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Tabletop RPGs and LARPing
Tabletop and LARP Dungeons & Dragons GURPS Pathfinder
Posted: 2026-07-25T11:00:28+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.
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Posted: 2026-07-18T11:00:24+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: 2026-07-25T21:20:35+00:00
Author: /u/Dunya89https://www.reddit.com/user/Dunya89
I'm not trying to be mean or anything like this, but I've found this subreddit has been a bit difficult to use to get recs or discussions going about games because a lot of people seem to simply post the name of a game in the comments and then don't explain why they've done that.
I think it'd be more interesting to have people explain why they recommend a game or why a certain mechanic in a given game works for them/doesn't work for them, instead we end up with posts asking people questions about games and the replies are mostly people posting a TTRPG system's name or mechanic without explaining why.
I'm here to see people's opinions, not their reading list!
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Posted: 2026-07-25T16:37:27+00:00
Author: /u/Aware_Blueberry_3025https://www.reddit.com/user/Aware_Blueberry_3025
While we all know the popular RPGs (D&D, Pathfinder, BitD) and so one and so forth, I have to ask, does anyone know of any lesser known RPGs that you wish more people knew of?
For example, while I have Shadowdark and 7th Sea, I also have games like Monsterpunk, Nyx, and For Coin and Blood 2nd edition, just to name a few.
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Posted: 2026-07-25T22:33:00+00:00
Author: /u/Seeoneehttps://www.reddit.com/user/Seeonee
Since I love reading reviews of systems by people who've actually played them, I endeavor to post my own. You can skim my past opinions here and here to see if my tastes align with yours. This post is long overdue because people keep beating me to the punch (examples 1, 2, 3, 4, 5).
I've now played Daggerheart for a year and can opine on its qualities! TLDR:
- I favor less crunchy and more narrative systems.
- I liked the character building, hope mechanic, cards, and resource pools more than expected.
- I disliked the simplicity, complexity, fear mechanic, and combat depth more than expected.
- It's not for me.
Background
I am not a Critical Role person, and Daggerheart was not on my list of games to try. My longstanding group is in a taste-testing phase, though, and someone suggested it. I didn't realize at the time that we'd be playing a longer campaign. We now have about 1 year / 20 sessions / 5 levels under our belt.
I can also admit that I had a vague air of superiority while approaching this system 😤. I mostly know about Critical Role as "those people who popularized 5E." I don't mean to disparage their creative talents or the massive team that contributed to the product, but... I assumed this would be their celebrity cash grab version.
Things I liked
It's not a cash grab! There is a legitimate system here. There is a lot of content and thoughtful rules. There is a lot of absolutely gorgeous art. It looks D&Dish enough that you could onboard new players who want that experience, but it's also different enough from D&D (in a lighter, more narrative vein) that I actually think it might show new players a better time.
Character building is fun. I tend to play lighter systems. With that comes less room for non-diegetic character growth and shorter average campaigns. Daggerheart feels a bit closer to Dungeon World after you add on Class Warfare: there are lots of fun options to stare at and theorize about. The pick-two domain system is incredibly elegant, creates a bunch of interest overlap archetypes, and cleverly allows classes to share abilities while still preserving unique niches. It's lovely. The amount of items is also fun in a "shopping for presents" way (but more on this later).
Hope is exciting. A quick primer: Daggerheart has you rolling 2 different d12s for most things, and if the lighter d12 is highest you earn Hope (to a max of 6). Among other uses, it can be spent for a small bonus while rolling. This is actually fun: you spend 1 hope for a ~50% chance of getting it right back. It has a vague "energy gauge" feel of seeing a number go up and knowing you can do something with it later. I can almost see my maxed-out Hope meter glowing.
Cards are a great tool. Okay, maybe this is a cash grab, but it works. It's a wonderful way to represent abilities. It keeps them concise and uniform. It makes them fun to flip through. We played digitally using Demiplane + Roll20, so no physical cards were purchased, but if you shelled out for them in-person I know they'd be a blast to lay out, flip through, vault, all of that. As someone who made a physical card-based TTRPG, I'm a fan.
The resource pools worked. Daggerheart has HP, stress, armor, and hope (which I already mentioned). You may have heard how damage works: you get to roll big attacks against a target's lower/upper thresholds to see whether they suffer 1, 2, or 3 damage. On one hand, it's a lot of resources and numbers to track. On the other hand: every resource pool caps out around ~8, and you spend and recover them pretty quickly. It was actually a lot of fun to juggle, and added some character differentiation. I admire the designers for enabling the fun of large attacks while still keeping HP tightly constrained.
Things I didn't like
It's too simple. Wait, didn't I say I like lightweight systems? Daggerheart feels like it's carrying the torch of games like PbtA and BitD, just with more content and richer production values. But in practice, it felt... flat? There are 36 listed items for tier 1, yet it barely mattered which one I was wielding. So many of the abilities are just flavorful ways to deal damage, inflict the 3 status effects, or change your position.
