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Posted: 2026-01-10T11:00:50+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: 2026-01-11T11:32:58+00:00
Author: /u/ryanxwonbinxhttps://www.reddit.com/user/ryanxwonbinx
So there's a certain GM that I see always advertising to run games, and he in particular says he wants to run a niche game setting that I really enjoy. I joined this guy's game about 3 years ago and after like 2 months of waiting for him to start the game and him dodging questions of when the game starts, left the game obviously. A year passes, he's saying he's going to run the same game. I join again. He sets up session time and... Doesn't come for the session. Twice. Like completely ignores me and other players asking if he's around while we twiddle our thumbs for like an hour. When one of the players says something like, "Dude we waited like an hour wtf?" the GM a day later does some meme headpat picture in response. I left a bit pissed off after that.
And the thing is I see this guy posting advertisements that he'll run games like every 1-2 months. Constantly. Clearly he isn't actually running games at this point. I decided, for the hell of it, maybe I can be proven wrong, join for the third time.
Same shit. Players ask when the game is going to start. No answer. 24 hours later just goes "Hey morning guys." Some greetings exchange here and there, question is asked again: do we have a starting game time? Or at least can you post the starting story? No answer. 24 hours later, vaguely says he's ready to do some game stuff. People say they're ready to play... And guess what? Nothing. No response and goes silent again as soon as people say or ask about his game.
I'm just trying to figure out what is going on in this person's headspace. He just wants a social group and using the GMing as an excuse? He's a troll and gets his kick off of seeing players annoyed? He just has anxiety and for the past 3 years keeps trying to GM but can't do it?
Genuinely baffling.
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Posted: 2026-01-11T19:42:03+00:00
Author: /u/DibsAndSomeNumbershttps://www.reddit.com/user/DibsAndSomeNumbers
TLDR: Me and my players have been having a great time making our own version of the Wheel of Time story in a TTRPG, specifically Pathfinder 2e. This post explains my approach to turning a book series into a campaign, how handle the “Main Character” issue books have, how to give players as much agency as possible within the confines of a plot that might give them very little. As well as how to handle splitting the party, a large cast of NPCs and giving out exposition.
I do not dive deeply into details of my world building to fit the Wheel of Time (WoT) to my personal table’s universe, or to being a general RPG world that has orcs, halflings, dwarves etc. Though I’ll be happy to expand upon any questions you may have, both regarding my personal game, and the topics I discuss here.
Spoiler Warning for the entire post: Spoilers for the Wheel of Time series, especially books 1 and 2, though some of my post reaches all the way to book 4. And spoilers for my own campaign. If you have a DM that is currently running a Pathfinder 2e campaign based on the Wheel of Time series, and your character is one of the following: Colbert, Garjun, Gertrude, Jenny or Ronaldina. Do yourself a favor and stop reading, you’ll only be ruining things for yourself!
After having read the entire book series and being almost at the end of my second reading through it. I felt the plot of the books could be turned into an incredibly interesting campaign. I’ve decided to make this post for a few reasons:
- To share how turning a book series into a TTRPG game has worked out so far for me. And I hope this can help others share the stories they love most with their players, through the very enjoyable shared storytelling of TTRPG.
- Share some thoughts about player agency in TTRPG, and how differently some tables handle it.
- Because I thought it would be fun to write this up.
Final note before starting:
The obvious biggest upsides of basing a campaign on a book series are; having really good descriptions of locations and what is in them, a great basis of personality for your NPCs, and a good baseline plot for your campaign. This post is more about dealing with the issues that may come up, rather than the upsides of doing so.
Running a Campaign based on the Wheel of Time:
For about the last 9 months, I’ve been running a game heavily inspired (massive understatement), by the Wheel of Time book series. My goal wasn’t to just run “The Wheel of Time”, it was to take this wonderful story, the difficult arcs the characters go through, the highs and the lows, and bring it to my table and my players, where they get to make the hard choices. If the “Dark One” Is now “The Dragon”, who’s true name is “Tiamat”, who has been sealed away long ago, that has little consequence to the actual story the characters undergo. The magic system is no longer “Only women can use magic safely”, and instead it is the “Arcane” which makes those who use it go mad. While one might say these are very important aspects to the world of The WoT, I’d claim they are not a necessity, and I hope to convince those who would say that, in this post.
