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Tabletop RPGs and LARPing
Tabletop and LARP Dungeons & Dragons GURPS Pathfinder
Posted: 2026-04-18T11:00:44+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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Posted: 2026-04-20T02:43:46+00:00
Author: /u/plazman30https://www.reddit.com/user/plazman30
The founder of Game Science, and frequent attendee of Gen Con who would tell you if you were not using his dice, you were cheating, passed away on April 15th according to his Wikipedia page.
I believe Lou was responsible for the dice included in many early tabletop games. He was the first one to make dice made of significantly better plastic, so they would chip after a few years of use.
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Posted: 2026-04-20T03:18:28+00:00
Author: /u/iamatrex_rawrhttps://www.reddit.com/user/iamatrex_rawr
I've been playing Deadpilled for the 2nd time with some friends and it is so wildly cathartic. Any other cathartic games you have to recommend??
edit: for the record, I am friends with writer of Deadpilled and they are running the game I am playing so this might be too promo... I'm not totally sure on the new rules. But I really do wanna hear about other people's games!
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Posted: 2026-04-19T22:03:51+00:00
Author: /u/No_Associate1660https://www.reddit.com/user/No_Associate1660
Hello! I’m preparing for my next campaign and would love your recommandations for an rpg system :)
The players will be a mix of newcomers and veterans. After talking with them, I’m looking for a high fantasy setting, with some tactical depth (either mechanical or narrative is fine, as long as there is player agency in combat).
For myself, I would love to discover a new rulebook, so anything besides what I have already played would be appreciated:
- Aventure
- BESM
- Broken Tales
- Daggerheart
- Dnd 3.5e & 5e
- Fate
- Legend of the Five Rings
- Mouse Guard
- Pathfinder 1e & 2e
- Warhammer Fantasy
- World Without Numbers
The campaign will be homemade, I’m aiming for 10 sessions long, more if we’re having too much fun. I haven’t decided the precise campaign frame yet, I thought it would be depending on the ruleset.
Thank you very much for your help!
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Posted: 2026-04-20T08:29:05+00:00
Author: /u/UltimateHyperGameshttps://www.reddit.com/user/UltimateHyperGames
I'm currently running a Delta Green game and I'm thinking about taking a page from Triangle Agency. For those who don't know, in DG, you have bonds which benefit you in various ways, one important way is that they help you stay sane at the cost of damage to that bond. The game intends that when you have a chance, you have a "home scene" where that damage plays out.
In Triangle Agency, the relationship characters of your PC are set to be divided between the other players and/or GM. That seems like a really good way to handle the bonds too as currently every time there's a home scene in my DG game, 2 players are sitting out while I do something one-on-one with the last one. Of course, this won't change the total number of players sitting out a scene, but it'd give me a chance to focus on getting the next scene ready and stuff like that.
I'd still need to coach them and give directions, but I feel like this would be a good idea.
Is there any reason this would be a bad idea?
Have you done this in your games (even if it's not Delta Green)?
Are there any pitfalls I should look out for?
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Posted: 2026-04-19T16:06:11+00:00
Author: /u/PM_ME_STEAM_CODES__https://www.reddit.com/user/PM_ME_STEAM_CODES__
Hey all, looking to hear from some people who have played these kinds of games to figure out which is the best for my group. Any advice would be appreciated. The things I'm looking for are:
Characters can be teens without breaking any core assumptions of the system
Takes place in the real world (or real world-adjacent) early 2000s, or is easy enough to change the time period
Reasonable amount of lethality. Death can come for the characters, but I would like most of them to make it to the end of a 10-15 session game.
Characters have no supernatural powers, at least from the get-go.
Level of crunch ranging from the high end of rules light to medium. I usually run Pathfinder 2e for these players, and we want something lighter than that but still able to sink our teeth into.
The systems I have in consideration are:
Call of Cthulhu. Fits the supernatural investigations aspects really well, not sure if the lethality is too high (I'd probably try 7ED, if it matters).
Things From the Flood. Perfect for the age range, time period, and desired lethality, but seems firmly sci-fi and I don't know how hard that would be to hack out.
Kids on Bikes. The only one of these systems I've played, it's perfect in just about every way except for one. It's a little too rules light for my group, and the lack of progression is a downside for us.
If you have any experience with these systems I'd love to hear from you, or if you know of any other ones that would suit us, throw 'em out there.
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Posted: 2026-04-19T22:48:23+00:00
Author: /u/CrunchyRaisinshttps://www.reddit.com/user/CrunchyRaisins
One of my players is in the process of making a new character for my Savage Worlds campaign and wanted to make a Squad Leader kind of guy (I.e., has a few allies who can accompany and fight with him in combat).
If it's summoning creatures to fight for you instead as a mechanic, I'm open to it! Just looking for inspiration on how I can come up with more fun mechanics for him to work with.
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Posted: 2026-04-19T13:10:23+00:00
Author: /u/superdillinhttps://www.reddit.com/user/superdillin
Nominees were announced! (I do not work with IGDN nor do I have any games nominated, just sharing the news)
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Posted: 2026-04-19T05:43:23+00:00
Author: /u/EarthSeraphEdnahttps://www.reddit.com/user/EarthSeraphEdna
It seems somewhat common for D&D and D&D-derived settings to have three main elven branches: wood, high, and elf. 4e has "elves" (wood), eladrin (high), and drow (dark). 5e has wood, high, and dark. 13th Age has wood, high, and silver/dark. Draw Steel has wode, high, and shadow. Sometimes, the divisions are a little different, like in Eberron, and sometimes, they are downplayed, as in Golarion.