And yet it's too complex. If all these choices are primarily for flavor, I don't need all these mechanics bolted on that will ultimately amount to very little. Again, wading through the item list took a while. There are loads of differentiating factors. There are 9 classes x 21 cards = 189 cards to browse. Level-up choices that would be fast when staring at a 2-page PbtA playbook start to feel artificially inflated. Again: it was fun to weigh these choices. But after a year, none of them really justified the time investment for me.
Fear is half of a good mechanic. Quick summary: just under 50% of player rolls give the GM a Fear token (max 12), which is a fancy way to control pacing. Fear lets you attack with enemies, take enemy turns, and just generally do GM things. I am 100% in favor of codifying tempo with tokens; we did it in that card-based RPG we made, 6 years ago. But Fear is handed out arbitrarily, independent of success or failure. That kills it for me. You can be rolling great but have a GM with max fear; you can be failing all day but the GM is bone dry. I'm biased here, but I think narrative control should oscillate based on success/failure instead of a coin flip.
Combat was shallow. All my complaints are crystallized here. Fear's coin flip makes turn order and enemy strength erratic. There are too many things on my character sheet, but I always just attack. I could do cool narrative stuff, but because my cards all specify strict things like "Once per rest" I feel like I'm breaking the rules if I abuse them for flavor. I could ignore my cards and just do narrative stuff anyways, but then why have a system at all?
Closing thoughts
I will say that Daggerheart impressed and surprised me. I approached it with disdain, and found a robust system with good ideas. But there are plenty of good systems that I don't personally find fun, and I think Daggerheart belongs in that pile.
It's still higher than Pathfinder, though 😉
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Posted: 2026-07-25T17:36:55+00:00
Author: /u/BarroomBardhttps://www.reddit.com/user/BarroomBard
The OD&D concept of Race-as-class has never clicked for me, for various reasons. And yet I still see supporters of the concept both in players of the original game and in the makers of various homerule collections/retroclones.
I am talking to the people who enjoy that paradigm; what is it about using race-as-class that is appealing, or that you think works well? What don't I see that you like so much?
Every aspect of the original games has been taken apart, examined, evaluated, and tinkered with, so it cannot be purely nostalgia that keeps bringing designers back to it. I believe that even the most hardcore retroclone enthusiast plays the game because they think it's good, and not just because it's old.
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Posted: 2026-07-25T23:24:35+00:00
Author: /u/AuthorVeehttps://www.reddit.com/user/AuthorVee
I'm looking at running a game inspired by old paganism and celtic folklore, and I'm looking for a system to run it in. I don't want to play D&D or Pathfinder, and I'm looking for something a little more narrative in its focus. Any suggestions?
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Posted: 2026-07-25T14:43:10+00:00
Author: /u/DarthFozzywighttps://www.reddit.com/user/DarthFozzywig
Has anyone run a campaign with these rules? I’m curious how much GM fiat they require for a campaign against a rival NPC house.
I.e. where do these rules fall on a scale of 1 is “the GM needs to assign what resources are available to both Houses and decides the outcomes“ to 10 ”these could be a functional board game without need of a GM“?
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Posted: 2026-07-25T20:44:27+00:00
Author: /u/mariowritesforyouhttps://www.reddit.com/user/mariowritesforyou
We all have moments like that, where maybe later that player's idea could actually have been really fun if it panned out, but you didn't see it during the session. It's difficult when we're making so many in-the-moment decisions, though. All we can do is have soft eyes for those things.
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Posted: 2026-07-25T03:55:46+00:00
Author: /u/ThatOneCrazyWritterhttps://www.reddit.com/user/ThatOneCrazyWritter
After a few years here, I've come to know many of the big names in the TTRPG scene, but now I'm curious about the truly indie games: the stuff you find without warning by random, play it only to find a hidden gem of a game.
I unfortunately haven't done so myself, only have played the more famous stuff as of now, but I want to make a list to try out!
Edit: Thank you so much for everyone chiming in! Was surprised for seeing that I knew a lot of games in here, but that's not a problem to me, just means that I have been around and found some good stuff :)
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Posted: 2026-07-24T18:20:15+00:00
Author: /u/calculusbearhttps://www.reddit.com/user/calculusbear
Posted: 2026-07-25T17:49:28+00:00
Author: /u/GoldIvoryhttps://www.reddit.com/user/GoldIvory
Hi,
I just started world building a homebrew setting and I'm starting small with an enchanted forest I've had rattling around forever. It's home to Elves, Gnomes, Dwarves, and mysterious talking animals. I'm having an issue fleshing it out beyond that.
Are there any good books on world building with advice on inhabitance that are not human?
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