Reddit RPG
Tabletop RPGs and LARPing
Tabletop and LARP Dungeons & Dragons GURPS Pathfinder
Posted: 2026-04-04T11:00:52+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: 2026-04-10T10:17:51+00:00
Author: /u/BusyGMhttps://www.reddit.com/user/BusyGM
One thing I love from these older games is how every creature essentially works the same; it gains levels in a class which provides all basic statistics. PCs get hero classes like fighter and wizard, NPCs get NPC classes like commoner and expert, and monsters get monster classes like dragon or aberration, which also double as a creature type.
I really liked this design aspect and I'm sad that it's been lost to more modern approaches of functionality in NPC statblocks. It's reasonable from a design perspective, but I dislike it from a worldbuilding perspective.
Because of that, I've tried to learn more about the thoughts and ideas on the "older" class hit die system, which kinda originated in ODnD but constantly got expanded upon until in 3e/PF1e, everything had its own class. Sadly, I'm in no position to know any of the original designers, and my mails asking questions to both Paizo and WotC have been politely declined. So now I'm asking you guys whether any of you has any more insight in the design process that stood behind the "everything's a class" approach from DnD 3e/3.5e/PF1e, and would like to share that insight, perhaps even explain some of the maths behind it.
Perhaps adding to the question, do you know any modern games (besides OSR games) that still run this approach? Do you like the idea, or do you think it's unnecessary? I'd love to hear your thoughts, ideas and insights!
[link] – [comments]
Posted: 2026-04-10T16:14:01+00:00
Author: /u/Original_Bug580https://www.reddit.com/user/Original_Bug580
I've been looking into some systems and I'd like to hear about some. my personal favourite is storyteller but that's mostly because I like world/chronicles of darkness
[link] – [comments]
Posted: 2026-04-10T15:19:54+00:00
Author: /u/GodGoblinhttps://www.reddit.com/user/GodGoblin
Hey all, so I'm thinking of starting up a Pbp game again with some friends
OSR systems are always my go to for this as it limits the amount of rolling and back and forth needed etc
But I'm wondering if there's any systems that particularly work for it. Maybe games where the GM doesn't roll at all, just the players, to streamline how often I need to respond to confirm success etc
Anyone have any particular ideas?
[link] – [comments]
Posted: 2026-04-09T20:48:47+00:00
Author: /u/Redhood101101https://www.reddit.com/user/Redhood101101
What I refer to is when a ttrpg invents its own terminology for basic gameplay functions, ie instead of Game Master you have Spirit guide, which is a normal one.
However I’ve seen games that feel the need to reinvent every single term to the point they become almost unreadable. I read a game recently that I was excited for but was almost instantly turned off by because it read like:
“The Spirit Guide describes the situation their Bound are in. The Bound roll their Cubes of Fate and count the number of Fade they have and compare it to the Soul Rating of the barrier…” (changed terms to not bash a devs work)
If I have to keep flipping to a glossary to figure out what the game is trying to say it hurts my head.
[link] – [comments]
Posted: 2026-04-10T15:42:11+00:00
Author: /u/alyssaoftheeasthttps://www.reddit.com/user/alyssaoftheeast
I'm in the beginning stages of planning a campaign that will draw from some SCP lore. It's not a one to one, but it'll involve anomalies and agents working to catagorize, stop them, etc.
I've heard of Fear in the Foundation and I'm interested in possibly running it, but I'm not sure if it's a good system. I'm also familiar with Monster of the Week and I've run Call of Cthulhu so I'm open to running in either of those if FITF isn't really good. Does anyone have any experience running campaigns in that system? Or have you done a similar theme in another system?
[link] – [comments]
Posted: 2026-04-10T13:35:40+00:00
Author: /u/b_19999https://www.reddit.com/user/b_19999
Not sure if the flair is correct, but it probably fits best.
I'm in a group of 4 that is currently playing our second shadowrun 4e campaign. In total we've had about 8-10 shadowrun sessions so far.
Before shadowrun we played dnd. Of our group the dnd DM and I were best aquainted with dnd while the other two were new to the game. However we were also relatively new. We decided to play dragons of stormwreck Isle with the pre-made Characters. One of the new players. had already played other ttrpgs before including shadowrun.
