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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.
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Posted: 2026-10-09T09:18:21+00:00
Author: /u/Zackiboi7https://www.reddit.com/user/Zackiboi7
After rewatching cyberpunk: edgerunners, I'm considering playing a cyberpunk ttrpg. My only ttrpg experience so far is playing DnD. The ones I know of are Shadowrun, Cyberpunk RED, and Carbon 2185. I believe Shadowrun is the most popular, however I know that red is set in the same universe as edgerunners, but I also know that carbon uses dnds system so it might make it easier for me to learn. What are the pros and cons of each and are there any other cyoerpunk ttrpgs I should consider?
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Posted: 2026-10-09T19:57:35+00:00
Author: /u/BlackhartBarttFRhttps://www.reddit.com/user/BlackhartBarttFR
So my group tried out cyberpunk red, we're all big fans of the 2077 game and had some cool ideas that we wanted to try at the table.
But my players kinda bounced off of the system, there was just too much choice for them. Yeah yeah I know that sounds dumb but from their perspective: because the system let's you build a character however you want, they didn't know what to actually aim for and just felt lost at the lists of cyberware and weapons.
My Tech character ended up making pretty much nothing for the whole game because they were worried about spending their eddies and time making something big when what they Actually needed might change next session, like a kind of "I'll save all my potions because this next boss might be hard but then never use them BUT the next NEXT boss might be hard so I'll save them anyway"
so are there cyberpunk systems with a bit more rails for new players and a bit less emphasis on tracking minutia? classes, vocations, "wanna be a tank? buy these knife hands" kinda thing?
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Posted: 2026-10-09T14:17:08+00:00
Author: /u/DiceyDiscoursehttps://www.reddit.com/user/DiceyDiscourse
Welcome one and all to a post where we can freely discuss the games that we have released or the games that we are making. Stop on by and maybe you'll find your new favourite RPG!
A bunch of us make cool shit, but the Indie RPG space is crowded and it can often be difficult to get the word out about why people should try out your game. That's why every week we try to focus on a different mechanic or setting to see how new RPGs can solve decades old problems or put new spins on old greivances!
What hides in the vastness of space? Is there someone at the door, waiting to kill you? Or is there even deeper existential dread in the mundanity of everyday life? Whether cosmic or personal, future or past, come tell us how your game (or just any game you really like) tackles Horror!
Thank you... me, for the suggestion!
As per mod approval, comments here do not count against rule 7 - comment as much as you want, answer as many questions as you need and discuss to your hearts content!
All that I would ask is that anyone who comments about their own system takes the time to look at the minimum at one other game in the comments and ask a question or provide feedback. Lively discussions are what get people interested and what keep people engaged!
Last week was "Universal Systems" and we got some pretty interesting discussions going!
If you want to suggest a topic for future weeks, be sure to include "suggestion" in your comment so I can easily find it!
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Posted: 2026-10-09T17:40:13+00:00
Author: /u/ThatOneCrazyWritterhttps://www.reddit.com/user/ThatOneCrazyWritter
For example:
2 people decided to magic sorcerers, but one is a Pyromancer while the other is an Illusionist. Should the rules be treated the same or should there be very distinct rules for fire magic and illusion magic?
If all sorcerers use the same rules, what about a priest? An animist? A summoner? A scholar? A magitech inventor?
On one hand, if each character works with different rules, they more unique between themselves. A sorcerer could use them shelves as a battery to launch spells, while an animist draws energy from the world around, so a fire sorcerer could make a ball of fire underwater while a fire animist can't because there isn't fire nearby.
On the other, if everything has a unique rule for working, it could be a huge task for players, GMs and designers to make everything work without hiccups, specially in more rules-heavy games or more simulationist ones.
Edit:
To throw my hat in the ring, I think that in a base level mechanically, they should work the same way, specially if lore wise there is only one source of magic.
However, if the are more than one source, like Arcane & Divine, Light & Shadow, whatever, then the basic mechanics of spells should be the same, but each source of magic has different bonus ways of casting the same spell.
