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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.
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This submission is generated automatically each Saturday at 00:00 UTC.
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Posted: 2026-04-05T19:51:40+00:00
Author: /u/RPDeshaieshttps://www.reddit.com/user/RPDeshaies
Hey everyone,
A couple of months ago, I posted here about how I got a publishing deal from Mythworks (the folks behind The Wildsea, Slugblaster, CBR+PNK, and The Last Caravan) to republish my game Breathless in a brand new "Frightmare Edition."
As we get closer to the Kickstarter launch date (April 7th, so only 2 days left!), I decided to go back and revamp the original two-fold pamphlet that made all of this possible.
I ported the new core modifications we made for the new edition back into the OG game, refined the text, added more elements to the tables, updated the cover art and styles, and redid the character sheet from the ground up.
I wasn't sure what to do with it at first, but then decided to release it for free as a gift to the TTRPG community for always having been so kind towards me and my projects.
Enjoy the game everyone, and thanks again for all the support. Wish us luck for this week!
Here's the free PDF: https://farirpgs.itch.io/breathless
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Posted: 2026-04-05T10:10:56+00:00
Author: /u/Kateywumpushttps://www.reddit.com/user/Kateywumpus
So, my friend group are all in our fifties, and somehow we adopted a twenty-something into it. She's just babby but somehow all of our interests align and we get along pretty well despite the age gap. Anyway, she's been expressing interest in getting into TTRPGs for a while now, and I've promised her that I'd run something for her if we can get all our schedules aligned.
So a couple of weeks ago, I nonchalantly asked her if she had any dice, which she did not. A couple of days ago, I managed to slip in asking what her favorite colors were to the conversation. You can see where this is going. 😉 So today (or yesterday since it's 3 in the morning for me) I showed up at our annual Easter-adjacent get together, and pulled a little bag out of my purse and handed it to her. Inside were three sets of dice that I pulled from my collection in the colors that she liked. My God, the squeal of glee that came from her is something that I will cherish for the rest of my life. Now I just need to, you know, actually sit down and run something for her.
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Posted: 2026-04-05T07:32:48+00:00
Author: /u/MidoriMushroomshttps://www.reddit.com/user/MidoriMushrooms
Connections is an inherent part of many narrative systems, including Powered by the Apocalypse, and mandatory at my table. I can't count the amount of times I've had a player ask me "Ok, but can I be the new kid?" The answer is no, because if I say yes to that person, then I need to say yes to everybody else, and then suddenly we've skipped an integral part of Session Zero to me, and some of my motivation to run is gone.
I don't know what is wrong with people not wanting to make connections in games where they are a required mechanic, like Fabula Ultima, or Animon Story, but I'm not like this. I LOVE finding at least one other player who I can create a meaningful connection with, especially because games that start in medias res just go so much smoother than dealing with the rocky and uncomfortable start of campaigns where people figure out how to get their characters to work with each other but this is just one of many reasons I prefer the OOC metagame of narrative systems.
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Posted: 2026-04-05T20:43:36+00:00
Author: /u/Papyaqhttps://www.reddit.com/user/Papyaq
Pls suggest some games or game expansions that are filled with the most gorgeous, flavourful, inspiring art you’ve ever seen. Details and intentional nuance choices of the artist(s) is what i crave.
Games that are falling in that category for me are:
— Ultraviolet Grasslands (and other Luka Rejec’s works)
— Mythic Bastionland (myth and knight arts are enough to make the whole flavour of said things)
— Troika! Numinous Edition Background arts are super cool, weird but not abstract enough to be unintelligible
— Mörk Borg (whole book is an artistic masterpiece, that is a blessing to have on a shelf even if you won’t play it)
Honourable mentions:
Yazeba’s Bed and Breakfast
Triangle Agency
Other Borgs (CY_borg etc.)
Wildsea
In my DM philosophy flavour is KING.
I seek flavour that will quench my hunger. So maybe don’t suggest generic systems like FATE and such. The more specific the better.
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Posted: 2026-04-05T20:06:43+00:00
Author: /u/frostmage777https://www.reddit.com/user/frostmage777
Any RPGs where monsters have lots of different types of attacks, and where the DM rolls randomly to determine attacks? It’s something I like to do to make random encounters interesting, but I would like a system where it’s baked in, as it’s a lot of work to prep.
