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Tabletop RPGs and LARPing
Tabletop and LARP Dungeons & Dragons GURPS Pathfinder
Posted: 2026-05-09T11:00:22+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.
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Posted: 2026-05-10T18:37:33+00:00
Author: /u/KazM2https://www.reddit.com/user/KazM2
So the title may be a little confusing. What I mean is which systems do you like using to emulate settings from games, books, movies, or tv shows? Of course different settings would need different systems more than likely but still what's a setting from a non ttrpg origin you like playing and what are you using for it.
Note, I dont mean using an official ttrpg for a setting that is out there I mean more so something you hack/adapt to this pre established world.
Currently in the midst of planning something set in The Elder Scrolls myself and considering different systems (ik about the unofficial elder scrolls game and it is a top contender but not sure if its my vibe) and so I'm curious as to what people are doing in similar situations.
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Posted: 2026-05-10T14:50:57+00:00
Author: /u/Adventurous-Film9713https://www.reddit.com/user/Adventurous-Film9713
what are some rpgs you guys have seen with super unique or creative magic systems?
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Posted: 2026-05-10T16:04:15+00:00
Author: /u/Zoruun_17https://www.reddit.com/user/Zoruun_17
I've learned and GM'd a handful of RPGs I've really enjoyed, both as one-shots and mini campaigns. However, as someone who likes focusing on and truly mastering a hobby or skill before exploring additional interests, I've found that bouncing around between them has created a situation where I can run them all competently but not with what I'd consider to be mastery. Also, I feel like I've barely scratched the surface of each given the depth of rules, options, sourcebooks, stories, etc that each game has to offer.
The issue, of course, is that I like all of them, and can't decide which to dedicate myself to mastering first. Eventually I'd master the other once I've played enough, ideally running two campaigns, but I want to fully commit to one before the other (I'm primarily stuck between Warhammer Fantasy Roleplay (4E) and Dungeon Crawl Classics, for those with experience running these).
I'm curious if anyone feels similarly, and what factors induced you to choose the one you decided to really delve into and master instead of playing a little bit of this and a little bit of that.
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Posted: 2026-05-10T18:26:32+00:00
Author: /u/No-Fondant-9820https://www.reddit.com/user/No-Fondant-9820
My GF is interested in the UK games expo, I enjoy TT RPGs especially anything with a co-op function and it would be cool to find out about different systems
But I don't do crowds, even if I can use loops and ear defenders to keep the sound level down I can't process speech easily amongst that much background sound (noise cancellation makes no difference to this), and I don't always process the gaps/ways through masses of people easily and get overwhelmed/freeze in place/ have to just hope for the best and walk forward in blind panic
Conventions are typically an immediate no for me for the above reasons.... I survived Cardiff comic con once in its early years as a teen but largely through the power of dissociation and honestly I seem to have lost the knack for that kicking in automatically
The last time I went to a convention for work was ... Survivable but because I found a quiet area in the room for people with packed lunches to eat (apparently no one had a packed lunch)
Is there anywhere in the NEC Birmingham I can kinda rely on to be a bit quieter if I need a time out? I can't find info for any dedicated spaces like airports have sensory rooms sometimes which I guess I didn't expect to be fair
I haven't been to the NEC since I was a teenager and got so confused by the end of the day the "zone out and follow dad" trick failed me and I didn't realise our train arrived or that he'd boarded, thankfully a lovely army man stuck his arm out to stop the doors closing once my dad realised and yelled for me!
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Posted: 2026-05-10T13:03:29+00:00
Author: /u/AcademicNegronihttps://www.reddit.com/user/AcademicNegroni
I remember seeing some TTRPG about 1-3 years ago and I am trying to find the name of it. Hopefully someone here can help despite me not remebering much.
- It was definitely a high or low fantasy setting. Not urban or steampunk or dark.
- I believe you were focused more on exploration of the world and ruins rather than combat.
- I am pretty sure it was a community backed project (BackerKit / Kickstater / etc) but I cannot remember which one.
- The art was full color digital I believe by a single artist (I'm fairly sure this was a big selling point of the project).
- I swear there was some componenet where the characters start as stone idols (like in the past Avatar room of ATLA) and then are "woken up" somehow.
I am aware this is not much to go on, but I would apprecaite any suggestions / thoughts!
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Posted: 2026-05-10T11:44:55+00:00
Author: /u/nicoracarlohttps://www.reddit.com/user/nicoracarlo
Hello Everyone,
I have been a GM for a LOOONG time, but I am always searching for new ideas on how to better (and quicker) prepare for my games. I run investigative games in a sandbox with some plot sprinkled in.
Currently I use this method:
(Npc/Location/Faction)-[:CONTAINS_CLUE]->(Clue)-[:LEADS_TO]->(Npc/Location/Faction/Event)
This allows me to prepare a few clues the player characters can find along the way that allows them to decide if to pursue the plot or to go somewhere else. Generally I have a couple of possible alleyways for them to follow, and for each three clues.