While writing this I will use the original names for the characters and locations, though know that the vast majority of these were renamed, and some characters were changed in both gender and role. This is mainly for the convenience of those who’ve read the books.
Like the original books, the players all started out in a small village, on the night before a festival, the village gets attacked, the mysterious stranger who arrived in the village is shockingly an Aes Sedai (a wizard), and they all discover they must flee the village with the wizard to save their families. They go on a difficult journey, at some points being separated, before reconvening in the capital city of their kingdom, from which they are begrudgingly convinced they must reach a mythical location called “The Eye of the World” to save the world (for the first time out of many). Along the way they begin to learn things of themselves they might wish to keep secret from the others, and they start to wonder whether they will ever see their homes again, the campaign will then continue to the full extent of the series, for as long as my players wish to play it (Hopefully to the end).
This all seems like a straightforward plot, right? Well, right away I faced quite a few of the difficulties that come with running a book as a TTRPG, and here are just a few of those:
- The players want to play characters that might not fit the world or the books! quick IMO, If they want to be able to use magic, or “The Arcane” (As what I replaced Saidin with for being tainted), etc. Then there should be some way for them to make a character that can do it. (Moderate Reading Section)
- The books have a clear “main character”, quick IMO this is a no-go in a TTRPG. Everyone at the table should have compelling stories. While some story arcs can revolve around a certain character, none should feel like the “main character” of an entire campaign. (Moderate Reading Section)
- This entire plot gives the players very little agency in how to progress. They have powerful companions who should be capable of taking care of enemies. (Long Reading Section)
- There are a LOT of NPCs to keep track of, and many who travel with the party, and giving many of them some semblance of the spotlight is difficult. (Brief Reading Section)
- The plot splits the party, A LOT and in different ways. (Very Long Reading Section but has some great tips in my opinion!)
- Handling exposition! The players know nothing about the world, and while their characters are farmers in the middle of nowhere, they should know what “Aes Sedai”, or “The Dark One” means. (Moderate Reading Section)
1. The PCs don’t fit the book! What do I do?
This part is again briefer than the others, but it’s no less important. And after writing, I moved it up to being first, when I realized it is likely the most important one.
The campaign should be something you want to run, but just as importantly, your players should want to play it with you. This game revolves around cooperative storytelling, so if you pitch the players a campaign, and you have a very strict notion of what they should be allowed to play, then it is very likely they won’t want to play in that campaign. You might have a group that’s okay with a much smaller set of options, and fewer playable races, and if so then all power to you, enjoy it!
The much more likely scenario, is if you tell your players that they have to play: Rand, Perrin, Mat and Egwene (Or your book’s specific characters), and they “Can’t play a Caster until they reach the magic school”, or that they “Can’t play a young, half-orc druid, who came upon the village 4 years ago with no memory of what happened before it”, and if you shoot down every cool idea they have, then they might get frustrated.
This isn’t to say you can’t tell them no, there is always a middle-ground here. I told my players: No Elves, Elves have different lore on this world, sorry but you can’t play one. (In WoT Elves are called Ogier, they are basically giant elves covered in fur). But I also tried as much as possible to keep every other option open for them. They were all allowed to have access to The One Power, and they all can technically be “Taught” it, so that if they want to multiclass into it, they will all be able to in the future.
My largest takeaway from this is: The story is bound to eventually diverge from the books. Sometimes sooner, sometimes later. The best thing about such a campaign isn’t that you act out the books exactly. It’s that through this cooperative storytelling, you create this “What If” scenario, where things can go in wildly different directions, and if things DO go as the books did, then that can be even more incredible.
So let your players have variety in character building. Change the world to fit them into it, and enjoy a great campaign.
2. Dealing with the “Main Character” issue:
Here I’ll give an example of how to deal with this from my own table, which also aids the previous section’s point. But the gist is, you can change the plot however you like, this is your table, and no one will crucify you for changing the canon. Turn that “Chosen one” into a “Chosen Group”, or whatever works for your table.
