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Posted: 2026-09-05T11:00:35+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: 2026-09-07T03:15:30+00:00
Author: /u/Otherwise7798https://www.reddit.com/user/Otherwise7798
I've been rewatching Andor and wanted to run a SW RPG, I want it to be lower power scale but not as low as something like WOD. Ideally, I'd want a group of 6 trained soldiers to be a large threat. None of the players are going to be Jedi so I don't need force powers or any magic system. Spaceship stuff preferred but not necessary.
Edit: So everyone's been giving star wars games so if you read nothing else read this: I don't need a star wars TTRPG. I just need a game that I can flavor. What I really need is the mechanics to enable spy stuff to happen.
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Posted: 2026-09-07T00:40:46+00:00
Author: /u/Bultasar13https://www.reddit.com/user/Bultasar13
I just found this ttrpg called "space bounty blues" (https://nerdypapergames.itch.io/sbb), which is a Gm-less ttrpg, or rather a ttrpg with switching GMs. The idea is that in the central part of the game, one character is in the spotlight, one other player acts as GM and the other players help fleshing out the world by asking questions. Each character has a scene of being in the spotlight, so there is always another Player acting as GM (I hope I explained it correctly). I really like this idea for a Quick game, that can be improvised without big preparations and without needing a fixed GM, so i wanted to ask, if anybody knows similar games to check out. One, that came to my mind was "Quantum Popcorn", even though this game works a bit different.
Thanks for your help !
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Posted: 2026-09-06T20:35:25+00:00
Author: /u/TMegabeinghttps://www.reddit.com/user/TMegabeing
Hi folks,
My group has spent the last 30-odd years playing Traveller and variants of BRP.
I had bought most of the Vaesen books over the last few years and was really looking forward to giving it a go. I finally got to run five published adventures including the one in the starter set but by the end, all of us thought it was OK but no-one wanted to play it any more - least of all me.
I found it to be really hard work to GM and my players were not terribly excited by the vague setting.
Slightly weirdly, I had previously run a couple of Alien one-shots with great success, so I was quite happy with the Year Zero ruleset.
What RPG have you looked forward to and was underwhelmed when you got round to playing or GM'ing it...and why?
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Posted: 2026-09-06T16:54:41+00:00
Author: /u/Fresh_Cod_9536https://www.reddit.com/user/Fresh_Cod_9536
That's basically the question in the title: what has this hobby given you?
I recently came across the same question in a Hungarian Reddit thread, and my answer was that, for me, roleplaying has been many things at once: a form of self-discovery, a psychologist, a confidence-building activity, a history, English and art teacher, and even a mentor in public speaking. But most importantly, it has been a source of new friendships and connections for someone who was once a socially isolated teenager with very little self-confidence.
Then I started thinking that this question might be even more interesting in an international community. We share the same hobby, but we come from very different political, social, and cultural backgrounds, so I'm curious whether tabletop RPGs have played different roles in people's lives depending on where they grew up and lived.
I'm especially interested in hearing from players outside Europe, or from cultural backgrounds very different from my own. Has this hobby given you similar things, or has it had a completely different meaning or role in your life?
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Posted: 2026-09-06T19:36:05+00:00
Author: /u/hyprfanhttps://www.reddit.com/user/hyprfan
Which TTRPG I should choose for game in setting Napoleon wars with difficult combat and health system, where every shot can be lethal. As reference I'm using "Guts and blackpowder"
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Posted: 2026-09-06T20:49:40+00:00
Author: /u/BalanceHot8939https://www.reddit.com/user/BalanceHot8939
Howdy all.
So I'm making a game with a stat system directly connected to how many dice you roll, and I want to ask if anyone else has knowledge of similar systems?
Basically, you have a Stat, and then a Skill. Say, Deduction[Brains], or Skill[Stat].
You have a Deduction of 3, and a Brains of 5, Ergo, you roll 5 Dice, with +3 to score.
Is there any other games like this that come to mind?
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Posted: 2026-09-06T15:12:28+00:00
Author: /u/HowWeRollGaminghttps://www.reddit.com/user/HowWeRollGaming
Just checking in with the r/rpg crowd. What are you playing right now? Got a campaign that’s firing on all cylinders, a memorable character, a ridiculous table story, or maybe a game that surprised you?
