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Tabletop RPGs and LARPing
Tabletop and LARP Dungeons & Dragons GURPS Pathfinder
Posted: 2026-06-27T11:00:20+00:00
Author: /u/AutoModeratorhttps://www.reddit.com/user/AutoModerator
**Come here and talk about anything!**
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Posted: 2026-07-02T00:24:32+00:00
Author: /u/Sassy_pink_rangerhttps://www.reddit.com/user/Sassy_pink_ranger
It was a Marvel Cinematic Universe game (first time in the system. I enjoy it) and the game went on for less than two years. It reached a logical conclusion and now...
Like I don't know. It was what I looked forward to in order to get through my week. I adored my character and the other players and their characters. We told some amazing stories and the game just kind of...wrapped up.
The last arc did feel rushed. One of the three remaining original players had to leave us for work. There were three players remaining (we had someone that joined much later on) and I think that is why it was rushed. Maybe the GM thought others would wind up being pulled away by life and wanted us to have a conclusion? Like I get it. And I feel like if we were to try to keep playing after this point it would decreased in quality because there's really only so much more one can do.
And he's not announced any intentions of running another. Which bums me out wholly because I adore his style. But I get it. Almost two years is a long time to run a game. One of the other players has pitched a game though. So that could be fun. I'm looking forward to that.
But over all I feel very bleh about everything and I dunno what to do. The story is over. Everything after this is head canon. I'm just...I don't even know how I feel.
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Posted: 2026-07-01T18:42:46+00:00
Author: /u/Powerfist_Laseradohttps://www.reddit.com/user/Powerfist_Laserado
So I'm looking for a system to run a game / campaign of essentially space marine / doomslayer type characters through, well essentially a space hulk that turns into a more and more hellish dimension kinda thing the deeper the characters go. This would be very combat focused but I plan on having some traps and npcs on occasion as well. What's a good system for throwing some high powered characters against, cultists, monsters, aliens, demons etc, that also has room for a little character customization and growth? I plan on using grids and miniatures for this as well.
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Posted: 2026-07-01T23:51:14+00:00
Author: /u/A_Really_Big_Cathttps://www.reddit.com/user/A_Really_Big_Cat
The aspect of TTRPGs that really enraptures me is the capacity for a group of people to "discover" an adventure that wasn't planned at first. I'm also very interested in adventures that get players to think and improvise solutions to problems using somewhat limited resources and abilities. Survival, exploration, making use of the environment, that kind of stuff.
What system(s) should I be looking at? I should note that I have never done this (running a campaign) before (I do think I could be good at it tho). I'm planning to start simple, with a short or very short play by post adventure in a generic fantasy setting.
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Posted: 2026-07-01T11:49:48+00:00
Author: /u/StayUpLatePlayGameshttps://www.reddit.com/user/StayUpLatePlayGames
Hot on the heels of the very well received White Static, Dry Land, Dino Island and Permafrost supplements, comes a new (and horrible) situation for your Survivors.
BLACK RAIN
(https://legacy.drivethrurpg.com/product/573844/BLACK-RAIN--an-environmental-adventure-for-T2K)
The first drops struck the road like ink.
They landed on helmets, headscarves, canvas awnings, flour sacks, the backs of animals, the face of a child looking up before her mother dragged her under cover. A soldier wiped rain from his cheek and stared at the grey smear across his fingers. Someone said it was only rain.
Black water hammered on roofs and ran from broken gutters in oily ropes. It soaked coats, blankets, bandages, carts, firewood, grain sacks and prayer books. The town divided itself in minutes between those who had reached shelter and those left outside. The church doors opened, then jammed half-shut against the press of refugees. The schoolhouse filled with bodies and panic. The militia post barred its door. A boy fell face-first into a black puddle and his mother hesitated before touching him.
At the storehouse, rainwater burst through patched canvas and turned three sacks of flour into grey paste. At the clinic, runoff spilled from a cracked roof into the clean water barrel. At the well, an old carpenter dragged tarred canvas over the stone lip, only to watch black water run down the bucket rope and vanish into the dark below.
The downpour lasted less than an hour.
By dusk, the town was black. Roofs dripped. Chickens shivered. Cattle coughed over spoiled feed. People stripped in the cold and burned coats, blankets and sacks in smoky pits, then argued over whether the smoke would poison them again. The doctor marked a clean side and a dirty side inside the clinic, but fear crossed the line faster than chalk could hold it. Nobody knew what could be touched. Nobody knew what could be eaten. Nobody knew who was safe.