To make sure all the characters are main characters, while still being able to heavily rely on the source material, I decided to make one of the largest alterations to the story. As was fitting for my personal lore and D&D universe (Where dragons are big baddies on a galactic scale), the villain is “The Dragon”, who’s true name is “Tiamat”. The saviors from prophecy are the “Dragonbane Reborn”, and there are five of them. I decided to split the importance of the main characters of the books among as many PCs as I could, most notably dividing “Rand” into two characters.
Garjun, my Half-Orc Monk player, was the first fit for a "Rand" character by making the “Aiel” into mainly a race of orcs, giving him the portion of Rand’s story of being “He Who Comes With the Dawn” was a no brainer, being “Of the blood” (Half orc), but not “Raised by the blood”.
Gertrude was the fit for Rand’s other half is the group’s fighter, felt like a natural to give the “Arcanist”, devolving into madness (Book equivalent for ‘man who can channel’) portion of Rand’s story. He wanted to use a Bastard Sword (And a free other hand), and so having his father give him the Heron Marked Blade was all a cherry on top. He’d explore the magical path through PF2e’s version of Multiclassing (Which I gave all the players for free).
The sibling rangers Colbert and Ronaldina. The first an archer, with a falcon animal companion, and the latter a duel-wielding axe user with a Bear animal companion. They both fit the arcs of Mat and Perrin’s characters. While Ronaldina's fit to Perrin's arc is very good, and requires little alteration, her brother requires more work.
The last is the shapeshifting half-orc druid, whose arc is still currently my hardest one to pin down. Her arc will likely not be based on any specific character in the books at all (I already have a few ideas for her).
My largest take-away from the characters was this: Don’t get married to the idea that the players must precisely fit the original characters. It’s okay that they are different, even very different from the originals! That’s what makes this cooperative storytelling!
3. Dealing with the “Player Agency” Issue:
This was one of the most difficult parts of this campaign. The story gives the characters very few options on how to proceed. In general, I found that this was only really solved with the discussion at session 0. The players know that it is somewhat of a zero-to-hero story, and that early on they will have much less agency than later-on. Moreover, with the expectation that they are being hounded at the start, it turns this portion of the story into more of a thriller. Where they try to assist in their own escape as much as they can.
In addition, to help with the somewhat lack in agency in where the PCs must go, I tried to increase their agency in all other regards compared to the books. Give them more roles in combat, and in tackling the challenges that arise while escaping. Give them interesting choices, whether to go out and explore the ruins of the cursed city, or to simply stay and wait for the night. And of course, give them agency in interacting with their own “prophecies” so to speak. The story should hook them in, like any other campaign, but they must always have a choice in the matter.
For example, they were told their “Viewings” (prophetic visions) by this campaign’s version of Min Farshaw, though they all mostly ignored it. Though when the player who was told about a golden, ruby-hilted dagger (Who also has a little greed in his personality), then sees this same dagger when they decide (Of their own choice mind you), to explore the cursed city they are taking shelter in. He decides to take it. He could have had the opposite reaction, thinking “No no no, I am not touching the thing she mentioned, no way.” Etc. but the decision was always in the player’s hands. Had he not taken it, I’d have had to figure something else out, but that’s always the case when DMing, the players pull out some shenanigans, and you must figure out how to handle it!
There were many other decisions over the course of the now 21-ish sessions, where the players made just about the same decisions as the characters, and honestly fewer than expected where they strayed off. Even jumping off a cliff into a river! Honestly that made have more respect for the books, if my players made similar choices to the characters, it adds some believability as to how people would act in these scenarios.
I never tell my players “You can’t make that decision” and if they had decided to try to stay at home, or to leave their protection, the campaign might’ve taken a very dark turn, but it was never in their character’s interest to do so. This is still Railroading on some level, as in giving your players few actually viable choices, means you are effectively steering them to your “desired outcome”. I tried to mitigate this by making sure I have no personally “Desired” outcome. I put them into scenarios and let them deal with them how they decided, they try to act out how their characters would act in this scenario. Even playing a PC who feels like they have no choice, can put you in the mind of that person, and bring out some wonderful and emotional Roleplay.
