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Tabletop RPGs and LARPing
Tabletop and LARP Dungeons & Dragons GURPS Pathfinder
Posted: 2026-04-25T11:00:21+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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Posted: 2026-04-28T16:30:28+00:00
Author: /u/NoLongerAKoboldhttps://www.reddit.com/user/NoLongerAKobold
I heard a lot of hype for the Curseborne ttrpg before it came out, but havent had a chance to see many folks talking about their exoeriances with it since then. If you have had a chance to play or run it, what do you think? How did the game go? What are your thoughts on the system?
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Posted: 2026-04-28T10:30:21+00:00
Author: /u/Select_Lunch1288https://www.reddit.com/user/Select_Lunch1288
Is it a certain type of NPC? An overtone/undertone baked in your writing style? Something that you feel appeals more to you than the players?
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Posted: 2026-04-28T17:52:48+00:00
Author: /u/Gander_Gaminghttps://www.reddit.com/user/Gander_Gaming
I intended on dropping this when the Grok?! 2e Kickstarter comes out of Pre-Launch, but I'm too excited and had to share.
It also contains an intro adventure that features a brain-stealing AI called F-3LON. I hope you like it!
If you like what you see, please consider following the Kickstarter page: https://www.kickstarter.com/projects/gandergaming/grok-2nd-edition
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Posted: 2026-04-28T12:42:29+00:00
Author: /u/WaiserGreifhttps://www.reddit.com/user/WaiserGreif
Hey y'all Im curious to hear some opinions on this. I know plenty of folks like to make their own homebrew worlds and whatnot but I felt a recent shift as I see more and more people running settings from books instead, especially even non D&D ones. Im super curious for the people here which settings intruiged you the most and why you think they are so great! Specifically Im looking for non D&D answers. I reckon most folks know Barovia and Ebberon but Id love to hear about other ones to maybe check out.
Also if you wanna add something, Id love to hear what your personal favourite bit of lore form that setting is.
Cheers!
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Posted: 2026-04-28T11:47:21+00:00
Author: /u/DocGoodmanhttps://www.reddit.com/user/DocGoodman
I'm looking to run a superhero game soon, but am struggling to find the right system for it. I'm looking for something that supports a gritty, city-bound game, rooted a bit more in pulp detective stories and early comics (but still with the potential for powered characters).
Think The Shadow, The Question, Fallen Aces, or to a degree even Batman TAS.
The only superhero rpg I'm that familiar with is Mutants & Masterminds, but I'd really prefer a lighter, more narrative approach.
Any recommendations?
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Posted: 2026-04-28T17:02:10+00:00
Author: /u/wolviefreak69https://www.reddit.com/user/wolviefreak69
So, I've decided on the old TSR Marvel Superhero game for my tabletop miniatures superhero fix.
However, I recently discovered that there are clones of the old FASERIP game. I download the Advanced FASERIP game and noticed a few differences (mainly the naming conventions and the color changes on the Universal Table)
#1 - are there any real powers/abilities differences between the 2? At a glance it seems the FASERIP clone has added a bit more
#2 - any other clones that might be a better option than the Advanced FASERIP?
Thanks
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Posted: 2026-04-28T14:54:36+00:00
Author: /u/officiallyaninjahttps://www.reddit.com/user/officiallyaninja
Are there any rpgs withith stats or numbers like HP or strength, dex, etc?
I am also NOT interested in games with tag based modifiers like say a character has a skill in "botany" so they get a +1 on related rolls
I want all the details on a character sheet to be qualitative, they affect what they character can do, not just apply a modifier to rolls or change probability of success.
All the details in the game should be directly tied to fiction. (for example, rather than advantage and disadvantage just increasing or decreasing probability of success, they should affect the fictional risk or benefit. Like failure might mean getting hurt, but failure with disadvantage might mean dying)
For example, when hit by an attack I would prefer rolling some injury or effect on a random table to see what happened to the character, rather than just subtracting the rolled value from HP and checking if it's below 0.
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Posted: 2026-04-28T14:53:57+00:00
Author: /u/the_Nightplayerhttps://www.reddit.com/user/the_Nightplayer
Hello All
So this is less a game suggestion request but more an open question on how you might undertake an adventure like this. I just started watching the 2021 series of Around the World in 80 Days and wondered how that might pan out as a RPG adventure.