That night, the well was guarded by two boys with rifles too large for them. In the church, a child began vomiting and every adult nearby pretended not to hear.
By morning, the rain would be gone from the sky, but not from the town. It would remain in the mud, the straw, the folded blankets, the pump handle, the spoiled grain, and in the blood.
Black Rain is an environmental adventure for Twilight: 2000 about radioactive, ash-stained rain falling on a small settlement already weakened by war, hunger and displacement. It provides rules for exposure, contaminated supplies, spoiled water, shelter discipline and delayed sickness, then frames those rules inside a town crisis where food, wells, authority and compassion all begin to fail.
A coat saves someone, then becomes dangerous. A barrel may hold water or poison. A sack of grain may feed a family, kill a family, or start a fight. The player characters may save lives, impose order, exploit panic, secure clean water, escort survivors away, or simply try to keep their own gear safe.
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Posted: 2026-07-01T18:02:20+00:00
Author: /u/DavidCharlestonHeroXhttps://www.reddit.com/user/DavidCharlestonHeroX
I have a campaign inspired by the “The Reckoners” book series (superheroes who have a weakness linked to a past trauma) and the anime series “To Be Hero X” (where superheroes become more powerful as they gain more public trust). Until now, I've been using the “Savage Worlds” system, but it doesn't work very well with the popularity-based leveling-up system I'm looking for, What systems do you recommend?
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Posted: 2026-07-01T17:42:40+00:00
Author: /u/Appropriate-Elk-4676https://www.reddit.com/user/Appropriate-Elk-4676
I dont know if its a basic question, but it might be.
I’ve been a gm for a year and a few months, I’ve ran different systems as one shots and 2 small campaigns (around 8 sessions each), these 2 in my favorite systems so far (Forbidden lands and Daggerheart). I want to run a large format campaign and I don’t know how to do it.
I run my campaigns as a series of one shots or two shots but I don’t know if that method is a good approach or if I can come up with stuff for more than 10 sessions. I have read some full campaign books. I think I make good hooks, and dungeons and villans (at leas my players tell me they like them) but Im unsure on how to traslate that to a larger format. Any tips, books or resources you recommend?
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Posted: 2026-07-01T22:35:01+00:00
Author: /u/Enough_Town_3855https://www.reddit.com/user/Enough_Town_3855
Hi sorry I come here again with a following ask of a previous post of mine but I am on the fence with this three games and I wanted to ask y'all opinions on them once again.
Sorry for the bad English in advance. Sorry if what I am gonna say next sounds a little contradictory and like I am complaining and being indecisive a little too much or like I am asking for the impossible.
As for a TL;DR: I will be a first time GM who is on the fence mainly between SWN and SWADE Sci-Fi (with Cepheus and Genesis as a maybe third possibility) for adapting my Alternative History Sci-Fi setting that involves an advance splinter group of Humanity coming from space to unify a modern Earth, so there are tech level differences between the two groups. This is for playing with a friend and people that haven't play TTRPGs before and I wish to be able to be able to adapt the setting in a short time span.
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With that out of the Way let me expand on that base Idea
I had eyed SWN and SWADE for the moment as the ones that sound most interesting to me and were the most upvoted outside Cepheus and Traveler. Also those two look to be more modern than Cepheus and seem to have more resources online.
I have also looked briefly and not much into Genesys which looks cool visually but kind of intimidating at the same time.
Genesis, SWADE and Cepheus seem to be the three that do not have a pre set setting for them while SWN has a brief mentioned setting and most modern Traveler editions also have one.
In the previous say that I wanted something that was on the middle between GURPS and FATE by putting Chronicles of Darkness as an example because that's the game I am mostly familiar with in terms of mechanics and character creation.
Originally I wanted to adapt the setting for GURPS but it end up being an unsurmountable task that was a little too much for me to handle since, while I like that game a lot, the mental gymnastics and base complexity of things like powers and combat feel too complicated not only for me but also for people who might not have experience with TTRPGs. I was never able to got to understand FATE kind of well since a lot feels too empty and up in the air for me. If I had to put an inaccurate feeling to it I'd say that GURPS feels like putting together a car engine and FATE like having a lump clay without knowledge of what to do with it.
I am unable to explain either system in a concise and enthusiastic manner to someone who might want to play in it without getting overwhelmed or not knowing how. With CofD this is not an issue however.