My largest take here: Make sure your players are onboard with how the campaign will go and that they find the style of play exciting to begin with. Never force their hand and make sure to give them as much agency as possible within what you discussed and be okay if things stray off course! Some people might not style of play, that’s okay, that might mean this type of campaign isn’t for them, though that might also depend on the books you want to adapt, some might give more freedom than others.
4. Dealing with “too many NPCs!”
I’ll be brief here. I made many mistakes here, and likely should have narrowed down the cast of characters. Getting rid of Egwene and Nyneave (And using their arcs in PC’s stories). But I only realized this after it was too late. My biggest take here, is to try to put only one or two NPCs at most in each scene or conversation. It’s okay if some lose out on characterization. The story isn’t about them anyway, and if your campaign is long enough, they’ll get time to shine, and for them to win over your players over the course of the whole thing.
My best choice for dealing with this topic, is resolved in the next point about the characters splitting up.
5. Dealing with “Splitting the Party”
To those who’ve read the books, you’d know that the story splits the characters up on multiple occasions in multiple ways: The first type of split is in The Eye of the World, with the split after the Aridhol, or in The Great Hunt, at the Portal Stones, the characters are split apart, but their goals are largely the same, and they quickly rendezvous. The second type of split is generally between the books. Where characters go to entirely different places with different arcs and goals, and likely won’t see each other for months.
Most importantly, I first made sure that my players would be okay with splitting up and explained to them how I planned on making it happen, for both scenarios. I did not mind telling them that splits might occur, or that their original PCs might not always be together. The “Spoiler-ey” nature of this discussion is massively less important than ensuring they enjoy the game, and that they are onboard with everything that happens. Moreover, I we all agreed that if it ends up not being fun, we’d not do it again.
I decided to handle the two types of party splits in different ways:
- To deal with the first type, I decided that when they happen, we simply run the sessions separately for each group, so my 5 players are split into a group of 2 and a group of 3. Each group plays 1-3 sessions each, depending on the speed at which they play, and it ALWAYS ends with a rendezvous of the party. They then get to keep secrets, and give each other incomplete information of events, allowing for genuine surprise in the reactions of the players to big reveals.
o This ended up working great, as the sessions with fewer players tended to flow faster, and so the breaks didn’t last too long before we got everyone back together.
o It’s important to note that this is only relevant if the split happens. Although the source for these types of splits is typically from forces acting upon the players, they might not get split to begin with based on their choices!
o Just as a side note, the most notable split for us was the equivalent to the book’s Mat and Rand’s journey to Caemlyn. For us it was 3 players, and specifically the road to Caemlyn itself is remembered by their characters as the “Two weeks of horror”, while for the players it was some of the most fun they’ve had roleplaying. Forcing them to make hard choices, pushing them to the edge.
- The second type of split ended up being a boon for the campaign, rather than a problem to be solved. Because this was our first time playing with Pathfinder 2e, I decided to use this type of split to allow my players to experiment with many types of character builds, here’s how:
Between major story arcs (Usually books), different characters might find they want to pursue different things. And so I let them. So for example, if two of my players wish to go to Tar Valon, along with Egwene and Nyneave, and learn to be Aes Sedai, while three others wish to chase after the Horn of Valere, and the stolen dagger, that’s fine. The story for the 2nd arc will be split, with some of the “Main PCs” or as the world refers to them the “ta’veren” going to one place, and some going to another.
The rest of the players will get the chance to play other NPCs! Either they will get to play the major ones, like Egewene, Nyneave, Elayne, or Loial. As in those who play major roles in books. Or they can craft their own characters, to be added to those plot lines, and get to enjoy trying out different classes and builds, and different personalities. This means my players get to experience levels 4-6 twice, with different classes. Then they might get to experience levels 6-8 twice as well! Which means the party will get a lot more variety in what the system can offer, and they don’t have to be stuck with playing a single character from 1-20, and perhaps feeling like they can’t change it, because “They like the character too much”. This is also a very big boon to some of my heavy min-maxer players, who like to make a ton of builds, as they will eventually be able to try many of them out.
