fi Jaz.

I REALLY do not want to have to pre-prep 100 star systems and 1K planets. It's going to be a bit sandboxy and i'm just not down with this, even if the advice is "pre-prep 5 star systems and just use them for wherever the PC's go" it's arduous.

I'm looking for a good set of tables to generate a planetary system. I haven't given this much thought, I might be underthinking and there's only like 2 - 3 things i need, but if there's a resource out there that already does this kind of thing, i really don't need to reproduce the wheel.

I'm not really looking for a map (if there's a good star map creator i'd love to hear about it), more a set of tables that give me some good randomization for what's in a solar system the PC's come into. I'm happy to populate details if they decide to stay or investigate something, but the general "what makes up this system" is something i'd like to not have to think about.

Anyone know of a good "generate a star system" set of tables in a reference somewhere? I've got to think that some system already has this published.

– submitted by – /u/Gloomy-School-1493
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 Modules/campaigns you’ve successfully stitched together
Posted: 2026-01-30T12:42:02+00:00
Author: /u/Express_Row9757https://www.reddit.com/user/Express_Row9757

I’ve seen The Alexandrian, Matthew Colville, and others talk about grabbing a handful of smaller modules and stitching them together into a compact sandbox / longer campaign.

What are some combinations you’ve run successfully or think would work especially well together? (Any system)

Here are a few I’m stitching together right now (credit to RedMageGM for the idea): Well of Frogs, Shadowvein (from Advanced Adventures #1, #23, and #24), and Demonspore. I’m also considering adding Cloister of the Frog God and Temple of the Frog, though that might be too much frog theme.

– submitted by – /u/Express_Row9757
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 Hidden Gem: Chronica Feudalis
Posted: 2026-01-30T16:03:50+00:00
Author: /u/Useful-Angle1941https://www.reddit.com/user/Useful-Angle1941

So, I'm always looking around for medieval/low-fantasy games, and was kinda shocked I'd never ran across this one before. Essentially, it's a combination of a step-die system with some concepts from FATE, lifepath character creation via mentors, perhaps just a dash of Burning Wheel, with the rules conveyed from the POV of monks playing the game in their priory.

Now, there are plenty of medieval/low-fantasy games out there that range from OSR basic complexity, to full-blown simulationist "let's break out the calculators and spreadsheets".

All of that's fine, but what really took my fancy is that Chronica Feudalis feels really sleek and modern 16ish years after release. It's quick to get up and running, has rules for not just combat, but social conflict and chases. It gives you everything you need to adventure in that setting without it being a bloated mess.

I'm a little pressed for time, so I'll not prattle on, just curious if any of you have had a chance to play/read through it, and if you have any thoughts?

**Just a note, it might not be as much of a hidden gem as I thought. Did another search before submitting, and it has been mentioned a couple times in recent months/years. Buuut what the hell. I've already come this far.**

– submitted by – /u/Useful-Angle1941
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 Random Encounters aren't Useless
Posted: 2026-01-30T15:41:51+00:00
Author: /u/BlackTorchStudioshttps://www.reddit.com/user/BlackTorchStudios

Random encounters aren’t useless. Your system makes them irrelevant.

If a fight doesn’t matter past the next long rest, of course it’s pointless. You burn resources, sleep, and the world resets.

The problem isn’t random encounters. It’s daily-reset design.

Random encounters work when consequences persist.


What actually makes them matter:

  1. Consequences that last Lingering injuries. Partial recovery. Exhaustion. Gear wear. Scarce supplies.

  2. Resource drain that sticks If everything refreshes overnight, optimal play is always nova, rest, repeat. If recovery is slow, conditional, or risky, even small encounters carry weight—and choosing not to fight becomes a meaningful decision. This also highlights different types of play besides "kill the thing".

  3. Loot isn’t just XP or gold Supplies. Replacement gear. Information. Pressure. Signals of danger. Sometimes the reward is simply not being worse off than yesterday.


The real issue: Some systems train players that nothing matters until the Dungeon because the system wipes the slate clean every night.

Fix recovery. Make pressure cumulative. Stretch resources across days, not encounters.

Do that, and random encounters stop being filler. What systems have y'all played that do this well?

– submitted by – /u/BlackTorchStudios
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 Political intrigue campaign settings/adventure modules ?
Posted: 2026-01-30T18:38:46+00:00
Author: /u/nopesorry1384https://www.reddit.com/user/nopesorry1384

Preferably a low fantasy setting but its not a requirement. Im not looking for systems just ideas and hooks . Something in vein of city of lies for legends of five rings.

Many thanks in advance!

– submitted by – /u/nopesorry1384
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 2P RPG One-Shots for Valentines Day
Posted: 2026-01-30T16:03:14+00:00
Author: /u/moon_portal4523https://www.reddit.com/user/moon_portal4523

So my boyfriend and I wanna try out a 2P RPG one-shot for Valentine’s Day, any recommendations? We’re down for almost anything: Straight fantasy adventure, romance, ERP, etc. No AI please!

– submitted by – /u/moon_portal4523
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 High Crunch Non-Combat Focused RPGs
Posted: 2026-01-30T14:17:54+00:00
Author: /u/Zaleramancerhttps://www.reddit.com/user/Zaleramancer

Hello,

I've been looking for new things to read! I keep hoping to find something that's mechanically a bit dense that focuses on something other than combat. While I enjoy reading games that are 2-4 page light RPGs about historical research or something, I really hope I can find something that has denser rules.

Specifically, I'm looking for:

- Multiple subsystems for different things.

- Low or comparable combat rules.

- Focus on research, construction or gadgets is a plus.

There are lots of games with small add-ons for things like this, but I want something more central.

Any ideas?