My objective for now is to be able to adapt the setting that I have in a short and concise time as possible so I can play it with my best friend who does not have experience on TTRPGs and would be his first time playing. This friend of mine has also put Jinx as a possible inspiration for a character and I feel like he might like something more narratively focus with possibilities for non combat problem solution. But that my inference by what little we have talked about other TTRPGs.
After that the setting, which I have still to tell them about it in full, is set in an alternative 2040 where a splinter group of humanity who was uplifted by a person named Ashley return to a crumbling Earth in order to bring and restore justice and dignity to humanity. It's heavily inspired by ideas from Lancer, Ghost in the Shell and other media. It has different tech levels between these Humans from space and those from Earth, there are different Alien races and people with reality bending powers.
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Posted: 2026-07-01T04:52:32+00:00
Author: /u/TheGrimmBornehttps://www.reddit.com/user/TheGrimmBorne
I’ve played tons of games both rpgs and board games and I’m kinda curious as to when something stops being a rpg and starts just being a board game, there are campaign board games after all. How do you properly discern between them?
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Posted: 2026-07-01T15:21:22+00:00
Author: /u/WizardWatson9https://www.reddit.com/user/WizardWatson9
I've been reading through a bunch of RPG blogs lately, and I found a series of posts on the blog, "The Nothic's Eye," about a campaign setting called "Invisible Hands," an absurd, satirical, post-apocalyptic United States wherein various aspects of our culture have turned into new gods that corrupt people and turn them into monsters.
https://nothicseye.blogspot.com/2026/04/in-economy-we-trust-some-notes-on-usa.html?m=1
I found it really inspiring, but I'm having a hard time deciding on a system to run it in.
I believe it was made with GLOG in mind, but I don't really like some of the changes in GLOG, or how "spread out" it is. I'd rather have something compiled into a single book that I wouldn't need to hack very much.
I initially thought Worlds Without Number or Ashes Without Number, but they're both a bit more complicated than I like. WWN has some idiosyncrasies of its setting in the mechanics that I don't like, and magic doesn't seem to fit well with AWN.
Here's what I'm looking for, in summary:
OSR style, with the 6 attributes, class levels, hit dice, and the rest that makes it broadly compatible with old school materials.
Not too complicated/easy to hack. A little less complicated than WWN, preferably.
Intended for post-apocalyptic settings. I don't want to have to decide how to figure out guns and technology.
Rules for Stress and Mutations would be nice.
A few simple, broad classes, like fighter, mage, expert, with multi-classing.
Classic Vancian magic.
Thanks in advance.
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Posted: 2026-07-01T23:13:22+00:00
Author: /u/Budget-Window308https://www.reddit.com/user/Budget-Window308
There are really two questions at play here. 1) Which games are the most balanced, i.e. which games make the character options—usually classes—as comparable to one another without sacrificing thematic appeal, and without making them all broken in the process (if everyone can end a fight with one word, you have balance in one sense but not the other)? Which games allow for the greatest degree of character customization and reward your thinking about your build for a long time?
Ideally a game would be both balanced and deep (and tactical!)—but not all good games are. And let me stress: homogenization is not the same thing as balance! I love distinct classes.
I am happy to receive whatever suggestions you have; games about which I know something include the later editions of D and D—starting with 3.5–Pathfinder, Starfinder, 13th Age, Mythras, Mage: The Awakening, Mutants and Masterminds, Warhammer Fantasy Roleplay, FFG Star Wars, Worlds and Stars Without Number. But I don’t know most of these well, so feel free to explain why you like them if they come to mind.
Some notes which may be helpful:
The martial-caster (or the equivalent) debate is relevant here.
I tend to like games with more skills and abilities—why don’t more RPGs distinguish between Dexterity and Agility or proficiency to hit and proficiency to deal damage—but I also like simpler systems.
ADDITION: I should make this clear. I do not want a perfectly balanced game. But I do want a game in which the “broken” options are nonexistent or not especially prevalent (at least at the “strong” level of play rather than the “competitive” one if we make an analogy to games such as Magic) and one in which class pets are distinct. If something is just stronger than other options because what it does is very powerful, that can be fine. We are in a worse position if a certain class does everything better than anything something else. In general, however, if the non-ridiculously optimized builds in a game are interesting and strong, that is reason enough for you to recommend that game.
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Posted: 2026-07-01T14:52:43+00:00
Author: /u/Massive_Western7668https://www.reddit.com/user/Massive_Western7668