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Posted: 2026-04-05T21:21:30+00:00
Author: /u/U03A6https://www.reddit.com/user/U03A6
I think I've seen an astronaut with curls rolling a d20 in space and explaining how to meaningfully interpret the roll. But I don't find it anymore. Can anyone share that video with me? Or did I dream it?
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Posted: 2026-04-05T22:26:09+00:00
Author: /u/First-Strategy7258https://www.reddit.com/user/First-Strategy7258
Usually listen to Dimension 20 and right now listening to campaign 4 of critical role, but just stumbled upon free league’s rpgs like their Alien, Blade Runner, and One ring rpg and was wondering if any network has podcasts or videos that are similar in quality to say Dimension 20 and critical roles professional and emotional vibe, thanks!
Any actual plays for alien, blade runner, and one ring are appreciated! :)
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Posted: 2026-04-05T23:24:23+00:00
Author: /u/Baltic_Shufflehttps://www.reddit.com/user/Baltic_Shuffle
The GM never wants to run a long arc or campaign. It is always either a one shot with a very cool campaign or setting idea, or at most three sessions before they move on to the next thing. Is this normal?
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Posted: 2026-04-05T13:07:22+00:00
Author: /u/Organic-Exit2190https://www.reddit.com/user/Organic-Exit2190
By "fanmade" i mean projects that are developed by fans of a film/tv series/game/book/etc, adapting those media into a TTRPG with their own rules (not 100% original is ok, sine you know, it's almost imposibble to do that). The only example that i know are Project Moon TTRPG and Paradigm's RWBY TTRPG (i think there's at least 1 TTRPG fanmade system of each fandom, but these 2 are the only one that i've read their rules, so i'm using them as an example)
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Posted: 2026-04-05T22:56:08+00:00
Author: /u/FinnsterJhttps://www.reddit.com/user/FinnsterJ
A while ago I had a conversation with someone about unconventional RPGs and they brought up one about a spoon. The premise goes as follows
Each player is some kind of medieval nobility(?) that is discussing some land claim. And every individual is also looking for the spoon. Each individual has information about the spoon that is different from other people (e.g. the spoon absolves you of any and all crimes, the spoon is made by Jesus, the spoon will make you king) with no basis for this information. There are "rounds" of discussion which have breaks in between where the players badly sing a children's nursery rhyme.
That's all I can remember. If anyone has information please link it or let me know. I've been itching to play it but can't find it anywhere.
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Posted: 2026-04-05T10:10:36+00:00
Author: /u/inostranetsemberhttps://www.reddit.com/user/inostranetsember
I've noticed that I don't take a system seriously as a thing I might use unless it has a mass combat system; in fact, I tend to not buy something these days, even if I'm otherwise interested, if I know it doesn't have one. Especially if the background of the setting implies mass combats occur or are important to said background.
You see, I mostly run political games, and I often angle the games towards eventually having mass combats (and sometimes it's built into the premise).
So, I have played a whole lot of them and looked at a whole bunch of other ones. I consider a system good if I can do army and vehicle mass combat with it, and if it scales easily between small units and giant armies. Some highlights:
The Great
- GURPS Mass Combat- I consider this the gold standard. Easy to use, quick once you've set up (setup being calculate the forces ahead of time, but that's also relatively easy). Plenty of choices for the commander, and space for PCs to affect the battle in different ways and help or hurt the commander's battle roll. I've used this in a few games now. I measure all other systems against this one. My players have always enjoyed this one.
The Good
Fate Core - suprisingly, it worked. I thought the way it handled units was odd but it was fine. I used it a lot in a Rome campaign and it was quick and easy, and again, things for individual PCs to do.
Savage Worlds - my players liked this one a lot. Fast and easy, plenty of impact from PCs. Fits well with the "Fast, Furious, Fun" moniker. Nothing but good experiences, though it's fuzzy on details for the actual forces and such (but it's SW, so that's fine).
Genesys - it seems good on paper; I haven't run this one yet (but will soon I think as I'm running a Genesys game now) but it seems to have enough narrative detail to be interesting, and all the other elements I'd expect. Only tiny issue is it does not natively scale to larger number, but if you ignore the examples (and they are listed as examples) you can change the scale of forces to whatever you want.
