Reddit RPG
Tabletop RPGs and LARPing
Tabletop and LARP Dungeons & Dragons GURPS Pathfinder
Posted: 2026-09-19T11:00:40+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.
[link] – [comments]
Posted: 2026-10-26T13:43:44+00:00
Author: /u/najahirihttps://www.reddit.com/user/najahiri
I recently read Polaris: Chivalric Tragedy at Utmost North, and I am interested in bringing it to the table.
While researching online, I found that the game has a passionate following, and people have even adapted it for one-shots (this or this seems relevant, but if you have a better reference, I would appreciate it!).
The atmosphere and the suggested experience of the game seem very cool and I am eager to play it at the table, but at the same time while reading I felt part of the presentation and the way the game flows showed their age: I really like the rituals involved in the game, and the adversarial/cooperative roles of the four players at the table, but I felt the "free play", i.e. the part before and after the ritual exchange between the roles, was almost too free for my taste! :D A game which attempts to do something similar is Under the Autumn Strangely, but somehow Polaris achieved to strike a more intimate cord with me.
Probably in the last 20-ish years since the first edition the sensibility and the discussion around GM-less games has evolved and changed, so I wonder if there are more recent games which can capture the feeling or the game loop of this very nice game, but more streamlined or simplified.
I appreciate any suggestion of different games or suggestions on how to run Polaris itself!
[link] – [comments]
Posted: 2026-10-26T15:36:04+00:00
Author: /u/Tulio44https://www.reddit.com/user/Tulio44
What TTRPG system do you think best captures the game feel of God of War (2018) and God of War Ragnarök?
I'm interested in discovering new TTRPG systems, and I'm curious about which ones could best capture the feel of these games.
Not necessarily looking to recreate the games exactly, but rather to capture their atmosphere, sense of scale, and overall experience.
What systems you recommend for something like this? And why?
[link] – [comments]
Posted: 2026-10-26T13:57:47+00:00
Author: /u/imtherattthttps://www.reddit.com/user/imtherattt
After watching the Resident Evil movie recently and having played the games I've been thinking about how fun it would be to run a game set in a world like that with my own lore. Specifically the, Survival horror where you're backed into a corner, there are 6 zombies and you have one bullet type of deal. Also the part where there's some big mf chasing you around (Nemesis, Mr X, etc) and solving puzzles to advance and fighting your way through a terrifying environment full of zombies and mutated horrors
I'm wondering what good rpgs there are that capture that vibe. The horror games I know i could potentially make that work in are:
*Call of Cthulhu
*All Flesh Must be Eaten
*Breathless
But I have only played Call of Cthulhu, so I don't know how well All Flesh handles the "big mf that chases you" and the less recognizable'zombie mutant' things because i haven't read the book and don't know how good the system is and if they even have options for that. And Breathless seems to be more narrative than anything so idk if I could make that specific kind of game work.
So idk just lmk what games you'd recommend :P
[link] – [comments]
Posted: 2026-10-26T02:41:14+00:00
Author: /u/Upstairs-Yard-2139https://www.reddit.com/user/Upstairs-Yard-2139
There is another post about this but as it's three years old figured I can ask the same question they asked.
Currently looking at MythCraft. Any Genre.
And I mean AP as it's traditionally used for movement and actions, not like how say, Fallout 2d20 uses it(Metacurrincies are a whole different discussion)
[link] – [comments]
Posted: 2026-10-26T15:54:22+00:00
Author: /u/AstroJusticehttps://www.reddit.com/user/AstroJustice
Looking for a recommendation of a dungeon. My campaign is going to infiltrate a cult hideout and if possible I'd like to rip the dungeon design from something else. Looking for something that take a couple 3-4 hour sessions and the system doesn't matter.
[link] – [comments]
Posted: 2026-10-26T12:12:24+00:00
Author: /u/Eldr1tchB1rdhttps://www.reddit.com/user/Eldr1tchB1rd
I am looking for a system for a high power-high fantasy campaign. I have only played dnd 5e and 5.5e before and I heard that godbound is a good fit for this without being too complex. I am looking to make a sort of homebrew world maybe using the games own world as a baseline and expanding from there. I was thinking of exalted at first but it might be a bit too complex for my liking. Is Godbound a good choice or should I look for something else?
