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Tabletop RPGs and LARPing
Tabletop and LARP Dungeons & Dragons GURPS Pathfinder
Posted: 2026-04-11T11:00:42+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: 2026-04-11T17:02:52+00:00
Author: /u/atamajakkihttps://www.reddit.com/user/atamajakki
I'm not affiliated with this project (though I did write something small for their previous Backerkit campaign for The Between), but have liked the game for years and want to help them get across the finish line.
Public Access is a game of analog horror and tainted nostalgia in the fictional town of Deep Lake, New Mexico. The players take on the role of the Deep Lake Latchkeys, young adults returning to their hometown in the summer of 2004 to investigate a vanished TV station, but their search will lead them to all sorts of other Mysteries: cursed arcade cabinets, a possessed childhood friend, lights in the sky, voices in the walls of a suburban development, a demonic anti-crime PSA mascot...
As a Carved from Brindlewood game, these Mysteries are pre-written scenario sandboxes without canonical outcomes - players assemble the Clues they find into their own solutions, adding a ton of replay value and wildly-different resolutions each time.
The big special offering with Public Access is Lost Transmissions, optional bonus Mysteries that re-cast the Latchkeys as alternate selves during new points in time (often as homages to classics from other horror subgenres) - they might become college kids on a cannibal-infested '80s road trip, paranoid military scientists at the height of the Cold War, or even wasteland survivors centuries after the bombs have dropped.
This crowdfunder has hit over 30 stretch goals already, and most of the bonus content is all already written - purchased from community releases and contest winners. I had a lot of fun running the game's previous edition last year, and a lot of people noticed the game after its favorable Quinn's Quest video recently.
EDIT: I forgot my favorite selling point: campaigns are under 20 sessions long!
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Posted: 2026-04-11T19:19:22+00:00
Author: /u/Original_Bug580https://www.reddit.com/user/Original_Bug580
my players have only played dnd 5e before and I'm thinking bout running either mage the ascension 20th anniversary edition or deviant the renegades. advice?
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Posted: 2026-04-11T18:28:00+00:00
Author: /u/ThePiachuhttps://www.reddit.com/user/ThePiachu
Recently my friends and I got together and decided to play a tabletop roleplaying game set in the world of Exocolonist. We had fun recording it and now that we have a good amount of episodes ready, we're starting to post them. The intro and first episode are up already:
Introduction (YT, Podbean) - we explain what the game is about, talk about our characters and so on
Episode 1 (YT, Podbean) - our Exocolonist establish themselves in the colony and do their first expedition
The premise is that PCs are kids Kom's age and part of the expedition group. They are not aware of the loops, while Sol is out there doing her own things. The system is Chuubo's, which lets us engage with the more pastoral and character focused side of roleplaying without boiling things down to combat.
More episodes every week Friday!
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Posted: 2026-04-11T12:12:24+00:00
Author: /u/EmbassyOfTimehttps://www.reddit.com/user/EmbassyOfTime
Just read this thread. Got me thinking. I am currently spending more time helping a small bunch of teens get into roleplaying than I am actually roleplaying myself, and there seems to be timid interest in the youth of today to dive into TTRPGs, but not a lot of the RPG-curious end up finding stable groups, in my experience. How are things going in the bigger pivture with welcoming fresh blood into the hobby? Do people see a lot of fresh-faced youths being inspired by Stranger Things to try it, and are they sticking around? Are games even tuned into the modern youth, or are we coasting on us old geezers (I just turned 50 and am having serial existential crises)? What are your experiences on the matter, and are there publically available numbers to let us know more??
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Posted: 2026-04-11T18:20:19+00:00
Author: /u/rmagnusonhttps://www.reddit.com/user/rmagnuson
Started GM'ing sometime in the 80's and coding professionally around '97. Around the beginning of March I was running a game and my players went a direction I was totally unprepared for (you know what I'm talking about, lol) and I had to whip out a new map fast. I knew which map I wanted, but my VTT wanted me to stop, open an import window, upload the map to their cloud library, tag it and set grid options before I could even show it to the table. The momentum at that point was dead.
This wasn't the first time I'd encountered the situation but for some reason it was the first time that it clicked with me that most VTT's (all of them?) treat GMs like we don't know how to organize our own assets. I mean, I've never met a fellow GM who uses a computer to run their games that doesn't have some kind of preferred file structure for their maps and tokens so they can find their content quickly.
So, I've decided to build something that respects me and my players time. I'm calling it Solarsteinn. It's a local desktop app for IN PERSON ttrpg's. There are no browser tabs cluttering your screen and filling up your computers memory, and personally, I'm sick of subscription-based web apps, so there will be none of that with Solarsteinn. More importantly, there isn't a proprietary asset library - it just points at the folders you already have on your machine. For folders that aren't pointed (like something you just downloaded to your computer on-the-fly) just drag-n-drop it to the app and BAM! your map is live.