Burning Empires - a little complicated (but isn't everything from Burning HQ?), but it worked at the table and led to some gripping battles. Some of the rules are fuzzy at the edges, but works well enough, though can take some time to resolve.
The Frustrating
Mythras - I REALLY like Mythras, but the mass combat rules for some reason only scale to having, say, at most, a few units of a bit more than 1000 soldiers in them (and each unit of each type is counted as a sepearte thing). Meaning even running a single Roman legion of 5000 men against a similar sized force would be a nightmare of 5-10 units on a side. The rules were written for Viking England, where armies weren't terribly large, but outisde of that narrow perview, it gets weird (as said, Late Roman Republic battles could easily reach 50000 on a side). Running it was actually pretty fast, and my players thought it was fun (they liked the Special Effects system in these rules a lot), so it works well, but not at the scale I'd like. Also, no rules for mass ship combat (which is, for me, horrible in a book called Ships and Shieldwalls). M-Space, on a side note, has a system for resolving extendd conflicts, and the author has informally suggested ways to use it for battles, but that was EXTREMELY abstract.
Burning Wheel/Torchbearer 2e - same problem; the guide for this only scales to units of 1000 men, which seems silly, as even in the "period" the BW book seems to emulate sorta (12th century France) battles were larger and could easily reach 10000 on a side. Rules are iddly, but you'd expect that here.
The Not Great
Reign - The mass combat rules for Companies at that level are fine; it's all very abstract anyway. The mass comabt rules for actually controlling an army in the field are actively not good. There's no way for individual players to affect anything, or get hurt, or anything else, really. Also, for some reason the author only supposed battles of around 1500 men will happen, tops, which again is ludicrous, especially for a "generic" fantasy game (I know bigger battles can happen, but you only get 15 dice in your roll, and obstensibly, each die is supposed to represent a unit - anything above 15 units on a side and you have to wait until other units are destroyed, making a big battle take forever). The top unit size is 100 men, which is the main problem here (but not the only problem). I like a lot of things in Reign, but not this.
Trinity Continuum - I don't know what to make of it. It's technically for mass vehicle combat for some reason, but you can bend it to handle mass infantry combat. But the rules are loosey-goosey, but not in the fun, Fate way, but in the "we threw this hear because we had some extra pages" way. I think. Like much in the book, it's very possible I can't parse the prose and they really work fine.
The "Why don't you have mass combat rules?"
Runequest (and by extension, Basic Roleplaying) - just...why not? Much of Runequest lore is based on big set-piece battles that changed the narrative of the world. It'd be great to play those out, or other things between clans and tribes and such not in Dragon Pass. The game even has a Battle skill, which lists some effects for rolling it, and not much more. It's kinda annoying that it doesn't have proper battles.
Traveller - also...why not? There are, I acknowledge, ground mass combat rules in the Mercenary boxed set (which I hear are terrible; the old ones in Classic Book 4 were servicable, but I only ever used them a handful of times but I didn't feel they were terrible). For a science fiction game set in space, neither Classic, nor the new Mongoose versions, have a mass space combat system, and that's a crime. There's some sort of something in the 2e High Guard book about rolling damage for multiple units, and I heard there's somethng a little more fleshed out in the new HG 2022 book, but I have a bet it isn't great, but no idea. It would otherwise be the perfect system for the Honor Harrington game in my head, but can't do it. Why do Admirals exist?
Wrath and Glory (and all the other WH40K or Warhammer Fatnasy rule sets) - like, I get there's the tabletop miniatures game, but I detest minis; I want a version connected to the RPG rules I'm using so I can fight the battles the rules imply are happening in the setting. It's really odd we NEVER got a RPG-based system for any of those games.
So, that's all the ones (I think) I've actually played, save for Genesys and Trinity, which I've only read. It's one of the reasons I tend to stick to generic games, because they tend to have mass combat systems that are fun and involve the players, and can scale. Some other generic-ish games have them but they don't really scale, even for the time periods they are about. And some systems which SHOULD have them don't.
P.S. - someone reminded me of Dune 2d20. I ran it and mass combat was a big feature of that campaign (players were establishing a new house on the corpse of an old one, essentially). It was really fun; squishy in places between switching from the macro to the micro. It was three years ago so I don’t remember off hand how players could affect battles but something with actions and Assets but I can’t recall what. I remember people had fun.
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