This also gives the players a chance to inject some lore into the world, and take their own spin on some of the other characters, as well as seeing the world from the eyes of a different NPC, with a different personality to their own character.
My biggest take from this: Splitting the party CAN be fun! Just be careful when doing it in session! If a split is long, split the players, a lot of intrigue can arise from doing so. Lastly, if you want to experiment with a new system, this 2nd form of splitting the party is a great way to allow your players to do so. Like with everything else, the most important thing here is making sure your players are on board with it!
Big note on this however: While currently we are in the middle of one of these “Type 2” splits, we have not yet transitioned into the other half. So, this is from the perspective of having only 2 of my players rotate to play an NPC. (For Wheel of Time lovers, they are playing Hurin and Ragan and giving them their own takes and spins). We are soon to jump to the second half of this.
6. The Players know nothing about the world, while they characters should know more
This exists in just about every new campaign, which is why I’ll be brief here compared to my other points. The only reason I mention this is that as someone who knows everything there is to know about a world, you might find some frustration when a player makes choices or reacts in a certain way that feels wrong to you if they had the full picture their character should have. I feel that this is much more likely for a campaign based on a book series rather than a regular campaign.
The only pointer I can give, is to give the players only the biggest points of information they should have in advance, for example: “The Dark One is essentially satan, those who serve him are named Darkfriends, and the Forsaken are names of big bad scary Darkfriends, and you know their names from them being used essentially as ghost stories to make you do things as a kid.” or “Men who can channel went mad and broke the world, and they should scare the living hell out of you.”
Basically, the important stuff first. The rest you can sprinkle into scenes over a longer period of time. If they forget, it’s okay, their characters would not, and they’d usually appreciate being reminded of what their character already knows, just don’t over-do it. The amount of interest they’d have in the world would vary on the player and character. So if they don’t want to learn all the lore immediately and ask questions, that’s fine. As they get more invested, they will likely start seeking out information, and at that point they will be happy to be given it, rather than feeling like you are force-feeding them exposition.
My main takeaway on this: Don’t bombard players with too much exposition, start with only the basic necessities and background for the world. Anything longer than a 1-page summary to kickstart them into the world is probably too long. I’m honestly not even that great at this myself, though I’m slowly improving at incorporating it into the sessions in interesting ways for my players.
Summary and Final Thoughts
Making a D&D (Or any TTRPG) Campaign based on your favorite book series is great, and you should absolutely do it if you have the time!
There is so much more I could write about, and I could delve so much deeper into the changes I made to the canon of the story, but that’s not the main topic of this already very long post. For those who are interested in the current state of my campaign:
At the time of writing this, we are about 2 sessions away from them (fingers crossed), using the portal stone to get to Falme. At which point I intend to cut away to the PCs heading towards Tar Valon for the “Magic School” arc, until they will also (Hopefully) follow Liandrin, When she tells them their friends are in danger, this is the reason I cut away from the other arc of the campaign during the teleportation, as this gives them as little “meta” knowledge as to the current situation of their PCs, so they are more inclined to believe it. I think it will also give the arcs a better flow, ideally reaching a crescendo when all the characters meet up for a climax at Falme.
I am very lucky to have players that are great at picking up what I lay down for them. They have been very good at keeping on track with the main story, and I tend to be very good at predicting their actions. I expect them to only start to majorly stray from the main story at the end of the 3rd book, when they start having so much agency (Literally ruling a nation), that they can approach the world and its problems in whichever way they want.
Hope this helps people create campaigns based on their favorite books, again the most important tip I can give is:
Talk to your players!
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Posted: 2026-01-11T22:28:20+00:00
Author: /u/Angelofthe7thStationhttps://www.reddit.com/user/Angelofthe7thStation
Looking for a fantasy adventure with comprehensive art. Maps, NPCs, vibes, as much as possible. System doesn't matter. The adventure doesn't even have to be good, just well illustrated.