For example, everyone access to the Fireball spell can cast for say 5 mana points or whatever, but:
An Animist can reduce its cost by absorbing fire around them
A Sorcerer can spend extra material components to empower the spell
A Priest of the God of Fire gains an extra effect that the Priest of the God of the Sea doesn't
A Witch with a Demon Patron can empower the spell by sacrificing part of her life force to her Patron
So on and so forth.
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Posted: 2026-10-09T05:20:54+00:00
Author: /u/Trent_Bhttps://www.reddit.com/user/Trent_B
This week's RPG is Ars Magica!
Have you played it? Have you run/GM'd it? How did it go?
What's your favourite memory from the game?
What's the best thing about the game?
What's the worst? How would you improve it?
.
Last week was Barbarians of Lemuria. Join us again next week for Call of Cthulhu [7th Ed]!
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Posted: 2026-10-09T13:22:51+00:00
Author: /u/AdrianBezalelhttps://www.reddit.com/user/AdrianBezalel
Specifically whatever Denny’s is most local to you. If you do not have a local Denny’s, whatever low-budget late night place is near you.
There may or may not be fantasy races as customers in said Dennys.
If you have ways to expand on this concept, please share!
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Posted: 2026-10-09T19:17:09+00:00
Author: /u/conn_r2112https://www.reddit.com/user/conn_r2112
I'm not looking for something akin just in tone (the answer would prolly just be D&D) but something that also emulates the systems of the game as well.
I imagine something that would be d100 based with certain skills tied to specific attributes that increase upon use etc...
I was thinking maybe something like Call of Cthulu, but fantasy based?
not sure.
thoughts?
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Posted: 2026-10-08T22:38:54+00:00
Author: /u/AdrianBezalelhttps://www.reddit.com/user/AdrianBezalel
In my experience, gods in many fantasy games are optional flair: a boon here, a quest there. Having done some reading on ancient Greek and Roman religion, I’ve found some connections that have been helpful in my games, and figured I would share.
TL;DR: Make them communal, give them presence at specific places and times, and keep them dangerous.
Historically, a god was often inseparable from a particular community and its way of life. You could not be Athenian without participating in the festivals, rituals, and ceremonies of Athena. It wasn’t about thinking Athena was the best; it was about who and what you were. So: what god do the people here tie their lives to? What diaspora community brought its god with it? Who welcomes the cleric with great joy, and who sees them as representing their rivals?
The gods were also encountered at specific places and specific times. People met their gods at home altars, at temples on festival days, and at holy sites like the sacred oak of Zeus at Dodona. In the myths, gods often took human form or spoke through prophets and oracles; they did not always appear as grand mystical figures in the sky. Maybe a god has temples all along the coast, but inland there is just one shrine in a village nobody has heard of. A party member who can reach a god more freely than that is a special thing, and people should treat it as such. At the same time, having the eye of a god is not always the best thing.
Gods rarely favored humanity as a whole, and some offerings were simply a way of saying “stay away from me.” A god favoring a mortal or a group of mortals is something people notice. It also comes with expectations, and that favor can turn. In Greek myth, Athena backed the Greeks through the whole Trojan War, then wrecked their fleet on the way home after one of them desecrated her temple and went unpunished. Give the god clear expectations and implied consequences. Something as simple as “the first sip of any drink you take belongs to me” can go a long way toward keeping a character’s devotion present in the game. Care should be taken to make sure the rules don’t become an unwanted burden on the rest of the party.
Are there other historical ways people interacted with the divine that you like to use at your table? Some relevant sources are in the comments for anyone who wants to read more.
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Posted: 2026-10-09T15:14:25+00:00
Author: /u/Badusuahttps://www.reddit.com/user/Badusua
Hello all!
I am currently in the works of a homebrew DnD campaign set in the 1950’s alternate New York called the Cursed Apple. If any of you are familiar with the game Deadlock, then you know it’s a pretty cool setting and plot for a campaign.