[link] – [comments]
Posted: 2026-10-26T16:15:52+00:00
Author: /u/TrissM0jito8https://www.reddit.com/user/TrissM0jito8
I'm curious about rules that look almost insignificant on paper but end up having a surprisingly big effect at the table.
Not the big selling points of a system. Not an elaborate combat engine or a completely different approach to character creation.
I'm talking about the little things you might barely notice while reading the rulebook.
An inventory limit that suddenly makes players think twice about what they carry. A rule about when to roll dice that changes the pace of every scene. A small reward mechanic that quietly encourages an entirely different style of play.
Those are the mechanics I find fascinating because their impact isn't always obvious until you've actually used them.
So I'm curious:
What's a seemingly minor rule or procedure that noticeably changed how your players made decisions, approached problems, or interacted with the world?
What game did it come from, and what changed once you started using it?
I'm especially interested in unexpected consequences, including cases where a rule solved one problem but created another.
I'm not looking for the objectively best mechanic. I want to hear about the small design decisions that ended up mattering much more than you expected.
[link] – [comments]
Posted: 2026-10-26T15:39:17+00:00
Author: /u/Silver_hearthttps://www.reddit.com/user/Silver_heart
I have a main PF1e game that I DM for but often find we have off weeks where we don't play due to life being life.
I'm looking for a system where if someone cancels last minute, I could shuffle to it instead. I don't mind if it has some initial building, they'll likely be playing characters in the alt game that will come up again in this alt game.
I'm happy to look into any recommendations. I'd prefer something lite but still offers some initial character building and choice.
Thank you!
[link] – [comments]
Posted: 2026-10-25T20:53:25+00:00
Author: /u/ga_x2https://www.reddit.com/user/ga_x2
Premise: we are a group of old friends (the youngest turns half a century in a short while) getting together once a week for beer, pizza and role-playing (in that order).
We have been playing mostly D&D (various editions) but I am getting tired of that kind of game, especially as a DM, and would like to try something new.
Being in this age bracket, though, means that we have very little time and even less information-retaining capabilities...
I am looking for a generic system to adapt to a late 18th/early 19th century setting for an exploration game with a bit of combat, a sprinkle of magic, and some social interaction.
Requirements:
- a bit crunchy, to scratch the itch of the more combat-oriented among us, but not too complex.
- reasonably light (with some customisation for the pcs, but without 100 pages of feats and talents...)
- somewhat modular, so that I can adapt it to the setting without having to rewrite big chunks of the ruleset.
I'm looking at cypher system and BRP, but the first has definitely too many moving parts for my guys and the second requires quite a lot of adaptation work on my side, I fear. YZE seems more sci-fi oriented, but maybe it's just me.
Any idea?
EDIT: thank you so much for all the suggestions! It seems like I have a lot of reading to do. I will also try oneshots with the different systems to see what works. Thanks again!
[link] – [comments]
Posted: 2026-10-26T09:30:48+00:00
Author: /u/brownies_coklathttps://www.reddit.com/user/brownies_coklat
So, recently I just finished watching Girls Band Cry, which is a TV anime series about newly formed band and their personal struggles, and I really want to run something like it.
But really, the band thing is secondary, and what I'm really looking for is a system that focuses on the drama and daily life instead. Rules for actually performing music/be on stage can be appreciated, but not really needed
Right now I'm reading the DramaSystem by Pelgrane Press, but wondering if there's anything else out there
Any suggestions would be amazing!
[link] – [comments]
Posted: 2026-10-25T16:33:04+00:00
Author: /u/davavinohttps://www.reddit.com/user/davavino
Im not looking for game recommendations.
When I look at it all I see is a genre that really only works if you pair it with a different one, like a mystery. That’s the back-up plan.
How do you typically run them?
What structure do you use?
I was thinking of maybe using something cities without number to just make a city sandbox, and play it that way. Almost like how I’d run VTM? Im not sure though. Just a bunch of competing NPC interests and forcing the players to choose sides.
[link] – [comments]



