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 Weekly Free Chat & Free Self Promo Thread - 09/12/26
Posted: 2026-09-12T11:00:40+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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This submission is generated automatically each Saturday at 00:00 UTC.

– submitted by – /u/AutoModerator
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 What is your "This game is awesome... I'm never going to play it" game?
Posted: 2026-09-16T13:05:49+00:00
Author: /u/arcadepunkhttps://www.reddit.com/user/arcadepunk

I'm talking about a game that's evocative, whether through the mechanics or the worldbuilding, but it's either too much on a GM/Player or it doesn't interest your group.

For me, it's Continuum - roleplaying in The Yet. Just a fascinating look at what a society of time travelers would look like, but I doubt I could wrap my head around GMing it.

– submitted by – /u/arcadepunk
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 Modiphius clearance sale - you can get collector's editions of Dune 2d20 for like £5 (PHYSICAL books!)
Posted: 2026-09-16T16:52:15+00:00
Author: /u/Astrokiwihttps://www.reddit.com/user/Astrokiwi
– submitted by – /u/Astrokiwi
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 My boyfriend and I want to do a TTRPG just the two of us, any ideas for ones we should consider?
Posted: 2026-09-16T10:45:39+00:00
Author: /u/Firebrand_15https://www.reddit.com/user/Firebrand_15

I wanted to play a TTRPG just my boyfriend and I, since we’re looking for board games and things to do to disconnect more from technology. Are there any TTRPGs that can accommodate only two people playing?

– submitted by – /u/Firebrand_15
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 Making magic items interesting
Posted: 2026-09-16T19:36:02+00:00
Author: /u/tesolberghttps://www.reddit.com/user/tesolberg

Reading Stonetop renewed my interest in exploring how to make magic items interesting. Below is my latest creation which I have put in a free viking-inspired module. I tried to make an artifact that is both powerful, versatile, costly to use in an interesting way and have effects or powers that are not of the common "advantage to x" or "+2 to y".

Which magical artifacts have you created, or found, that you find particularly interesting?

How do you think magical artifacts could be designed to make them memorable and engaging, potentially shaping the emerging story in the game?

Conch of Secrets

When you are at or close to the sea and blow in the Conch, the wind picks up. If there currently is little wind, it turns into a strong breeze. If there is already a strong breeze, it turns into a storm. If a storm is already raging, it becomes a hurricane. Mark 1.

When you touch the Conch and look deeply into another person’s eyes, roll 1d6. On a 3+, the other person reveals a secret to you that they are guarding. On a 2-, you reveal a secret to them. Mark 1.

When you hold the Conch to your ear and think about a person you have physically touched, you hear what they hear. Mark 1.

When you complete 3 marks, you learn the full power of the Conch of Secrets. From now on, Mark 1 instead means take a consequence.

Conch of Secrets - full powers

When you and another person touch the Conch, and you tell the other person to keep a secret, take a consequence. If the other person reveals the secret before 1 year has passed, they collapse on the ground in a fit of convulsions and must pass a herculean Grit check to survive.

When you are at the shore, or at sea, and break the Conch of Secrets while you call upon the powers beneath the waves, they will answer and fulfill your wish as long as you provide a sacrifice of equal worth (e.g. save one person during a storm by sacrificing another).

When you take a consequence, roll 1d6 on the table below. If you have previously gained the consequence you rolled, take consequence #5 or #6 instead:

  1. All other food than that which comes from the ocean becomes inedible to you and gives you no nourishment.
  2. Fresh water tastes like salt water to you. Salt water tastes fresh and is now what you need to drink to survive.
  3. Your skin becomes moist and gives off a slightly metallic sheen in sunlight. When studied closely, what can only be described as scales can be seen below your skin.
  4. Once every day you must submerge yourself in water for 5 minutes, or else gain a condition.
  5. A slight crack in the Conch appears. The second time this consequence is rolled, the Conch cracks fully and loses its power.
  6. You start to hear the call of the ocean. Within one year, you will leave your kind and walk into the sea to join those calling you.
– submitted by – /u/tesolberg
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 Have you seen a quiet player become way more active?
Posted: 2026-09-16T18:10:04+00:00
Author: /u/LeFlamelhttps://www.reddit.com/user/LeFlamel

I'm curious if anyone has seen the shift happen and what they think caused the shift to occur.

– submitted by – /u/LeFlamel
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 How much do you appreciate a thorough introductory campaign document?
Posted: 2026-09-16T19:33:28+00:00
Author: /u/PigmyWurmhttps://www.reddit.com/user/PigmyWurm

Let's say you are a player who is starting a new campaign. Maybe it is a pre-written one or maybe it's a homebrew. Before character creation the GM gives you a document with information about the setting, different important factions, notible locations, some important historical events, information about the history and culture of the different peoples you might pick from when making your character, the faiths, gods, and feelings about the supernatural in this area, that sort of stuff. This isn't meant to completely replace a session zero discussion about the setting and campaign, but to add to it and also have it written down to refrence later.