I'm spending the weekend tearing apart my prototype code to clean up the architecture, but I want to get input from fellow GMs and players who have to deal with us (yeah, I know you guys think we're a pain more often than not!) to make sure I build this right: What's the one clunky VTT feature that consistently ruins the vibe at your table?
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Posted: 2026-04-11T19:33:10+00:00
Author: /u/PeaBrilliant4917https://www.reddit.com/user/PeaBrilliant4917
Hi all - I'm looking for a space RPG (likely playing zoom w/ friends) that is more in line with expanse, firefly, bsg, away missions for star-whatever rather than looking at flight mechanics, travel time, etc. Or just a fun cyberpunk.
Basically, want a whole new background world that's sci-fi'ish that's low overhead to get in to.
Relatively easy on the rules (bye bye Eclipse), ideally easy transition from 5e.
Only 1 player has long RPG experience and I've DM'd only a bit, so ease, AND premade scenarios are critical. I'll lose them with major complex ramp-up (or non-action paced) and I'll lose myself if I'm responsible for an ounce of creative world building.
I'm seeing the following around, but have no idea how they translate to the above? Coriolis (firefly but middle eastern vs chinese/western?), maybe something in savage worlds (last parsec for firefly, 7 worlds for expanse?), StarFinder, "stars without number", "the stars are fire", The Expanse by GreenRonin, Cyberpunk Red, Traveller (someone said go for 1st edition), Lancer, ironsworn:starforged, gurps, Esper Genesis (5e based?)
I know that there are tons of awesome indie or elegant ruleset games out there - we're just not there yet. Easy or quickly transferrable, fully written "ready to go" scenarios avail, zoom compatible.
There's a whole massive list at https://www.reddit.com/r/rpg/wiki/scifi/, but impossible to assess which hit the above criteria.
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Posted: 2026-04-11T12:16:53+00:00
Author: /u/LelouchYagami_2912https://www.reddit.com/user/LelouchYagami_2912
I really wanna run campaigns set in modern day but I can only find narrative systems that do so.
I want a tactical combat system (not super rules heavy ideally) that can plausibly used for a modern day setting. Reskins of existing systems are fine too.
Right now im probably going with savage worlds but ive heard bad things about its combat. I've heard its too swingy and that imo goes against the tactical part of tactical combat
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Posted: 2026-04-11T15:06:29+00:00
Author: /u/WaiserGreifhttps://www.reddit.com/user/WaiserGreif
Hello everyone, the title mostly says it all.
I am a huge fan of sea monsters, krakens, serpents, giant fish, you name it. If they are huge or from the deep sea, the better!
As the resident GM of my group, I feel its my duty to throw more of these fantastic beasties at them! So Im looking for any sort of game systems / adventures focused on or featuring titans of the deep! Doesn't matter the system, as long as its good!
Thanks in advance, Im looking forward to making all my players avoid the ocean in all of my games from now on!
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Posted: 2026-04-11T12:38:29+00:00
Author: /u/zurt1https://www.reddit.com/user/zurt1
I find myself semi decent at world building but where I struggle, is using the world I have in my head to create a narrative for my players, especially with individual adventures or even story chapters/story arcs/acts.
I guess I'm more of a top-down kind of person and I'd love some advice on campaign/narrative structure
should I be looking to model the overarching campaign using narrative tools like the hero's journey? and what about designing adventures and story arcs within an overarching campaign?
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Posted: 2026-04-11T19:34:45+00:00
Author: /u/Gander_Gaminghttps://www.reddit.com/user/Gander_Gaming
Im familiar with a handful of games that use a Noun + Verb mechanic for magic, but are there any games out there that use a similar mechanic for the entire resolution system?
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Posted: 2026-04-11T07:12:39+00:00
Author: /u/BananaSnapperhttps://www.reddit.com/user/BananaSnapper
I love the Wildsea's setting, the playable races, how flexible the "tracks" mechanic is, the salvage and crafting, and even the way health is tracked. Basically everything about the system is fantastic... except that when it comes time to actually set sail on the awesome chainsaw ships on your way to the giant mutated badger, the sailing mechanics weirdly are kind of...boring? A few players roll some dice to see what might be around, but with no way to influence the roll or anything it feels like the GM might as well have just rolled themselves. It seems like the only player that has any decisions to make during the travel is how fast the ship goes and even then that didn't seem to influence much in the session I ran. I feel like I've got to be missing something because in a game about sailing on ships made of chainsaws it seems strange that we all just wanted to skip past the chainsaw ship sailing, especially when everything else seems so full of fun and flavor and interesting, open-ended decision making. Any advice on what I might be doing wrong/how to make this aspect more engaging?
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