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Tabletop RPGs and LARPing
Tabletop and LARP Dungeons & Dragons GURPS Pathfinder
Posted: 2026-03-07T11:00:50+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.
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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This submission is generated automatically each Saturday at 00:00 UTC.
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Posted: 2026-02-21T11:00:46+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: 2026-03-10T10:25:35+00:00
Author: /u/DED0M1N0https://www.reddit.com/user/DED0M1N0
Not talking about whole systems, but specific rule areas that feel overly complicated or unnecessary.
Things like magic, hacking/netrunning, vehicle combat, social conflict, crafting, survival and resource management, mass combat, chase rules, etc. The parts of a game that suddenly become their own mini game, but not in a good way.
Did your group actually use it, simplify it, or just ignore it?
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Posted: 2026-03-10T16:53:59+00:00
Author: /u/Venovalhttps://www.reddit.com/user/Venoval
Hey everyone!
We've had some time to go through the No Ice in Minnesota bundle (3 days left if you didn't get it yet!).
So I thought it would be a good opportunity to get some help from other gamers if you are confused about some rules or the setting of particular games. 44 thousand people bought it, a few must be here!
I can start: In Substratum Protocol, I think I am missing something about Complications. Is there a mechanic tied to them? I only see a section about Hazards, which apparently are worse Complications.
What are some things you are wondering about?
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Posted: 2026-03-10T16:49:49+00:00
Author: /u/Papyaqhttps://www.reddit.com/user/Papyaq
So i recently started the delve in the Luka Rejec's Ultraviolet Grasslands. I am really confused with the amount of available rulesets.
If i understand correctly initially the system was called SEACAT and later evolved into what's now called SDM (Synthetic Dream Machine).
But i can't understand what's the difference between the "Uranium Butterflies" Rulebook and "Vastlands Guidebook". And if that's possible maybe someone could make the list of all the books of Luka's "setting" and their purpose. I'm trying but it's so complicated...
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Posted: 2026-03-10T00:12:34+00:00
Author: /u/EHeathRobinsonhttps://www.reddit.com/user/EHeathRobinson
Years ago, I was very much against "you are what you wear" roleplaying. By this, I mean systems where your character's capabilities are largely, or mainly, determined by the items they equip, often specifically magic items and gear. To me, this was exemplified by older games, where mundane items like belts or a pair of boots were given magical qualities that enhanced the character's stats. Perhaps this is because I’ve always been partial to low-magic worlds. The idea that characters would regularly find enchanted pants and underwear was never a part of my favorite fantasy worlds. :-)
But lately, I have been changing my mindset. A lot of modern games have embraced the "class tree" approach. For instance, in 5e, you can essentially map out your character's future when you create it at level one. A lot of players will know exactly what subclass they are going for at level 3, their level 4 feet, and what kind of multi-classing they will do at level 7, or whatever. They have a complete character development arc in mind before the first session is played.
Because the pendulum has swung so far toward very predictable, pre-planned builds, "you are what you wear" is piquing my interest again. If discovery is going to be an important part of the game, you really don't know at level 1 what your character is going to be like at level 5, 10 or 20. Pre-planning your character's life like that might not be possible.
So, one of the best ways to replicate the feeling of the adventure determining who you are is through gear-dependent progression. When you find a specific type of armor, or a magic sword, or artifact, and those items-and the powers they grant you-become inherent parts of your character. Like King Arthur finding Excalibur, they change your trajectory in ways you never could have expected at level one.
And, as I have started to think about this more, I have noticed gear-dependent "level ups" in classic fantasy. The acquisition of certain gear is when the character "levels up".
For instance, Bilbo finding Sting fundamentally expanded his capabilities as a character. The same goes for the Ring, and the armor he got from the dwarves at Erebor.
In Lord of the Rings, the hobbits acquiring the daggers from the Barrow-downs is a level up for them. So is Frodo getting his mithril mail, and the fellowship receiving their gifts from Lorien.
In The Lion, the Witch, and the Wardrobe, Father Christmas gifting Peter Rhindon and a shield was a major "level up" of his character.
So, as I’ve tried to challenge the predictability of modern RPG character build-mapping, I find myself adopting this older style of play more and more. A lot of who your character becomes should be determined by what happens to them in the game—and that can be done mechanically by the gear they find.
Where do you stand on this? Do you prefer being able to make out a character build in advance, or do you like the chaos of the adventure (and the items you find) having a major influence on your character's growth?
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Posted: 2026-03-10T14:47:58+00:00
Author: /u/Ok_Tip_5721https://www.reddit.com/user/Ok_Tip_5721
Apologies if this topic has been discussed before! I am coming from GMing DND 5e for about five years now, and for my campaign I would always figure out the things that were available to find before hand, whether in rooms for investigation checks or on bodies for loot. I recently have been playing with the Mothership system, where everything is much looser and there's lots of tables available for generating things. My question is, players, if you come across a body or something and want to see what's on it, and see the GM rolling some dice to check, does that break your story immersion at all? Is it more fun, or do you not mind much either way? Just curious! (I know DND has lots of these tables too, but I'm considering switching my GMing style up a bit along with playing the new system).
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Posted: 2026-03-10T17:06:43+00:00
Author: /u/towerbooks3192https://www.reddit.com/user/towerbooks3192
I stumbled upon a video suggesting Dread Thingonomicon from Raging Swan press. I love it as a source for hooks and inspirations so far based on my initial skimming of the book. I was wondering which of their other resources (preferably their system neutral ones) are a great source for gm inspiration to spice things up or to get more inspirations from?
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Posted: 2026-03-10T02:33:18+00:00
Author: /u/Trent_Bhttps://www.reddit.com/user/Trent_B
This week's RPG is Draw Steel!
Have you played it? Have you run/GM'd it? How did it go?
What's your favourite memory from the game?
What's the best thing about the game?
What's the worst? How would you improve it?
.
Last week was Amber RPG. Join us again next week for Star Wars D6!
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Posted: 2026-03-10T12:52:22+00:00
Author: /u/Gustafssonzhttps://www.reddit.com/user/Gustafssonz
Hello all!
I grew up with Trudvang and Dragonbane (Drakar och Demoner) and it is the best settings I know. As I have grown up and tried out many other systems, but nothing really hits home as Trudvang did. So that's why I'm so happy we have Trudvang back on the menu boies and I cannot recommend it enough.
It's grounded in dark deep forest instead of dungeons. Mountains and trolls, old folklore with a big lean towards classic Celtic and Norse mythology. For me, Trudvang is a low fantasy, grounded, very rough and hard world. Almost a grim dark fantasy world but with a big Lord of the Rings touch (well, Lord of the Rings took inspiration from Nordic mythology so no surprise there).
Trudvang will have some of the best art around. Paul Bonner , Alvaro Tapia but my own (and many other swedes) best inspiration is also John Bauer . Also Daniel Zrom and more!
One of the best adventure and the start of the saga of the Black Star, called Vildhjärta ( Wildheart ) and I think this is the first time the full saga will be translated to english as well :D
Take a moment and check it out!
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Posted: 2026-03-10T17:48:10+00:00
Author: /u/GlobalInvite5346https://www.reddit.com/user/GlobalInvite5346
i'm searching for an rpg based on martial arts but with the styles of manga (like lookism,kengan ashura,baki....)
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Posted: 2026-03-10T17:43:17+00:00
Author: /u/CobraKylehttps://www.reddit.com/user/CobraKyle