On average, how interested would you be in this stuff? Let's put quality aside and assume it's not really cringe, would you likely appreciate this, not particularly care, or actively dislike it? Are you likely to find it restrictive or would you likely appreciate having stuff to build off of when developing your character? Are you someone who would just be stressed that you won't remember stuff (even if the GM says it's fine and that they don't expect you to read everything)? Is more info better (within reason) or do you want it to be as trim as possible, just the bare minimum you need to understand the setting?

– submitted by – /u/PigmyWurm
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 Mixing Modules/Systems?
Posted: 2026-09-16T20:37:52+00:00
Author: /u/Conrad500https://www.reddit.com/user/Conrad500

So I play D&D mostly, but I've played other systems and ran homebrewed games in them.

As I haven't had the opportunity or desire to play other systems' adventures, I'm not sure how easy/difficult do you find translating them to one system or another?

Obviously, my high fantasy D&D adventure isn't going to work well in cyberpunk or vice versa, but like, how easy is it to run a Pathfinder adventure in D&D?

Obviously, I'm asking generally as each person has their own set of skills and will find this harder or easier to do person to person. If it helps, I'm pretty confident in my ability to do this.

So, TL;DR, my question has 2 parts:

  1. Do you use adventures/modules from other other systems in your games?
  2. Are there any good system agnostic adventures you can recommend? Obviously, for their given genre.
– submitted by – /u/Conrad500
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 Thoughts on Jadestorm?
Posted: 2026-09-16T12:00:36+00:00
Author: /u/Hagismanhttps://www.reddit.com/user/Hagisman

When i found out about Jadestorm, the concept jumped out to me as Wuxia + Highlander.

I never really got into Exalted despite my best efforts with 3e and Essence. But Jadestorm gripped me, partially because I've played Curseborne so I don't think the system will surprise me too much. Plus I've dug through the manuscript preview to run a game for friends.

Anyone else interested in it?

https://www.backerkit.com/c/projects/onyx-path/jadestorm#top

– submitted by – /u/Hagisman
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 Looking for Space Opera vibes.
Posted: 2026-09-16T13:56:46+00:00
Author: /u/FearedShad0whttps://www.reddit.com/user/FearedShad0w

Does anyone have any good suggestions for an over-the-top sci-fi adventure?

Something with a similar vibe to Borderlands, Guardians of the Galaxy, the space side of DC comics.

The vibrant high fantasy sci-fi aesthetic of Space Opera. The upcoming Neon Odyssey seems to be EXACTLY what I've been craving alas, it doesn't release until late next year. Does anyone have any suggestions that might fit what I'm looking for?

– submitted by – /u/FearedShad0w
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 How much research are players expected to do before making a character?
Posted: 2026-09-16T13:28:04+00:00
Author: /u/beautitanhttps://www.reddit.com/user/beautitan

For context: I recently expressed interest in a local D&D game with a homebrew setting based around Slavic and Ukranian mythology.

I know absolutely nothing about either. I just want a local game to play in.

I was talking about it with some friends about this, and they were suggesting starting points for me to do my own research into these mythologies. I was assuming the GM would provide players with some sort of basic setting info in order to make a character to fit their world.

To be clear - I'm perfectly willing to adapt any character concept to fit any homebrew setting and take any setting on its own terms, but my friends' responses imply to me there's this unwritten expectations that players should come to the table with some understanding of the setting's real world inspirations.

So am I in the wrong, here? Is it just expected that players do their own research into stuff like this on their own?

– submitted by – /u/beautitan
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 Looking for a sci-fi TTRPG with cybernetic upgrades for PC's
Posted: 2026-09-16T15:02:46+00:00
Author: /u/Conscious_Cellist_32https://www.reddit.com/user/Conscious_Cellist_32

Hi! So im a rather below average GM (only got 2 or 3 years under my belt with DnD and 5 months with fallout 2d20) my group is finishing up our dnd campaign soon and we're looking for futuristic alternatives for a sci-fi cyberpunk setting that utilize Cybernetics as either features/feats/perks/magic items whatever label you wanna put there.

My other GM friend told me not to do cyberpunk red because he said I would struggle GMing along with my group for a first time thing. I was wondering ifbthere was any systems out there that soupd be on the easier end to learn to GM for? I'm not worried about adventure books as i consider myself adept for adapting most rpg adventure books to other systems (I translated the entirety of dungeon of the mad mage for fallout 2d20) just need something that won't be frustrating for my players due to first time using it.

EDIT: After finally getting home and googling though the list of suggestions that caught my interest i have firmly decided on Stars without Number. I am very thankful to all yinz that helped me and I am looking forward to the smithing process for our next campaign. Im definitely using this subreddit again in the future. <3

– submitted by – /u/Conscious_Cellist_32
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