Reddit RPG
Tabletop RPGs and LARPing
Tabletop and LARP Dungeons & Dragons GURPS Pathfinder
Posted: 2026-09-19T11:00:40+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: 2026-10-20T19:40:32+00:00
Author: /u/Sir-Utherhttps://www.reddit.com/user/Sir-Uther
For the first time ever, this TTRPG from Japan is finally being officially translated into English. It’s been refined over decades, and after spending most of this year giving us sneak peaks here it is.
[link] – [comments]
Posted: 2026-10-20T20:30:00+00:00
Author: /u/AdministrativeBit207https://www.reddit.com/user/AdministrativeBit207
Been looking into getting into some type of Racing TTRPG like Fast and the Furious/ Speed Racer type. Seeing that there were several, but haven't had clearer opinions or comparisons in my search.
For context, I'm trying to find a system that isn't too crunchy and is easy to learn. Since my dad has Grade 4 brain cancer, he hasn't been able to even stare at his own phone screen or play chess as he gets a severe headache/dizziness. Even tried a 50 count puzzles, but it hurts his head.
He's been a car guy as long as I could remember and loves Fast & Furious series. He can pretty much process things well if he is able to do more verbal instruction and simpler diagrams due to his condition. So trying to do something for him as an activity for him.
What's a racing TTRPG that you have played or experienced? I'm open to any opinions and systems.
[link] – [comments]
Posted: 2026-10-20T14:40:38+00:00
Author: /u/AAABattery03https://www.reddit.com/user/AAABattery03
Link to content: https://www.youtube.com/watch?v=7tFgRCu0qbA
Bounded accuracy is a phrase that gets touted a lot in discussions of D&D and adjacent games, and is honestly quite misunderstood overall imo. In this video, I use the original design goals of bounded accuracy and use them as a benchmark to evaluate how D&D 5E did with them. I then contrast this with Pathfinder 2E as an example of vertically scaling math, and Draw Steel as an example of (a successful implementation of) flattened math.
Timestamps
- 0:00:00 Intro
- 0:01:45 Bounded Accuracy Discourse
- 0:05:44 D&D’s Design Goals
- 0:09:40 Goal I
- 0:17:58 Goal II
- 0:23:50 Goal III
- 0:31:02 Goal IV
- 0:38:36 Goal V
- 0:42:33 Goal VI
- 0:48:29 Goal VII
- 0:53:28 Verdict on D&D
- 0:57:41 Pathfinder’s Worldbuilding
- 1:04:35 Draw Steel’s Flat Math
- 1:09:46 Draw Steel Verdict
- 1:16:52 Verisimilitude?
- 1:22:03 Outro
[link] – [comments]
Posted: 2026-10-20T13:40:57+00:00
Author: /u/ItdefineswhoIamhttps://www.reddit.com/user/ItdefineswhoIam
I’ve had this idea for a really long time but I haven’t had the right system to put it in. I could do dnd and home brew it to death but, square peg, round hole. I’d rather just have a system that lends itself to the genre of a murder mystery. Any suggestions?
[link] – [comments]
Posted: 2026-10-20T20:25:28+00:00
Author: /u/CompletelyUnsurhttps://www.reddit.com/user/CompletelyUnsur
Looking for a setting, not a system!
I love the vibes of the surrealist/New Weird stories set in the American southwest: Nightvale, Paris Texas (the movie), these music videos. Something between Fear and Loathing (the book) and David Lynch. I really want to run a game in that genre, but as you can imagine, a setting like that would be extremely hard to write; and I'm a busy adult that doesn't have the time.
Is there anything out there that's already published like this for a RPG setting? All the locations and characters, maybe some overall story/plot? Any system/system agnostic is good. I've got enough universal systems in my back pocket there.
[link] – [comments]
Posted: 2026-10-20T18:11:46+00:00
Author: /u/LordTercepthttps://www.reddit.com/user/LordTercept
Hello Adventurers,
I'm interested in recommendations for systems that have similar character customization options to 5e. I think a lot of people at my table really enjoy the the whole class, subclass, feat schtick. Based on my research the following candidates have surfaced, but I'm looking for more options to consider:
- 13th Age 2e
- Pathfinder 2e
- Draw Steel
- Daggerheart
The most important factor is deep character customization using classes or class-like mechanics.
UPDATE:
Thanks for the feedback from everyone, I appreciate when people take the time to respond to a thread like this.
[link] – [comments]
Posted: 2026-10-20T16:21:35+00:00
Author: /u/superdillinhttps://www.reddit.com/user/superdillin
(I am not involved in the creation of this game, just excited about it)
To Feel Your Warmth is a game about two people in love, one of which has been cursed with vampirism, and the final hours before sunrise. Played on opposite sides of an open doorway, an invisible threshold that cannot be crossed until the game has ended.