Has anyone else designed a way to keep track of their clues in different ways in order to give the player characters the freedom to pursue what they like, keeping the core idea behind your games?
Curious to see if someone has a smarter way of doing this
EDIT: THANKS to all your amazing comments, they have given me so many interesting insights and ideas and I have already started merging them in my process!
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Posted: 2026-05-10T20:01:12+00:00
Author: /u/Desdichado1066https://www.reddit.com/user/Desdichado1066
What's the best product to read to really get the details of the Old World setting? It may not even be a Warhammer FRP product; maybe the older Warhammer Army books are where it's at. I'm fairly familiar with it, and I've trawled through the wiki for years, but I'd like to see what the best "official" product that really lays out the setting is. If there is one.
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Posted: 2026-05-10T20:14:37+00:00
Author: /u/clearly_im_not_cellhttps://www.reddit.com/user/clearly_im_not_cell
If you read/watched Jujutsu Kaisen you know what I'm talking about. If not, then I'll explain it shortly and I'll try to be as vague as possible to avoid spoilers. It's basically a tournament between participating players, who must kill other players for points, which they can use to add new rules or something else.
There are multiple videos of people playing DnD campaigns in that setting, but while trying to find any clear tutorial/instructions I saw more and more different things. I'm pretty confused and I don't know where do I even start.
Here are some things that may or may not be helpful:
I only recently started playing TTRPG's. I had 2 sessions of Warhammer Fantasy Role Play with my friends and I was a DM in Helldivers one-shot using very simple 3:16 system.
I'm looking for a stable system, that also has some personalization for my players. I want them to make their own cursed techniques that are also balanced enough so everyone can enjoy the session.
My friend has Fabula Ultima manual and Warhammer Fantasy manual that I can borrow from him
(edit) 4. IMPORTANT - it's free. I know, I know, it sounds very bad. But I just don't have enough money on me to buy anything.
I hope it's enough info. I'll be very thankful for your propositions or tips.
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Posted: 2026-05-10T18:47:24+00:00
Author: /u/Stabiles-Geniehttps://www.reddit.com/user/Stabiles-Genie
Hey everyone,
I heard there used to be tons of fan content on the old DWD Studios forum.
But I can't find almost any of it on the website anymore.
Does anyone still have any fan material lying around—skills, spell lists, additional rules, etc.?
Or has it all vanished into digital oblivion?
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Posted: 2026-05-10T21:56:14+00:00
Author: /u/Mayor-Of-Bridgewaterhttps://www.reddit.com/user/Mayor-Of-Bridgewater
I enjoy reading rpg books, manifestos, and essays, since they help broaden my views on the hobby. Recently I have been reading the 4D Handbook, which has some enthusiastic adherents of the playstyle. There's some ebullient enjoyers of the work, so I don't doubt that it has appeal, but I genuinely can't understand what point the book is making and or how it would work in practice.
The book clearly isn't intended for narrativist systems, as discussed in Appendix C, struggles to work with many gamist-leaning works, and the book mostly discusses simulationist, crunchy, trad games. However, the advice here takes the assumption that this style can work for most simulationist games, despite referencing works that extensively use mechanics that need out-of-character interactions to resolve.
One of the principle ideas here is that 4D eliminates GM-Player negotiation and empowers players to add to the world. However, given the elimination of OOC and addressing the GM, this seems like it would just create new communication issues. This is something the book alludes to, but the advice here is address it after the session. The book proposes "counter-creation", but that is still a form of negotiation.
I also can't find myself agreeing with some of the book's definitions. It has a very specific idea of what roleplaying, and quality thereof, is. Likewise, there is this weight placed upon verisimilitude and immersion that is, at the very least, debatable.
Finally, I can't help but feel like I have this is reinventing the wheel. It's taking aspects of Nordic Larp, FKR, OSR, storygaming, high-bleed play, and neotrad philosophies and packaging them together. However, by it's own admission, it is incompatible with those, making their influence somewhat contradictory.
I know this all sounds harsh, and incoherent given the three hours of sleep I had, but there are some interesting ideas here. The general playstyle specific advice to GMs is great, and communicates best practices well. The focus on spatiality and player turns is cool. The book also is forthright with playstyle trade-offs, which was refreshing honesty for these kind of works.
I'd love for someone to tell me their experiences with this style. Hopefully it will make the ideas more grokable.
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Posted: 2026-05-10T05:18:20+00:00
Author: /u/hellranger788https://www.reddit.com/user/hellranger788
Just sorta curious if there are any good RPGs that take place during the era of muskets and rifles? Loads of fantasy games that have sword and plate armor with muskets being included but was more curious if theres games more based around Napoleonic era (swords and plate armor optional).
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