A good deal of these settings have these super-cool, super-mystical, super-mysterious (and often, to some degree, closed-off, stagnant, or both) elven polities. Examples include the Forgotten Realms' Evereska and Evermeet; Birthright's elven forests; 4e's Feywild cities; Eberron's Aereni, Tairnadal, and feyspires; Pathfinder's Kyonin and Sovyrian; ENWorld's War of the Burning Sky's Shahalesti; ENWorld's Zeitgeist's Elfaivar; 13th Age's Court of Stars; and Draw Steel's wode elf wodes and high elf cities.
Sometimes, the writers play up how longevity, magic, discipline, ancestral guidance, etc. make the people of these elven polities super-strong and super-competent. Eberron's Keith Baker mentions that "There’s a reason we present the Tairnadal as the being pound-for-pound the most dangerous people on the planet."
Then there are "casual elves." Often, in setting writeups and adventures, one or more NPCs in a mostly human place will coincidentally be elves, without it being a major part of the character. They are not super-competent or super-noteworthy just for being elves. Sometimes, demographics back this up; the spotlight nation of Eberron, Breland, is canonically 8% elves (or 7% in Sharn, the big megacity), and they are surely not Tairnadal-tier.
I get why it is this way. Writers want to have both super-lofty elven ethnostates, and the freedom to have "just so happens to be an elf" NPCs and PCs.
In Eberron alone, I have played a "regular" everyday elf, a House Phiarlan elf, an Aereni elf, and a Tairnadal elf all as separate PCs. In Eberron and in a variety of other settings, I have depicted a large assortment of elves as NPCs.
There is a bit of cognitive dissonance. Players are expected to meet some "casual elves" in a small town or a big city in an "Oh, those are Bobeth and Maryel. They just so happen to be elves. Normal people, if a little quirky" manner. Those same players are also expected to encounter "hardcore elves" in a "You stand before Borithanaeth and Maralaruelle of the super-cool, super-mystical, super-mysterious elven ethnostate of High Pothelshapareia. Fear them. Their longevity, magic, discipline, and ancestral guidance make them super-strong and super-competent. They are beings far above you" context. It can be hard to reconcile both in the same setting, you know?
It also creates this odd sense that if everyday Bobeth and Maryel were instead born and raised in that hypothetical elven ethnostate, then they would have been lofty superhumans instead.
Eberron was close to solving this by playing up half-elves as a people of their own (the "Khoravar"), but Eberron ultimately did not commit to this. In the megacity of Sharn, for example, elves are more common (7% of population) than half-elves (5%).
The "hardcore elf" vs. "casual elf" divide, I think, is a far more significant distinction than anything about "wood elves" and "high elves" and whatnot.
What do you think on the subject?
Looking to Eberron as an example, according to Keith Baker:
https://keith-baker.com/eberron-flashback-aereni-and-tairnadal/
Looking to what that means: There’s a reason we present the Tairnadal as the being pound-for-pound the most dangerous people on the planet. It’s because their lives are intensely structured and devoted to emulating their greatest champions. Tairnadal children undego decades of intense training in the path of their ancestor. If the typical human soldier is a first level warrior and the typical Tairnadal soldier is a fourth level ranger, it’s because that Tairnadal has spent a decades mastering those skills… and, as noted above, because they are further being guided and inspired by their patron ancestor.
Given Keith's background in D&D 3.5, he is probably referring to warrior, the NPC class versus ranger, the PC class.
So in this example, being an everyday soldier in an everyday nation results in being a 1st-level warrior with an NPC class, whereas being an everyday soldier born and raised among the Tairnadal elves results in being a 4th-level ranger with a PC class due to overwhelmingly superior discipline and training (and ancestral guidance).
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Posted: 2026-04-19T16:02:47+00:00
Author: /u/TxKRIXUSxThttps://www.reddit.com/user/TxKRIXUSxT
I’m wanting a game or expansion to any of the big games for a system that makes you feel like a common soldier who is fighting against impossible odds.
I’m thinking like imperial guard from 40k
I’m not looking for something hardcore that’ll have players constantly rolling up characters.
More of a light at the end of the tunnel type of feel or “man how did we survive that?”.
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Posted: 2026-04-19T18:45:29+00:00
Author: /u/HerbacianyBarmanhttps://www.reddit.com/user/HerbacianyBarman
In about a week I will be DM'ing a first part of the campaign about a group of detectives at the crossing of XIXth and XXth centuries to my wife and few friends, inspired by their unhealthy obsession with Detective Murdoch. I'm a pretty experienced DM I guess, with some ten years of it being my hobby, it was even my part-time job for two years (best way of making money BTW, you scream at people in your best goblin impression and they pay you for it, I'm certain only some niche fetishist have it better in that regard)... But it was basically all fantasy. If it didn't have pointed ears, magic rings and borderline arsonistic wizards I wasn't interested. When it comes to DND-esque atmosphere I have my flow and I can make it magical, but I'm not so sure when it comes to detectives.
Still, it's a nice occasion to go out of my comfort zone. So a dreaded "hey, heard you were into those erpeegee games?" spell was cast upon me, some pride-fueled stupid decisions were made and now I have to try going five hours without uttering words "enchanted" and "craftsdwarfship". Normally I have my own means of engaging player, like "potions" made of coloured ginger juice in small glass bottles, one-use magic scrolls with some funny powders that have to be burned irl to cast a spell and so on. But I'm completely unarmed when it comes to this new and suspicious setting, so here's my question - what is your equivalent of those immersion helping little things? What do you do when it's time for a game more grounded in reality and you want those jaws to hit the floor?
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Posted: 2026-04-19T21:19:13+00:00
Author: /u/Select_Lunch1288https://www.reddit.com/user/Select_Lunch1288
Was roleplay involved? Did you hang out outside of gaming? Still with them or no?
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