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Posted: 2026-01-11T17:14:41+00:00
Author: /u/salt_chadhttps://www.reddit.com/user/salt_chad
I want to create my own sandbox, but I'm not sure what or how to create it. I also want to develop it on an ongoing basis. For example, I want to know how to create rumors, how to develop the sandbox, and when to add more faction NPCs or weird stuff. i would love tools and checklists
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Posted: 2026-01-11T20:16:34+00:00
Author: /u/Naive-Dig-8214https://www.reddit.com/user/Naive-Dig-8214
I'm trying to find books, one page dungeons, one shots, anything (preferably online, but open to physical) that have adventures that are small child friendly. My kids are 6 years old.
I can find systems and settings all over the place, but actual adventures to run is trickier.
In theory it's easy to use these to come up with stuff. And I love coming up with my own plot hooks, NPCs, and dungeons. But at this time, with jobs and parenting I don't have the time I used to to sit down and come up with stuff.
Running premade adventures/dungeons, or stuff that needs small quick modifications, will have to do for now.
If it matters, we're currently using No Thank You Evil as the system, but converting is easy, so any system works.
As long as it's small child friendly and short (at this age they can't handle long games yet), I'm interested.
A different system whose book also happens to contain a decent number of adventures would be good as well.
Big companies, indies, small creators with a page on drive thru RPG, etc. All's good.
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Posted: 2026-01-11T23:35:43+00:00
Author: /u/er_ror02https://www.reddit.com/user/er_ror02
Hey guys, I wanted to gift my gf a Rulebook of a ttrpg system I have sadly forgotten the name of. I saved it half a year ago but can't find it anywhere now. It would be great if I got some help, maybe anyone knows that particular game.
Here's what I remember: - it was a game where you play rodents - it was set in a fantasy/horror setting (that one I'm not 100% sure about, it's been a though year) - the physical copy of this rulebook was about 40€/$ - I think the cover was very heavy on red - it was a quite niche game that was available on itch io for a while I think
Even tho this is next to nothing to go off of, I really hope someone can help me with this obscure request. Anyways, have a nice day guys and thank you.
It's neither Mausritter/guard, nor root, nor blister critters, nor vermin cairn
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Posted: 2026-01-11T09:51:03+00:00
Author: /u/Dwarfstenhttps://www.reddit.com/user/Dwarfsten
I am a bit behind on what's new when it comes to fantasy ttrpgs. To me DnD5 created this dominant force in fantasy games, then a bunch of games iterated on it, like Shadow of the Demon Lord with its banes and boons and more flexible class system, and then there weren't really any games to rise to prominence besides that (not saying there aren't/weren't any, just explaining my point of view).
But is there anything that could be considered new and exciting atm? Like any newer games that have come up with cool mechanics or that have a sort of "wow-factor" that just has to be experienced since then?
I'd like to broaden my horizon, so any suggestions of what I should look at would be appreciated.
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Posted: 2026-01-11T23:27:16+00:00
Author: /u/Mdomgameshttps://www.reddit.com/user/Mdomgames
I recently ran a pulp one-shot inspired by the 80s comic Lost Planet (a crazy setting with dinosaurs, swords, sorcery, ancient technology and stranded humans from our world). It was extremely fun. This made me think about the pulp genre in RPGs. It seems a bit overshadowed by others like heroic fantasy and sci-fi.
Do you think pulp is underused in RPGs? Which rpgs capture the true pulp spirit?
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Posted: 2026-01-11T16:56:21+00:00
Author: /u/Smoke_Stack707https://www.reddit.com/user/Smoke_Stack707
I was running a homebrew game for my group the other week and everything was going fine. Until we got to a section where I had to read aloud the name of a long-dead god to my group. Now admittedly, this was a name I just made up but suddenly there was a flurry of “what was that? How do you spell that? Say that again” from my players which was rather immersion breaking. It made me think that it’s easy to name your fantasy characters or places some weird Tolkien-esque name if your players are going to read it themselves but it’s much harder for people to grok it if they’re just listening to you say it.
This made me reflect back on Glen Cook’s “The Black Company” (I’m sure other authors have done this too) where the names of people or places are just common words. Rather than the wizards being named “Glanfænïríel”, they’re just “Goblin” and “Silent” and “One-Eye”. I’m starting to feel that from a TTRPG standpoint, it might be nice to do the same. If the names of your nouns in game are easy to pronounce or just a mashup of existing words, it’s easier for your table to understand and remember. You also get to communicate something about the person or place you’re talking about by giving it a name that describes it I.e. we already get an idea of who “Silent” is before he does anything as a character just from his name.
