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 Weekly Free Chat - 06/25/22
Posted: 2022-06-25T00:00:09+00:00
Author: /u/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.

– submitted by – /u/AutoModerator
 which rpg has the best premade campaigns?
Posted: 2022-06-25T03:10:57+00:00
Author: /u/opsauras

which rpg has the best written campaigns?

– submitted by – /u/opsauras
 Playing D&D In Ukraine: Better And Worse At The Same Time
Posted: 2022-06-24T12:43:12+00:00
Author: /u/BastianWeaver

Hi there, welcome to a day in my life.

We're still in Ukraine, we're still alive, we're still into tabletop roleplaying games. How does it work out for us? Well, you see...

Living in a time of war gives you motivation. You want to, nay, you need to do something, because things are very wrong, and when things are very wrong, doing nothing might just drive you crazy.

So, for the sake of preserving your sanity, you find something to do. You take a look at those old books you've long wanted to re-read, you think of things that you can borrow from the books to make your game more fun. You write up a character idea that you'd love to play out.

You dive into your elf-game and you fight against monsters, you sneak past enemies, you find treasures, you save kingdoms or you break kingdoms. You vent. Call it escapism if you like, but it's something that lets you put your emotions in check.

And once you do that, you can think rationally and you can do something that's helpful for your people and your country. Which our group totally does.

This is the better part. But there's also the worse part.

Normally, there's this nice little reserve of energy that helps you deal with minor problems. This guy likes the system that is objectively bad (it's incredible how often things that we don't like are objectively bad), this girl wants to play an undead ninja with a tragic backstory and complex psychological issues, again, and these two can't stop goofind around and do one serious reasonable thing if their characters' lives depended on it. You know, the kind of problems that people write about on reddit and other people always tell them to bloody talk to their players like bloody adults and it's usually the right thing to do.

You talk about it, and introduce a couple homerules that make the system objectively better (seriously, everyone likes it), and the undead ninja's backstory now has some really interesting elements that are going to tie in nicely to the plot, and these two? Let them goof around, a game is no good without some laughter.

That's what you do normally.

You can't do it when things go wrong. That little reserve of energy is not there anymore, you've used it up just to keep living and not panic and not run around screaming. The minor problems suddenly become issues that hurt you, that you can't really deal with because it's too much. You don't have the strength to talk to people about those issues. It's easier to just shrug and move away and say "you know, I'll probably skip the next session".

Maybe next week you'll feel better and you'll be able to talk to people and resolve the issues.

Maybe by that time, things will get a little better and you'll feel a little less stressed.

You really don't want to think that things might get a little worse, or a lot worse.

But if they do, you know you'll just have to do something.

This is how we live now. This is how we play D&D in Ukraine.

– submitted by – /u/BastianWeaver
 I made The Augur, a tool unique in its ability to make you feel like the player and not the game master when playing solo RPGs.
Posted: 2022-06-24T19:55:23+00:00
Author: /u/The_Augur

The Augur has everything you expect from a modern VTT and it can also create countless cities, settlements, and dungeons with procedurally generated origins, quest hooks, and inhabitants. Every character has a role, motivations, character traits, and an avatar that visually reflects their appearance and equipment. Every location has an origin story, a problem to solve, a map to explore, and inhabitants to meet. It comes with a bestiary with over 200 illustrated entries !. And for those times when you DO want to be the game master, everything is customizable, from the world map down to the haircut and shirt color that your favorite NPC is wearing!. It runs on your computer, phone, and tablet.

– submitted by – /u/The_Augur
 Looking for a Cyberpunk style game
Posted: 2022-06-25T01:14:18+00:00
Author: /u/Connor_ClashNord

Hello everyone, I wanted on this occasion to ask if you know of any system that is little known or that is known but that you can really recommend to play cyberpunk stories.

For the last few years I've been using Hc Svnt Dracones 2.0 for this type of campaign, but I think I've given up on that system and want to try something different.

– submitted by – /u/Connor_ClashNord
 Western Gothic
Posted: 2022-06-24T21:28:06+00:00
Author: /u/Cogsworther

Hey, I just published my TTRPG, Western Gothic, on DriveThruRPG. I'm gonna do a little shameless self promotion real quick.

If a fella' wants to play a weird-western game, then Western Gothic has everything they need with a little more on top, as a treat.

That includes:

  • Its own fictional world (including its map) of lawless frontiers and high noons.
  • A skill-based character creation system that allows players to make any kind of character they want, including weird witches who consort with the supernatural, gunslingers with lightning reflexes, snake-oil salesmen, and more.
  • Three different magic systems:
    • Machinists, who can create impossible (and unstable) magical artifacts
    • Mystics, who can mutate their body to have acid-blood, claws, symbiotic insect swarms, and more
    • Wyrds, who can cast spells, at some personal risk
  • A resolution mechanic based on Texas Hold 'Em, all the way down to players wagering on their action during a showdown
  • Over 40 pieces of art

If this sounds like a good time, check out the link below:

– submitted by – /u/Cogsworther
 Final Fantasy d6 and Granblue Fantasy jobs.
Posted: 2022-06-25T07:43:38+00:00
Author: /u/LanguidShojo

Hello everyone, I come to share the creation I made with a friend, it is the implementation of a subjobs system, with the idea of rolling a Granblue Fantasy campaign using the FFd6 system.