– submitted by – /u/Zaleramancer
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 What is the opposite of Simulationist?
Posted: 2026-01-30T16:31:59+00:00
Author: /u/KenderThiefhttps://www.reddit.com/user/KenderThief

So I have played some games where every item has weight and you need to keep track of fatigue, sanity, ammunition, hunger, and thirst as well as hit points. I've heard this style of game called "Simulationist". But what is the polar opposite of this? I've also played games where only hit points are tracked, eating and resting don't have mechanics, and you have a wealth score instead of tracking individual bits of currency. I'm partial to this style of play, but I haven't heard what it's called yet.

– submitted by – /u/KenderThief
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 Rant on Player Investment and Collaboration
Posted: 2026-01-30T04:14:37+00:00
Author: /u/HallowedHalls96https://www.reddit.com/user/HallowedHalls96

I'm sure this is just going to be a downvoted rant, and most of it is stream of consciousness. But I just need to express it to be able to find some kind of peace of mind, I guess.

Has anyone else been struggling to find players that... actually care about the game? 2025 was an extremely rough year for me as far as gaming goes; my partner and I lost a gaming group we had played with for a couple years when one player had a tailspin of behavior which ended in everyone parting ways, and then both of us attempted to start 4 separate campaigns between us, all of which either flopped or are in the process of flopping.

Both myself and my partner put a lot of effort into our initial posts, describing what we'd like in players (active, communicative, collaborative, invested), showcasing what we'd like to do outside of game sessions like play video games or downtime text roleplay, and including as much detail as we can on the tone of campaign we're presenting. But it feels like the volume of interested applicants has gone down; that's fine, as long as there are good people who want to play. But they aren't.

Each game has been met with players with absolutely no interest in collaborative storytelling; they want their own private special narrative told where they win all the time and never get told no, or they offer absolutely nothing for us to work from to suggest stories, tropes, or attachments to the game plot. They don't interact outside of game sessions, and quite frankly only barely chime in during sessions either. We leave space for players to dictate character actions only to be met with silence, and when we move the scene along with some encouragement we still get nothing.

Multiple times now players will not describe their backstory or personality until the last minute, only give barebones details, and play cold-shouldered asshole loners who do nothing but make sardonic remarks about the other PCs, their actions, or the plot points presented. Like they don't want their characters to be involved in the plot in any way, and think it's stupid to do so.

I just don't get what I'm doing wrong. I pour heart and soul into my campaigns, and so has my partner, and we actively chime in and poke and offer whatever we can to get some interaction going, but after more than 20 different players across multiple game systems and mediums it just feels like no one cares.

Rant over, I guess, but if anyone has advice on how to structure ads, interview, or just validates the feelings a bit to know we're not alone then I'd appreciate it greatly.

EDIT: Some clarifications, because people are getting pressed about wanting to interact outside of game sessions for some reason.

  1. Maturity does not mean giving up on hobbies and interests. I can't believe someone who is engaging in roleplay, MMOs, and LARP as hobbies is saying this but... get a life? People have time and desires outside of their jobs, outside of their families if they have them, etc. I'm sorry you have nothing but excel sheets and protein powder, if I can have a full time job, take care of my house, my pets, spend private time with my partner, AND still want to engage consistently in TTRPG stuff outside of sitting down for a game session.

  2. I genuinely find it baffling that so many of you think it unbelievable to message outside of a game session. Are you that emotionally stunted that you don't think to interact with someone beyond a 3 hour window on Saturdays?

  3. I am not expecting immediate friendships. I am not demanding people spend their every waking hour talking to me. I am not demanding... anything, really, beyond people actually behaving like they want to be in the game they signed up for. Friendships grow naturally through interacting with other people. So you develop TTRPG groups into friends by interacting with those other people beyond just rolling dice. Stop lecturing me on how social dynamics work when its clear you don't understand them.

  4. I can confirm that Reddit is the problem, finding players on the website that contains some of y'all's actually dogshit opinions was a horrible idea. Discord has immediately been better for finding people that want to like... engage with other human beings.

– submitted by – /u/HallowedHalls96
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 Ideas for adapting Glandlands's "Doing Good Is Hard" NPC design?
Posted: 2026-01-30T18:32:16+00:00
Author: /u/brokenimage321https://www.reddit.com/user/brokenimage321

I'm currently watching Dimension20's "Gladlands," which takes place in a Mad Max-style post-apocalypse, but where everyone is working together to get through. Honestly, I'm finding it both a moving and inspirational game--the stakes are just as high, and the drama just as real, when helping someone (for example) mourn someone they've lost, as some of their more traditional games.

The main thesis of the campaign seems to be "Doing good is hard, but worth it"--the PCs need to, not just help people out, but figure out who to help, and how, especially given that they have limited time and resources, both material and personal.

I am currently sketching out plans for a high-fantasy game that I've been conceptualizing as a spy thriller, where no one trusts each other and everyone wants to stab everyone else in the back. Competing faction politics have been a core part of the idea from day one. But, since watching Gladlands, I'm starting to rethink that direction--I still like the idea, but I'm wondering if there's a way I could work some Gladlands into it. Like, "Nobleman A" is a threat and needs to be neutralized--but the players don't have to stab him to do it. Maybe they help him get what he needs, and then he could join their side as an ally?

Though I like the idea, I'm not really used to thinking in this way: most of my NPCs tend to be fairly simplistic in nature, for good or for bad. And I would like to make things more thorny and complex than just "give Nobleman A enough flowers and he will like you"--I'd love to do the thing that Gladlands does, where the PCs can only help so many people, and even then, can't always succeed.

I'm still in the early stages of planning here, but I'd love to hear what you think. How would you suggest putting together an environment where the PCs can solve problems by helping people, but make the act of helping more complex than just, idk, giving them gifts and stuff?

– submitted by – /u/brokenimage321
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