Drop a comment and tell us what’s happening at your table. We’d love to hear it.
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Posted: 2026-09-06T17:45:36+00:00
Author: /u/Unconscious-angelhttps://www.reddit.com/user/Unconscious-angel
I just inspected American Abyss (Which I'm very excited for), and I was wondering about running a TTRPG like said American Abyss: a TTRPG campaign set in a abandoned suburban area filled with unseen abominations of the people the once lived there. I was wondering if there are any good system which would be great for running this kind of horror. If there is, please do comment.
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Posted: 2026-09-06T19:13:51+00:00
Author: /u/Kargath7https://www.reddit.com/user/Kargath7
So, in the recent year I had opportunities to play TTRPGs instead of just running them and I came to a weird conclusion on how different GM styles affected my perception of the games, and, since these differences seem related to general schools of thought in TTRPG community, I wanted to see if others had some similar experiences.
I spent a substantial amount of time (months with each) playing with two GMs. I enjoyed playing with both generally, but one of them (let’s call him GM.A, we played Cairn, a Mark of the Odd rules-light OSR game) created really cool moments at the table, my character felt really alive and I felt like I could really bring him to life in the game-world and it was overall more fun in the moment but when I think back to the game I can’t help but think about how disjointed, all-over-the-place and generally lacklustre the story that took place there was.
The other (let’s call him GM.B, we played a lot of Forbidden Lands and some Basic Fantasy, so also OSR in spirit, but with more strict rules) was not as fun to play with in the moment, we got into way more arguments over rules, it got a but tedious from time to time and I felt like I was never really immersed in the world because of how little control I felt over my surroundings, but when I think back on those games I tend to gravitate towards how the world actually felt alive and the story that took place made a lot of sense and I keep thinking that it may have been a problem with my approach that made the experience less fun in the moment.
So I came up with a weird theory, that GM.A prioritised in-the-moment experience by allowing the players to do whatever they wanted and adapting on the fly and sacrificed a lot of the integrity that the world could have to make it happen, making the experience at the table really fun, but making the overall shape of the game very rough, while GM.B put a lot of stock into making the world as consistent and organic as possible at the cost of some player engagement and opportunities for player agency.
So, letting your players do their own crazy ideas is fun in the moment but harmful to the story in retrospect, while maintaining world integrity is harmful to the fun the players have in the moment but can pay off in the long run and with making a stronger story in the players’ heads.
I have no idea if any of that makes sense to any of y’all, and would love to just hear your thoughts about this. As a GM I think I tried to balance these things out subconsciously ling before I came up with this and it seems like something clicked just now.
TLDR: I think that allowing players to do crazy stuff is how you let them have fun in the moment but maintaining world-consistency is how you make the story better and more worthy of remembering fondly. Does it make sense?
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Posted: 2026-09-06T14:38:53+00:00
Author: /u/OhThatsALotOfTeethhttps://www.reddit.com/user/OhThatsALotOfTeeth
I've been looking at putting together a time loop scenario for something investigative horror-based, so I'm interested in the way that others have included mechanics to build tension, and I'm trying to find rhe ones that work best for me.
I'm not set on a system, but what I've seen so far in homebrew I've played was:
- Decreasing PC count, with players each starting with 2 characters, every reset deleting a randomly chosen character from the total party or rendering them nonplayable + antagonistic until everyone is down to 1 character, and then continuing the process from there.
- Increasing mental instability: played this in Delta Green. It included increasing sanity costs with each reset, along with picking up mental disorders.
- Injuries retained to some degree: I've seen this with damage, but it's been most effective in an ALIEN game where critical injuries were essentially retained and then downgraded into a lesser form of themselves.
- Later reset: instead of resetting back to exactly where events began, the players reset to some point forward of that point, with events between the previous reset point and the new one now set in stone.
- Instability of NPCs: With each reset, an increasing number of important NPCs become mentally unstable in some way, eventually culminating in severe paranoia and violence
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Posted: 2026-09-06T14:43:09+00:00
Author: /u/saikyohttps://www.reddit.com/user/saikyo
Has anyone run this? Curios to know how much the formatting and whatnot has improved from the prior edition. I see comments about long winded read aloud text, poor organization, and hard to parse maps from the original.
The redo looks awesome just want a first hand experience of useablility.
Interested in both the DCC and 5e versions!
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