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Tabletop RPGs and LARPing
Tabletop and LARP Dungeons & Dragons GURPS Pathfinder
Posted: 2026-05-02T11:00:19+00:00
Author: /u/AutoModeratorhttps://www.reddit.com/user/AutoModerator
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Posted: 2026-05-03T19:20:10+00:00
Author: /u/Himynameispillhttps://www.reddit.com/user/Himynameispill
I'm currently reading up on the Baltic Crusades and the Teutonic Knights and it just screams TTRPG campaign. More specifically, I want to do a story about the PC's on a mission to apprehend a crusader who went rogue deep in enemy territory. The further they travel, the more violent and bizarre it gets, the more their faith and values are tested. Basically Apocalypse Now but set in a snowy medieval forest
I'm hitting in a wall in finding a system that fits with this idea though. The players will constantly be fighting, so the combat systems need to be really interesting. But most TTRPG's I know with deep combat systems assume a high fantasy setting and there weren't a lot of warlock halflings casting cantrips and drinking healing potions in 13th century Lithuania.
I know lots of good low magic systems, but they also tend to be rules light and high lethality. So players just end up saying "okay, I attack" and we roll dice until one side is dead. If a PC dies, you replace them. Simple but lethal combat is no problem whatsoever if your PC's are merchants peddling goods along trade routes and rarely ever fight anyway. But it's a big problem if they're elite warriors in the middle of a warzone, far from friendly bored adventures looking to replace dead party members.
Tl;dr: help me find a system for Kingdom of Heaven meets Apocalypse Now meets Name of the Rose meets icy winter forest
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Posted: 2026-05-03T20:09:00+00:00
Author: /u/JoeKerr19https://www.reddit.com/user/JoeKerr19
In your humble opinion, has any enemy or antagonistic force ever disturbed you in a personal level? Not Homebrews but official creations.
personally, the whole concept of the Spectres in Wraith the oblivion makes my skin crawl.
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Posted: 2026-05-03T12:31:15+00:00
Author: /u/Playtonicshttps://www.reddit.com/user/Playtonics
From either a game lineage, from the discourse, or a player expectation.
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Posted: 2026-05-03T21:34:06+00:00
Author: /u/Select_Lunch1288https://www.reddit.com/user/Select_Lunch1288
Is it for a good reason, a bad reason, or a weird reason?
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Posted: 2026-05-03T16:52:57+00:00
Author: /u/KazM2https://www.reddit.com/user/KazM2
Ive been reading more and more systems and with that also came the realization that frankly, generic systems would be perfectly capable for many things rather than going for niche game after niche game.
That said these books are....well they're a lot, either they're chonkers by themselves or have a million supplements. That said I'm aware that the different generic systems work for different styles, whether that's tone, plot styles, or the like.
I'm aware of FATE, GURPS, Savage Worlds, BRP. But curious about them and others, so tell me what you like about a system what you think it excels or fails at, the general style of play it encourages, etc. Tell me why I should want to play your favorite generic system.
Edit: just a bit more details regarding what I'm looking for. I'm trying to gauge what the different systems do so I can select 2 maybe 3 to go into and use for games with different tones. I'm used to systems that are kinda crunchy (cyberpunk red, DND b/x, 5e, 2e; CoC, WoD) but have been reading and do like the principles behind lighter systems (Monsterhearts, Outgunned, Nobilis). So most anything is on the table
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Posted: 2026-05-03T15:53:30+00:00
Author: /u/rpgptbrhttps://www.reddit.com/user/rpgptbr
For you folks that played both games into levels 10+
Is one more deadly than the other? Does the cleric and wizard break the game as usual? More in one than in other? What are your thoughts?
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Posted: 2026-05-03T21:53:49+00:00
Author: /u/Noxsushttps://www.reddit.com/user/Noxsus
Hey folks,
Just need some advice to help my group. They're a fantastic bunch and I'm lucky to have a consistent group like them, they've learned the mechanics, schedule and actually turn up and really invest in the story...
The only issue is that none of them can do the interaction bit of roleplay. Anytime it comes to a scene where they need to engage in conversations with NPCs, or explain what they're doing past just 'I go here' or 'I ask the guy some questions' they just freeze and clam up.
I'd be absolutely fine with this and happy to work around it, but they've expressed that they actually really enjoy those few moments where everything seems to click so I'd like to try and get more of them if possible.
Its definitely not a issue of personal confidence, the whole group is like a family and none of them have problems making general conversation with anyone in real life. They're all just really bad at the kind of improvisation / characterisation that RPGs sometimes require..
So any suggestions or tips? Things I could perhaps do or drop in as a DM to help develop this a little bit more?
Thanks folks!
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Posted: 2026-05-03T22:00:22+00:00
Author: /u/DarthKwanDohhttps://www.reddit.com/user/DarthKwanDoh
Title says it all. I was thinking of going, but have been having trouble finding any information about what it's like. Thanks!
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Posted: 2026-05-03T09:55:45+00:00
Author: /u/agentbuckhttps://www.reddit.com/user/agentbuck
So there is this GM advice that I have heard from some different sources, most recently in the latest video from Dungeon Craft. It goes something like "Don't save your best ideas for later in the campaign, use them next session! You never know how long the campaign will last."
So how would I actually apply this advice? I would like my campaign to move faster between adventures, but since I am running a sandbox/West Marches campaign I have to rely on my players to follow plot hooks. The last few sessions they have been hanging out in a big city, doing a tournament during a festival, but my "best ideas" are in another location. I don't want to take away my players agency, but at the same time I want to make each session as fun as it can be.
Edit: For context the campaign is supposed to be pirate themed, so my best adventure ideas are treasure hunts and heists on a series of islands. So these pirate adventures don't really fit in the city they are in at the moment. I guess my issue is I don't want to tell my players what to do or teleport them to the location of my best adventure idea.
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Posted: 2026-05-03T13:36:25+00:00
Author: /u/DeliciousMedicine598https://www.reddit.com/user/DeliciousMedicine598
How would you tell a complete story in only, say, six sessions?
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Posted: 2026-05-02T15:48:16+00:00
Author: /u/sjdlajsdljhttps://www.reddit.com/user/sjdlajsdlj
Mine is that I don’t get the appeal of “always hit” mechanics like in Nimble or Draw Steel. I’m sure there are very good reasons to use it, and I don’t doubt the games still work, but I just don’t have a problem missing an attack sometimes.
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