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Tabletop RPGs and LARPing
Tabletop and LARP Dungeons & Dragons GURPS Pathfinder
Posted: 2024-11-30T11:00:55+00:00
Author: /u/AutoModeratorhttps://www.reddit.com/user/AutoModerator
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Posted: 2024-12-04T14:30:43+00:00
Author: /u/Snowbound-IXhttps://www.reddit.com/user/Snowbound-IX
Often, when a campaign isn't worth playing or GMing, this adage gets thrown around.
“No D&D is better than bad D&D”
And I think it's good advice. Some games are just not worth the hassle. Having to invest time and resources into this hobby while not getting at least something valuable out of it is nonsensical.
But this made me wonder, what's the tipping point? What's the border between "good", "acceptable" and just "bad" enough to call it quits? For example, I'm guessing you wouldn't quit a game just because the GM is inexperienced, possibly on his first time running. Unless it's showing clear red flags on those first few games.
So, what's one time you just couldn't stay and decided to quit? What's one time you elected to stay instead, despite the experience not being the best?
Also, please specify in your response if you were a GM or player in the game.
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Posted: 2024-12-04T15:28:24+00:00
Author: /u/golemtrouthttps://www.reddit.com/user/golemtrout
Alternatively: could I use a blank character sheet from the starter set? The official sheet seems a bit too complicated and I fear my players would reject it
Ruleswise I could tweak some stuff, but the character sheet is harder to change :/
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Posted: 2024-12-04T16:08:40+00:00
Author: /u/EarthSeraphEdnahttps://www.reddit.com/user/EarthSeraphEdna
I am familiar with a number of grid-based tactical RPGs, most notably D&D 4e, Path/Starfinder 2e, ICON, Tailfeathers/Kazzam, and Draw Steel!
A common trend I notice in such games is that they have encounter-building guidelines that, in theory, produce a battle of X, Y, or Z difficulty. However, much rarer are guidelines on map deployment and starting positioning, and how they affect the difficulty of a given combat. Two battles with the exact same "encounter budget" of enemies can be either a pushover for the PCs, or a pushover for the enemies, based purely on map deployment and starting positioning.
AoE is one reason: Enemies starting clustered together vs. enemies starting spread-apart.
Flight is another: Flying enemies starting on the ground vs. flying enemies starting airborne.
Range, kiting, and closing the distance are yet another. The bulk of PC parties will usually have at least one melee-oriented PC (because at least one player will want to hit things up close), but NPC parties are under no such obligation. In, say, D&D 4e, the entire enemy side might start very far away and attack with range 20/40 longbows; even with ample cover en route, many PCs will have to waste precious turns simply closing the distance. In Path/Starfinder 2e, a game much more "undisciplined" about assigning high speeds and ranges, this can be far worse, as enemies bombard the party with fireballs from 500 feet away (and I have fought exact encounter multiple times, under different GMs, because it seems to be a semi-common "clever idea" on how to challenge the party).
The one game in the above list that has almost wargame-like map deployment and starting positioning rules is Tailfeathers/Kazzam. Maps and their terrain layout are all premade (there are 13 to choose from), and deployment zones are clearly laid out in a fair way.
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Posted: 2024-12-04T12:22:49+00:00
Author: /u/GrabGroundbreaking87https://www.reddit.com/user/GrabGroundbreaking87
Hello everyone. Could you please tell me which tabletop role-playing system has a well-developed economy? I'm creating my own campaign, but I'm having a hard time figuring this out. The genre is grimdark. I've checked out SOTDL and Zweihander, but they don't quite work for me.
Game Concept : "The year is 1203, and the world is fading away. People are struggling to obtain food and water. In some cities, on the outskirts, people are forced to use food and animal skins as a form of currency. There is a center where relatively wealthy people live, but overall, the world is coming to an end"
Upd : Grimdark (for me) means hunger, financial problems, and difficulties in earning money. It's hard to obtain truly important and necessary items. Good quality armor and weapons are very expensive, and players feel joy when they find something valuable.
Upd2 : Thank you, everyone! I have compiled quite a long list of systems that you recommended, and I will be checking them out. For those who have the same question as I do, here is the list :
Red Markets
Orbis Mundi: The Market
Red Markets
Veins of the Earth
Knave 2e
Forbidden Lands
Crown&Skull
Outcast Silver Raiders
(downtime rules in WFRP 4e)
There are also a lot of useful tips in this thread! If you have any new ideas or suggestions on how to improve the economy(in grimdark setting) , I would be happy to hear them!
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Posted: 2024-12-04T19:08:52+00:00
Author: /u/AccomplishedCod2737https://www.reddit.com/user/AccomplishedCod2737
It's super dark, but the artwork and the gnostic bent are really fun to think about running a game with. Delta Green sort of scratches a similar itch in terms of levying personal and cosmic horror against each other, and also has tremendous art and handouts, etc, that add to immersion.
Any recommendations along these lines?
edit: thanks for all the suggestions so far! I have lots of reading to do.
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Posted: 2024-12-04T18:59:17+00:00
Author: /u/The_Last_radiohttps://www.reddit.com/user/The_Last_radio
Nest session my players are just going into down to do downtime and buy basic gear etc. What do you do to make it entertaining?
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Posted: 2024-12-04T16:47:45+00:00
Author: /u/Humiddragonslayerhttps://www.reddit.com/user/Humiddragonslayer
I've been trying to find new systems to play, and I hit upon the idea of fusing Honey Heist and Dimension 20's Never Stop Blowing Up, aiming for a tone that wouldn't be out of place in a Cocaine Bear sequel.
Does anyone have experience doing this sort of thing? I'd love some recommendations for more combinations if you've tried any, or even fave mechanics that "just work" most places you plug them in.
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Posted: 2024-12-04T02:02:59+00:00
Author: /u/Plywooddavidhttps://www.reddit.com/user/Plywooddavid
I personally enjoyed Triangle Agency and most of the Dolmenwood releases.
What did you guys like?
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Posted: 2024-12-04T18:06:15+00:00
Author: /u/The_Last_radiohttps://www.reddit.com/user/The_Last_radio
Right now i have two seperate groups running a campaign in the same D&D homebrew world, and its happening at the same time (in game). BOth campaigns are still early on, so they havent crossed paths or influenced the world in a way that has influenced the other group, but i cant wait till it does. SO tell me about your situation.
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Posted: 2024-12-04T14:33:22+00:00
Author: /u/jomacatopa96https://www.reddit.com/user/jomacatopa96
I wanted to share some of the GM screens i have been making for the last couple years for a variety of games.
https://imgur.com/gallery/gm-screens-PluMqBC
Hopee you guys like theem!
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Posted: 2024-12-04T08:04:28+00:00
Author: /u/Minute_Try_7194https://www.reddit.com/user/Minute_Try_7194
As the title asks, what's your favourite module for a ttrpg and why?
Please provide the name of the game if it's not a system neutral module, and ideally a link to where the module can be purchased
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