I would like to get feedback from those who know the Final fantasy d6 system and GBF fans.

– submitted by – /u/LanguidShojo
 Reasons you should play Atma: Roleplaying Card Game
Posted: 2022-06-24T21:16:03+00:00
Author: /u/whencanweplayGM

A fast-paced, short video review if you don't want to read a long post!

This game sets out to be a casual RPG experience for those who want to play an RPG without committing the hours of prep and play usually required.

The game uses pre-made tarot cards for characters, items, settings, stories, scenes, plot twists and NPCs. The goal is to use these cards and, as a group, decide how they fit in the game with unrestricted freedom of how you want to use them. The GM doesn't have to agonize over plot points and story cohesion because the cards guide which directions the plot can go.

It was very iffy the first time I ran it. The people I played it with were NOT into roleplay and didn't enjoy the lack of structure, and I found it very weird and discombobulated trying to form a plot out of random cards.

The SECOND time I played... it was a fantastic, unforgettable time. Completely different group who loves roleplay and mechanical simplicity (with one player totally new to RPGs) and I was more comfortable with letting go of my need to control every aspect. So here's my breakdown of why you may (or may not!) like this game.

Atma: Role-playing Card Game

Publisher: Meromorph Games

Reason #1:

The setting is a free-for-all of fantasy and science fiction

This game is a futuristic, dystopian, urban science fantasy.

Magic and the surreal exist in familiar environments. Kind of like Persona or Final Fantasy where the spiritual and strange is part of the characters' lives; you may be in a city mall or beach resort and stumble into an underground temple or secret weapons lab. This game is pretty much "you live on earth, but superscience, magic, robots and ghosts are commonplace".

It's got the Savage Worlds capability of fulfilling your fantasy of playing a swordsman next to a sniper, or an alien creature alongside a human. It's weird enough that anything can be made up and feasibly fit in the game world.

The X-Men-esque cast of characters reflects this with their variety and strange abilities.

Reason #2

Succeeds at being a casual, fun experience that's still engaging

It's an extremely low-stress game with no numbers to keep track of besides basic hit points. You can play this game with your friends that have low attention spans or low interest in RPGs and still have a great time, making it as long or short a session as you want. If you're a GM who wants to play an RPG but doesn't have the energy to prepare a full session, this game will serve your purposes well.

If you don't know how to start a scene, draw a card and ask the players which goal they want to pursue and why. What do the players find in the scene? Draw a card and find out. Hm, this scene needs a villain... Let's draw a card!

Do you want to stretch the game out? Are players succeeding every skill roll and it feels too easy? Trouble thinking of how to make the scene more exciting? Draw a plot twist card and throw a wrench in the scene.

All of this takes no prep or stress on the GM or players' part. Very PbtA or Blades in the Dark style where you'll very rarely have to tell a player "you can't do that", just give them an associated roll to make and react pretty much however you'd like until they've succeeded their goal and you can move on to the next scene.

Reason #3:

Players have free reign to try whatever they want

This isn't exclusive to this game and is a selling point for many OSR games, but this game seriously has almost no restrictions to what players can attempt. The GM can pull cards to make it more difficult or spend tokens to complicate their effort, but nothing will stop players from attempting weird off-the-wall ideas and interactions.

Reason #4:

The card art is a really cool comic book style

The art style is very unique. At first, I thought it was a bit simple but it's got this nice Saturday Morning Cartoon style to it that's both nostalgic and pretty to look at. It has the Magic the Gathering kind of approach to art style where the picture on the card can tell a story inof itself.

Reason #5:

A TON of variety

It has a slightly Roguelike quality where going through the same setting or story (or playing the same character) multiple times will feel completely different each time.

If you look at prewritten campaigns and get excited at the story potential in every NPC and plotline, this game will inspire you.

What scenes you run, what goals you select in the scenes, what characters are present at the scene, what plot twists occur in the scene and what items are in the scene will be different each time and create a different experience every time you play.

Reason #6:

A great way to introduce non-RPG friends to the genre

If you have nerdy friends who are interested in RPGs but get scared seeing the thickness of player handbooks or the number of words on a character sheet, this game is a great introduction. The rules are simple: roll 2 six-sided dice, then add the number next to the related skill on your card. Get a 7 or higher and you succeed.

Everything a player needs to know about the game is on their cards. They don't need to know what "Armor Class" or "Proficiency" means, or read long ability descriptions. Their character or item cards will tell them "You can make portals anywhere with a Hasty roll" or "You can hide in the shadows with a Sly roll" and they know what they're capable of.

It's disappointing to be a new player who's told "It's a game where you can do anything!" only to find out that's not quite true. This game has enough freedom and is simple enough, that they won't be disappointed with that expectation.

Reason #7:

You can try it or browse it for free!