It's really a massive sandbox in my opinion but probably one that the GM would have to be very organised for to provide different travel opportunities. It's not like - for example - 20,000 Leagues Under the Sea, which would also be a sandbox opportunity but does not have the immediacy to it or the planning around timetables and the like.
How would you go about planning such an adventure and - if you did - what system would you do it in?
Thanks in advance
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Posted: 2026-04-28T13:25:01+00:00
Author: /u/KCrobblehttps://www.reddit.com/user/KCrobble
I have a need for an RPG map image that can be available via browser to multiple people. The map needs to have basic coloring/highlighting and text labels tools for players to update it asynchronously.
The only thing I can think of is Owlbear Rodeo which would work (I think) though the tools are not strong.
Any other ideas that are VTT or non-VTT?
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Posted: 2026-04-28T00:06:15+00:00
Author: /u/Templarofsteelhttps://www.reddit.com/user/Templarofsteel
I would call myself a near forever DM, I started in the hobby back in 2nd edition (D&D since a few people asked in the comments) and have been running games on and off since and I am fairly familiar with a decent number of game systems (to a point that I sometimes pick up core books for systems that strike my fancy that I have no intent to run) I have often found that one of the most frustrating and mentally draining things in an RPG product is the use, really the overuse of Rule 0. The idea that the DM is free to change rules whenever and wherever they want whether it is to taste or to adjust perceived balance they say that the game is in the GMs hands. I don't object to it as a general concept being mentioned as it can be a good reminder for starting GMs that they can make changes if something isn't working the problem is the way that it seems to be used.
By that I mean that it feels like it's become a central guide point for certain games 5th edition D&D and it actually makes the game harder to run rather than simpler. I say this because when running a game you often have to make adjustments or compensate for things that a player could reasonably (or unreasonably) do. I get that a designer can't predict every crazy or stupid thing that a player might come up with but certain things like selling a magic item or crafting one should have at least some basic rules and not a massive price range to the point that money seems to have no meaning and the GM is probably going to look like an ass. I will argue that it probably takes more skill and experience to run a game in a fairly loose system than a more rigidly mechanical one simply because in the latter you have structures to check for guidance and can compare with them to determine intent and extrapolate ideas. This relates to rule zero because so often the book will just say 'come up with it yourself' which is an issue because I paid money to get a book to give me a toolkit to run my game and it starts to feel like I'm in a restaurant that expects me to provide the food, prepare it fully myself, take it to the table and wash the dishes afterwards but is still charging me for a full experience even though all of the work was done by me.
I feel like a lot of this is done for economic reasons, each group probably only has one dedicated DM but multiple players so there is only one person buying the DM books but more buying the player books (Especially as most dedicated DMs also buy the player books either to study the mechanics for ideas or to be familiar with whatever the players will be looking to do next session). It also might be linked to the idea of AI GMs that wizards has tried to offer as an idea, too many rules or options might increase the possibility of the AI getting confused.
Rule 0 is fine in and of itself but it cannot and should not be used as a core design principle, when placed as a structural pillar it's just a cop out. I may not be saying this as clearly as I could and I coudl also be a major minority in this view so thoughts and questions from others are welcome
EDIT: OK, OK, I didn't realize that if I mention 5E as an active problem it automatically makes my post a 5E post universally. I can list other games I have had this issue with some of which are older. OSR is big on this. FATE has a fair amount of it as well however FATE is kind of liquid in terms of design since the players can also exert narrative control on the game that can contradict the DMs plans. Lancer has this issue (as do many systems that seem to prioritize player onboarding) Renegades d20 games also have issues there in my personal experience but that might not be sufficiently different
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Posted: 2026-04-28T11:53:48+00:00
Author: /u/overratedplayerhttps://www.reddit.com/user/overratedplayer
I'm hoping to run a game set in the Trench Crusade world and am looking for a system that would fit well with that setting. Ideally it would:
- Be Lethal
- Have serviceable firearm rules
- Have magic already built into the system but not a key focus
- The characters aren't superheroes
If it had decent campaign progression that'd be great but I am fine with a one shot focused game at least to start.
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