With that being said, I am having trouble finding asset packs for modern/ industrial age map making, and if anybody has links or knows of a creator that makes some I would be happy to purchase or continue the conversation.
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Posted: 2026-10-09T02:23:37+00:00
Author: /u/ElvenWizardKinghttps://www.reddit.com/user/ElvenWizardKing
What are some of your favorite games that are bound into just one book? No sourcebooks, even if they are optional. Just one book, no extras.
For example, Ryuutama (I believe) is only one book and you only ever need that one book.
What are some other notable examples of one book RPGs? One page or index card RPGs are fine to include.
Edit for clarity: I'm literally talking about a game where you can ONLY buy one book/item and you have your complete game. I am not talking about a game that could theoretically be run only with one book. Although cases like the Rules Cyclopedia feel like this thematically because it is such a perfectly succinct product that is "all you need".
Edit 2: because it comes up a lot, I am a completions, and I posted this to see what games existed as a single purchase. Yes, I mean a game that you buy one book/item and there is nothing else to purchase. If there is a core book with all the rules, and even one extra sourcebook, even if that sourcebook isn't entirely necessary to run the game, that doesn't qualify for this prompt by the intention I had when I wrote it.
I appreciate all the responses. I hope this clarification helps.
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Posted: 2026-10-09T20:05:49+00:00
Author: /u/KalmonVhttps://www.reddit.com/user/KalmonV
Olá a todos!
Sempre gostei de RPGs baseados em texto e jogos ociosos, principalmente porque me permitem progredir no meu próprio ritmo, sem ter que passar horas jogando ativamente. Como tenho trabalho, faculdade e outras responsabilidades, esse tipo de jogo se encaixa muito bem no meu estilo de vida.
No entanto, sinto que não existem muitos RPGs nesse estilo que realmente se concentrem no desenvolvimento de um único personagem, com progressão a longo prazo, liberdade para desenvolver diferentes habilidades e um mundo onde as ações dos jogadores tenham consequências significativas.
Por isso, decidi reviver um RPG que comecei a desenvolver em 2019. O projeto ficou em suspenso por vários anos, mas recentemente retomei. Agora, eu realmente agradeceria opiniões sinceras, sugestões e críticas construtivas para me ajudar a descobrir o que funciona, o que precisa ser melhorado e quais mecânicas realmente valeriam a pena adicionar.
O jogo ainda está em desenvolvimento, então algumas mecânicas e decisões de design podem mudar conforme o projeto evolui.
⚔️ O que o jogo oferece atualmente?
- Mapas e regiões: Determinam as atividades disponíveis, áreas de caça e oportunidades de PvP.
- Títulos e habilidades: Parcialmente inspirado em RPGs como Skyrim. Os personagens podem ganhar títulos por meio de suas ações, mas alguns títulos podem ser perdidos ou perder nível se o jogador parar de mantê-los.
- Sem classes fixas: Os jogadores não precisam escolher uma classe no início. O desenvolvimento do personagem depende de suas atividades, habilidades e decisões ao longo do jogo.
- Requisitos de equipamento: Armas e armaduras podem exigir níveis de habilidade ou títulos específicos antes de serem equipadas.
- Progressão de títulos baseada em ações: Atividades como caça, comércio e patrulhamento podem desbloquear novos títulos e oportunidades.
- Clãs: Clãs podem conceder títulos aos seus membros e fornecer bônus de suporte, inclusive quando um membro é atacado.
- Combate e outras atividades: Jogadores podem caçar monstros, lutar contra outros jogadores e roubar de outros, dependendo das regras de cada região.
- Sistema de habilidades: Os personagens têm cinco espaços para habilidades. As habilidades equipadas podem ser executadas automaticamente em sequência ou usadas manualmente.
- Jogabilidade AFK: Jogadores podem deixar seus personagens realizando tarefas ou viajando entre regiões sem precisar monitorar ativamente cada ação.
- Missões: Objetivos e atividades que ajudam a guiar a progressão.