I believe all the cards and decks are available on their online tabletop they've made for it,and they've also included a Steam Workshop mod to play it in Tabletop Simulator. I haven't used either, but they're available to check out before you commit to buying!

Reasons you may NOT like this game:

1. The most obvious - it's a casual game

You could theoretically get a "campaign" out of this game, but its real intent is to be able to sit down during game night with a couple beers and get through a game before everyone is tired and wants to go home, similar to games like Fiasco. No mechanics beyond rolling the dice and the tokens that the GM pays to use cards. If you're looking for complexity, look elsewhere.

2. Requires enjoyment of roleplay and storytelling

On the same note as "lack of mechanical complexity", this game's enjoyment is gotten from the stories you play out with your friends. If you like to laugh and make up what happens next in a story and get enjoyment just from having barebones context to play off of, you'll have a good time. Otherwise, this game is even lower in complexity than most OSR games I've reviewed and doesn't have much "strategy" to it if any.

3. Comfort with improv is a MUST

You'll be randomly extrapolating plot from the cards you draw, and on-the-fly deciding how new cards incorporate into the scene. You don't have to overthink it and have the freedom to use them however you want, but if you HATE improvisation you'll probably have a bad time because this game has no planning involved. You COULD prep some cards beforehand I suppose, but that would defeat the purpose of this in the first place and you might as well play something a bit more solid.


This is an exclusively casual game, with not much mechanical depth but with tons of legitimately interesting and weird storytelling potential. Put very simply, my geeky literature-heavy friends and friends who don't play RPGs loved it (as did my friends who DO play RPGs but for the roleplay), while my "I play DnD for the classes, tactics and combat" friends did not.

If you like freeform storytelling RPGs like Fiasco or Dungeon World, you may enjoy this!

It has a very enjoyable roguelike replayability to it, charming art to stare at, a sandbox fantasy sci-fi setting, rules that are immediately understandable, and a ton of variety to appeal to fans of all genres.

– submitted by – /u/whencanweplayGM
 I made a Compendium of 150 Stat Names both in English and Spanish for inspiration!
Posted: 2022-06-24T21:11:29+00:00
Author: /u/JustAMildKingpin

Hi everyone! First time poster here.

Title says it all, I created a list of about 150 Attributes / Stat ideas. They're sorted both in ENGLISH and SPANISH, and I just made it in case you can't find the perfect name for your desired Stat or wanna check other possibilities. It helped me a lot!

The Stats are sorted into:

-Physical Resistance Stats. The amount of adverse conditions your character can physically endure (CONDITION, ENDURANCE, VIGOR, CONSTITUTION, etc.)

-Physical Power Stats. Related to the damage output your character can physically produce (STRENGTH, MIGHT, etc.)

-Physical Abilities, Skills Stats. Related to manual/physical ability. Things like DEX, ACCURACY, SPEED, etc.

-Mental Traits Stats. Those related to problem solving, and the capabilities of the brain (INTELLECT, FOCUS, WITS, etc.)

-Environment Stats. Related to observation and interaction with the surroundings (CAUTION, AWARENESS, SENSE, etc.)

-Personality 1 and 2. Includes personality traits, beliefs, feelings, and social aspects (CHARM, FAITH, FURY, etc.)

-Others. Stats that don't fit the previous categories like LUCK, FATE, WEALTH, etc.

-Fantasy-Related Stats. Some "Fantasy-sounding" Stats thrown in there!

I hope I'm not breaking rule 4 of the sub by posting a Google Drive link. I made it on Microsoft Word but I'm not very savy in these matters so if I have to change anything or do it in other way please let me know. Thank you, and hope you like it! :)

Google Drive Link:

– submitted by – /u/JustAMildKingpin
 Who here has played Little Fears?
Posted: 2022-06-25T03:21:31+00:00
Author: /u/AlexTheDaemonologist

If you have played the RPG game titled little Fears then can you tell me what your gameplay was like?

I’ve recently just heard about it and it sounds like my kind of game.

– submitted by – /u/AlexTheDaemonologist
 Free GM Emulator
Posted: 2022-06-24T22:14:09+00:00
Author: /u/Individual_Scheme_87

I made a GM Emulator called MAGES. The goal was something simple, create numerous surprises, and have a plot structure like a real GM would give you. The essence can be put on a 3x5 card. It can work with any system, or be stand-alone. This is a labor of love that I worked outside of my day job, so it is free. I won't say no to donations though.

– submitted by – /u/Individual_Scheme_87
 DMing a session in 5 hours but writer's block
Posted: 2022-06-25T01:40:21+00:00
Author: /u/Enzozgstwc

What do you guys do when you literally CAN'T think about your next session? I am usually very creative and i do DM for some good years, but for some reason, this time i'm completely out of ideas. It feels like there is someone holding a blindfold agains my "creativity eyes" and I can't find a way to get around this block. Me and my players have a 24 hours maximum time to call a session off, because we are going to play early in the moring in our Time Zone, so if someone is already sleeping, they don't wake up early just to read messages canceling the game, so i'm better off trying to solve my block and start having flows of ideas again. Any advice?

– submitted by – /u/Enzozgstwc