The experienced player didn't really enjoy dnd because he doesn't like what he calls creative freedom in chatakter creation. He doesn't really like that a level up gives a set of new abilities with few options to choose what you can do.
Because we enjoyed playing together we decided to try out shadowrun because we had heard good Things about the World and lore and it was one of the expierienced players favorite rpgs. He also voluntered to DM shadowrun.
The problem is that after playing a few sessions I noticed that I was not having fun with my character. I was playing a hacker/rigger and was having problems because the DM was not super expierienced with hacking and rigging and it is complicated if you're new to the game. We decided to retire our characters and a new campaign with new characters. Now the dnd DM is having problems with her spellcaster character to the point that she almost killed her character off. We decided to homebrew some of the spellcasting rules and will continue to play for now.
The problem is that we don't enjoy the shadowrun system with the d6s that are rolled and then various factors adding or removing dice from the pool which is just way too much to keep track of.
We really enjoy the roleplaying, the setting and in general we enjoy our characters and our DM makes really great stories.
We also talked with the DM already and we decided to keep playing shadowrun for now. However if we find a system that we can agree to play (and get our hands on the rules easily and ideally cheap) we would stop the campaign and try out this system. We also have already said that others could then DM that system.
Do any of you have any suggestions of systems which are a bit more aligned with dnd but give a wider range of options to the development of the characters to learn skills and get better at skills that are already known? Maybe also any suggestions on how to more easily get into the shadowrun system would also be appreciated if we don't decide on a new system would be appreciated.
If you need more info or if the post is too confusing don't hesitate to ask.
[link] – [comments]
Posted: 2026-04-09T23:40:09+00:00
Author: /u/PebisCrusherOnlinehttps://www.reddit.com/user/PebisCrusherOnline
What game released since 2020 would you nominate as the most important so far? This can be because of its impact on the RPG community, style, accessibility, the market, or how players approach games now vs before the game released.
This doesn't even necessarily need to be positive, as I can see some people saying something like D&5.5 because of its lack of impact and how that changed the market (unsure if that is true but it's an example that came to mind.)
My vote would go to Mork Borg and the flood of spins off that it created. I feel like it was a shot in the arm that the indie RPG market needed to channel creativity and style over traditional rules and complexity.
[link] – [comments]
Posted: 2026-04-10T11:58:19+00:00
Author: /u/Civil_Compote_6174https://www.reddit.com/user/Civil_Compote_6174
My 8 year old nephew has begun to play his own version of dnd where he gives me scenarios and I make a choice then roll a dice to determine the outcome. I have never played and rpg or dnd like games but have been curious about them. What are some good ones that won’t be too complicated for his age range and will be simple enough to start and fun enough to get some other family member involved. Also if there are any good two player versions of these games Incase no one else is interested enough consistently. (Doesn’t have to be diced based but that’s just what he showed interest in)
[link] – [comments]
Posted: 2026-04-09T19:18:54+00:00
Author: /u/Acceptable-Tree6007https://www.reddit.com/user/Acceptable-Tree6007
When you buy an RPG core book, do you like it to include an adventure contained within the book itself? Or do you prefer any introductory adventure to be separate? Please give existing examples of your ideal.
[link] – [comments]
Posted: 2026-04-10T15:28:49+00:00
Author: /u/poiujhgfdsahttps://www.reddit.com/user/poiujhgfdsa
Is there anywhere you can buy a box or set of non-uniform monster minis?
It's hard to find a bundle of miniatures that isn't an army box, for example, a goblin army or a skeleton army. Getting a variety of creatures individually is kinda bank breaking.
Bonus points if more conan/hyperborea style ones are included
[link] – [comments]
Posted: 2026-04-10T01:31:43+00:00
Author: /u/larrus2019https://www.reddit.com/user/larrus2019
I want something where a player might be able to copy the technique a monster used or find ancient texts that describe how to do a special move.
Example: a journal that details how to blend into shadows gives a player an ability to turn invisible
No ideia if this exits but please let me know if you know of any systems similar to this. Thank you!
PS: a system where players start with barebones abilities but there’s a massive pool of skills that exists (rather than them being locked behind classes) would also work even if the game has different learning mechanics.
[link] – [comments]