It's the spiritual successor to The Time We Have, where two players play brothers in the zombie apocalypse. One has been infected, and you play on opposite sides of a closed door.
[link] – [comments]
Posted: 2026-10-20T21:03:59+00:00
Author: /u/Talmorhttps://www.reddit.com/user/Talmor
When you have a system that uses percentile skills, what's the best way to handle "progress towards a goal"?
Like in a "bucket of dice" system, you would do it with the number of successes needed. A character might be able to make a check each day, with their pool being, say, 6 dice. The might need 20 total success to accomplish their goal.
How would one handle this with percentages. I was thinking of doing a "margin of success" rule. PC's can make one check a day, and they have a limited amount of time to complete the task. Each margin adds 1% to their "success check." Failure reduces by a like amount. So, if they the needed skill at 60%, they would roll. If they roll a 40, they would get (60-40)=20. Divide by 10 for 2, and so 2 is added to their pool. If they had rolled an 80, the 2 would have been subtracted from their pool.
At the of the designated time frame, they roll their success pool to see if the succeed or fail. There would be other ways to gain automatic successes and get bonuses to their pool to make it more than a sometime like 30 dice rolls, but that would be the root.
I also figured that there must be a game that already has better solution than this.
[link] – [comments]
Posted: 2026-10-20T22:26:45+00:00
Author: /u/mercury-shadehttps://www.reddit.com/user/mercury-shade
Just interested to hear the thoughts of anyone who's grabbed the story engine deck, deck of worlds, or loremasters deck and actually used it for your games. How do you feel about it? Is it a solid tool that helps you out? For people with multiple do you find you like one more than the others? How do you feel about the expansions you got for them if any?
Are there any other products that do anything similar or are they in sort of a unique niche? I know about axebanes and the game masters apprentice decks but they didn't seem geared towards exactly the same things? Maybe I'm wrong there though.
Thanks in advance for any thoughts, just trying to decide which deck or bundle I may actually want to settle on trying first.
ETA: I GM for my group mainly so all of them are at least somewhat relevant to me I think. I'm interested in tools that take some of the burden off me to be able to come up with things because I'm lousy at improvising and brainstorming ideas with no starting point but if I can use something like this as an initial springboard I tend to have much better results. I've already compiled a bit of a collection of randomization tools and things to sort of help act as a crutch when I'm fumbling and give me a chance to build out my capabilities without taking on 100% of the pressure which I think would just make me go back to running prewritten modules strictly as written, I just think this could be a great addition to that especially in the planning stages.
[link] – [comments]
Posted: 2026-10-20T16:19:12+00:00
Author: /u/axearmhttps://www.reddit.com/user/axearm
Building on the excellent question, Times When Designers Openly Discussed What They Saw As Mistakes? by /u/Authorigas, I am wondering what changes you make at your table to fix the mistakes the designers made, whether those are mistakes the developers admit too or if they are your own self-identified mistakes. What are those mistakes and how do you fix them?
[link] – [comments]
Posted: 2026-10-20T21:12:06+00:00
Author: /u/Quiekel220https://www.reddit.com/user/Quiekel220
I've recently bought Perihelion by Matt Johnston. It's a scenario for his (?) Airtight RPG, which I don't have; I gather it's a scifi game set in the near-ish future where man is colonising the solar system but doesn't have things like interstellar flight or artificial gravity or aliens. Think The Expanse without the protomolecule and the gates.
I'd love to run Perihelion, because it has an insanely great premise (the PCs get to investigate an alien structure, becoming the first men to actually irrefutably prove that there is life beyond the solar system exist(ed) — even if the only specimen found has been dead for millennia, a bit of a space jockey situation) however, I don't see it working at the table. I think I can deal with the kind of immersion needed to project some of the awe the PCs would feel at the reveal, and I don't mind at all breaking the players' expectations (mostly of a xenomorphy killer appearing, who doesn't), but they don't get to bloody do anything. It's just a series of GM exposition leading up to use-skill-with-environment rolls against what's essentially puzzles or library use rolls, unlocking more GM exposition, and then some more skill rolls to see if they can get out alive and bring stuff they collected along the way. There aren't many meaningful choices for the players, most of it is just “do we go on or abort the mission?”, with a bit of “do we follow orders or do the Right Thing™” at the end (and since the people giving the orders aren't Weyland-Yutani, that's not that much of a stick it to the man, either). I fear the adventure will fizzle and the players will leave the table without a sense of achievement.
So, has anybody run Perihelion and how did it go?
[link] – [comments]