Idk, just something I’ve been kicking around since that session. Thoughts?
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Posted: 2026-01-11T15:55:28+00:00
Author: /u/Patty939393https://www.reddit.com/user/Patty939393
Hi, my boyfriend and I are celebrating our anniversary in February, and I thought I'd create a little booklet where I tell our story like an RPG campaign. It's also meant to be somewhat humorous. I'd like some advice on how to improve or enrich the idea, since I've only recently entered the world of RPGs, thanks to his passion.
Here's the table of contents I came up with: 1. Letter from the Master (where an imaginary Master introduces the story he's about to tell)
The places of the adventure (I'm talking about our regions where our story began and was built, initially long-distance until I moved in with him)
When it all began (the official date we got together)
Who is he? CHARACTER sheet (I'll describe him in the form of a DND character sheet)
Who is she? CHARACTER Sheet (I describe myself in the form of a DND character sheet)
6 Character Appearance (photo and description of each piece of distinctive clothing)
7 Character Description (I describe myself and him in a more narrative manner)
8 Equipment (What's in my bag)
8 Equipment (What's in his backpack)
9 The First Meeting (How it all began, told as if it were the first meeting between the characters and the event that sets the adventure in motion)
10 Fortune Teller's Horoscope (imagining that they went to a fortune teller during the trip, description of our zodiac signs and couple compatibility and prediction of the future)
11 Most Important Scenes (I summarize the (The most important moments we've experienced)
12 Milestones (the important steps we've taken together)
13 Side Quests (these would be the activities we like to do together, imagining them as secondary things the PCs have done together)
14 Moral Alignment (I describe our personal moral attitude and our love language as a couple and in a relationship)
15 Favorite Jokes (I'd like to include some cute/funny messages we've written to each other, imagining them as cute/funny jokes between the PCs during the adventure)
16 The Journey's Soundtrack (Our playlist of favorite songs related to our story)
17 10 Things I Love About You (List of things I love about him, imagining them as notes like The reasons that made me fall in love with him) (The character representing me, the character representing him)
18 Team Survival Kit (Things that have allowed the characters to remain allies, continue to support each other, and stay united despite everything, i.e., feelings, thoughts, and gestures)
19 Lovers' Gazette (A newspaper page announcing and celebrating the anniversary of the alliance between the two characters. As if they had become famous in their world or simply small-town gossip)
20 Missions to Complete (Our bucket list of things we'd like to do in the future in the form of missions/side quests that will play out in upcoming sessions, because the campaign is still ongoing and hopefully will continue for a long time)
21 Puzzle Challenges (Three games about the couple and our story that represent some of the puzzle challenges they had to overcome)
22 Campaign Glossary (The key words of our story, serious and fun, in the form of a glossary as if they were technical or specific terms used in the campaign)
25 Love Letter (from me to him, imagining it as a prop representing the letter she wrote to him at the end of the last session played)
26 Player Reviews (a sort of Trip Advisor, but obviously it reviews the players, characters, story, and GM)
P.S. Some things are intentionally humorous, and it's not specifically inspired by DND; the theme is role-playing games, so I'm happy to reference other games or systems. In particular, we've also played Fate, Blacksad, Don't Give in to Sleep, and Vampires.
Thanks to anyone who can help me with this somewhat unusual idea, maybe crazy, but hopefully cute 💕
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Posted: 2026-01-11T20:20:19+00:00
Author: /u/cute_and_hornyhttps://www.reddit.com/user/cute_and_horny
I've tried playing this "game" (which is more like a building/landscape maker, basically The Sims if it was just the building and very cozy), and I found the controls to be so intuitive and the building to be so fun to mess around with. I was left wondering if there are any map makers with a similar feel. Just to clarify: I'm not asking for something like Dungeon Alchemist, which focuses more on interiors. I'm thinking medium-scale, building towns or cities in an easy and intuitive way.
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