- Economia controlada pelos jogadores: O jogo inclui uma casa de leilões onde os jogadores podem negociar itens e equipamentos.
📈 Uma mecânica importante: deterioração de habilidades
Uma das ideias por trás do jogo é que as habilidades devem representar a prática e a experiência de um personagem.
Por exemplo, se um jogador passa muito tempo desenvolvendo sua esgrima, mas depois a abandona completamente para se concentrar em arco e flecha, alquimia ou ferraria, seu nível de esgrima diminuirá gradualmente — muito lentamente.
O objetivo não é forçar os jogadores a ficarem online ou apagar seu progresso rapidamente. Em vez disso, quero incentivar escolhas significativas e especialização ao longo do tempo, tornando a prática contínua valiosa sem impedir que os jogadores experimentem outras atividades.
Essa mecânica também faz parte de uma tentativa de equilibrar a progressão e impedir que todos os personagens eventualmente maximizem todas as habilidades sem nenhuma desvantagem.
Ainda estou tentando descobrir se esse sistema realmente melhoraria o jogo ou simplesmente frustraria os jogadores que gostam de alternar entre diferentes atividades.
🤔 Gostaria especialmente de saber sua opinião sobre três questões
1. PvP: combate por turnos direto ou um sistema tático?
Estou em dúvida entre um sistema de combate por turnos direto, sem grade, ou uma abordagem mais tática envolvendo posicionamento e movimentação.
Como este é um RPG baseado em texto com elementos ociosos, acho que um sistema de combate mais simples funcionaria melhor, com a estratégia focada em equipamentos, habilidades e a ordem em que as habilidades são usadas.
- Você prefere um combate direto onde a estratégia gira em torno de habilidades e equipamentos?
- Ou posicionamento, movimentação e elementos táticos tornariam o PvP mais interessante? * O que manteria seu interesse em lutar contra outros jogadores depois de dezenas ou centenas de horas?
2. Progressão, especialização e perda de habilidade
Quero que os jogadores tenham a liberdade de desenvolver seus personagens como quiserem, sem deixar de fazer escolhas significativas.
Se alguém passa muito tempo lutando com espadas e depois abandona essa atividade, sua habilidade com espadas diminui gradualmente. Por outro lado, jogadores que continuam praticando mantêm ou melhoram sua especialização.
- Você gosta desse tipo de sistema ou prefere habilidades que nunca diminuem?
- Uma perda de habilidade muito lenta seria suficiente para representar a perda de prática sem se tornar frustrante?
- Como você equilibraria a liberdade de experimentar diferentes atividades com o valor de se especializar em uma habilidade específica?
3. O que te manteria jogando a longo prazo?
Quero evitar um jogo que eventualmente se torne nada mais do que subir de nível e coletar equipamentos cada vez mais poderosos, sem consequências significativas para as escolhas do jogador.
Também gostaria de evitar ter que criar vários servidores separados por nível ou progressão, já que alguns deles poderiam eventualmente ficar vazios.
Estou interessado em mecânicas que incentivem a interação entre jogadores, como rivalidades, guerras de clãs, uma economia controlada pelos jogadores, títulos com consequências significativas, especializações e atividades que importam dentro do mundo do jogo.
- O que você considera essencial em um RPG ocioso focado em um único personagem?
- Você prefere um mundo mais competitivo, um cooperativo ou uma mistura dos dois?
- Há alguma mecânica de outros RPGs que você gostaria de ver adaptada para este formato?
Agradeço antecipadamente por qualquer feedback!
Se você tiver tempo para conferir o jogo e compartilhar suas impressões, eu agradeceria muito. Gostaria de saber o que parece interessante e o que parece confuso, desnecessário ou que precisa de uma abordagem completamente diferente.
Críticas construtivas sobre a mecânica, interface do usuário, progressão, PvP ou experiência geral de jogo são muito bem-vindas. Estou revisando o projeto especificamente para repensar alguns de seus sistemas e encontrar soluções melhores.
Obrigado!
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