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 Weekly Free Chat & Free Self Promo Thread - 09/19/26
Posted: 2026-09-19T11:00:40+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.

– submitted by – /u/AutoModerator
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 Drive Thru RPG's 31% Off Halloween Sale
Posted: 2026-10-21T20:03:58+00:00
Author: /u/nlitherlhttps://www.reddit.com/user/nlitherl
– submitted by – /u/nlitherl
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 What's the best miniatures board game for someone who misses TTRPGs?
Posted: 2026-10-22T03:33:31+00:00
Author: /u/Hagismanhttps://www.reddit.com/user/Hagisman

Preferably something with a solo mode. I really enjoyed DnD 4e back in the day and I used to play Warhammer 40k, but currently dnd 5e doesn't feel tactical enough and Warhammer 40k is too expensive plus is leaning too hard into the competitive seen.

I really enjoy having a low model count. And each model able to have a small load out. Kind of like the Xcom video game where you have 2 weapons and 2 consumable items. Maybe armor slots if you are fancy.

– submitted by – /u/Hagisman
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 What do when the players are wrong but kind of right
Posted: 2026-10-21T22:38:15+00:00
Author: /u/NyOrlandhotephttps://www.reddit.com/user/NyOrlandhotep

Say you are running an investigative scenario. The players have found several clues, discussed them, and developed a theory about what's happening.

The theory is coherent. It explains the evidence. The players are satisfied with it and decide to act on it.

There's only one tiny little problem: they're wrong.

They didn't miss an obvious clue or fail a roll. It's just that the available evidence genuinely admits more than one interpretation.

And, to make matters worse, let us assume the action they intend to take will destroy any chance of reaching a successful conclusion to the mystery.

What do you do?

Do you introduce additional information to help them reconsider?

Let them proceed and discover the consequences?

Adjust the underlying explanation if their theory is particularly convincing?

Or something else?

Do you think the GM has any responsibility to make sure the players discover the truth?

– submitted by – /u/NyOrlandhotep
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 The most useful part of my GM notes is a list of things that aren't true
Posted: 2026-10-21T16:24:44+00:00
Author: /u/Sabine6_Duvethttps://www.reddit.com/user/Sabine6_Duvet

I've been running a mystery campaign for about eight months, and I recently added a section to my notes called "Things the party believes."

Not things they've discovered. Not clues they've collected. Things they currently think are true, whether they're right or not.

It started because of an apothecary.

The party had been investigating missing shipments in a small port town. I'd established that the local apothecary was behaving suspiciously, paying people to make deliveries at night and refusing to let anyone into her cellar.

The actual explanation was that she was secretly buying smuggled medicine for patients who couldn't afford it.

My players, however, had somehow become convinced she was hiding kidnapped people down there.

I had absolutely no idea they believed this.

For two sessions they kept doing things I found baffling. They tried to befriend her assistant. They asked around about missing townspeople. They even spent an evening watching the cellar windows.

I thought they were just taking the investigation in an odd direction.

Then, during our usual recap, someone casually said, "Well, we still need to rescue whoever she's keeping downstairs."

And I finally understood what game they'd been playing.

It was a completely reasonable conclusion from the information they had. Just wrong.

I didn't change the mystery to make their theory correct. Eventually they discovered the medicine, felt like idiots for about thirty seconds, and then immediately started arguing about whether they should help her.

But it made me realize something about running mysteries, and honestly RPGs in general.

I have detailed notes about what NPCs know, what actually happened, who's lying, and which clues the players have encountered.

Until recently, I had almost no record of what the players thought any of it MEANT.

Those are two very different things.

Now I jot down their assumptions whenever they come up naturally. It's been surprisingly useful.

Sometimes I discover they've made a clever but incorrect deduction. Great. That's part of the game.

Other times I discover they fundamentally misunderstood something their characters would obviously know. Like thinking the town only has one exit because I forgot to mark the ferry crossing on the map.

That's not an interesting mystery. That's me accidentally withholding basic information.

Keeping track of the difference has made me much more comfortable letting genuine misunderstandings play out, because I'm better at recognizing the ones that actually need correcting.

And it's hilarious looking back through my notes.

Apparently, at various points, my players have believed that the mayor was dead, the apothecary was running a kidnapping operation, and an entirely innocent fisherman was secretly in charge of the local criminal network.

I'm genuinely curious whether other GMs track this kind of thing.

Not just what your players know, but what they're absolutely convinced they know.

Because at this point my campaign has two plots: the one I'm running and the one my players think they're investigating.

– submitted by – /u/Sabine6_Duvet
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 Minecraft Roll for Adventure
Posted: 2026-10-22T00:59:14+00:00
Author: /u/Ashypoo123https://www.reddit.com/user/Ashypoo123

I was ordering some furniture on Amazon when I found while scrolling through the For You section, this Minecraft TTRPG Adventure Book. So of course with it being only 16 bucks and pandered towards family introduction to ttrpgs, I decided to run it as a one shot for my rpg veteran friends as a fun gag.

What I found is that this game is a gold mine for dumb fun gameplay when tweaked to accomodate multiple players and ran as a trad game rather than a single player choose your own adventure. The combat is surprisingly unforgiving too with story beats even added in to count how many times you die. Everything you need to run the base story is here, down to location details and mining mechanics...

But what is also here that I feel no one has talked about (there is only 1 reddit post I could find on this book) is it's ability to be expanded and changed with almost no extra prep or brain power.

If you are a fan of minecraft and know a bit about the crafting you could expand this game's inventory system, mining system, and crafting system on a dime to accomodate modern block types. If you wanna incorporate the new mobs it would be effortless to do so, just compare other provided stat sheets and make your own with only like 3 total stats needed to create said mob. The locations provided are basic enough and easy to replicate if you wanted to make your own kingdom... I could go on and on

For me, a creative minded individual as many of you are (whos not even super into minecraft), this unassuming Amazon purchase is going to be a mainstay on my rpg shelf, not just for the appeal to families and kids who wish to learn, but for its endless expansion opportunities and the easiest dm prep I have ever seen in a book... Yall give it a shot and let me know what ya think.

NOTICE: This game is meant to be easy goofy fun, and I ran it as a gag with friends so dont take this as me saying its an rpg masterpiece, far from it, I just dont think people understand a wonderful corny time with friends and campaign expansion opportunities awaits them between their serious campaigns of heroic 5.5e adventure

– submitted by – /u/Ashypoo123
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 About writing situations and not plots
Posted: 2026-10-21T12:55:04+00:00
Author: /u/MateusStardust0https://www.reddit.com/user/MateusStardust0

for a good reason, this is one of if not the most repeated advice for GM prep, at the same time its barely even mentioned how this is done

I usually approach "situations instead of plots" by simply writing simple dialogueless script stories that dont delve into way too much detail for flexibility and improv's sake where the question of "what if the PCs didnt even exist?" are answered, usually one adventure at a time, maybe a few lines of prep for things that are just beyond the horizon

this approach already works for me, but i wanted to know if there were other more convenient ways of doing it

– submitted by – /u/MateusStardust0
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 WalkingDead Universe RPG
Posted: 2026-10-22T08:59:05+00:00
Author: /u/SwampySihttps://www.reddit.com/user/SwampySi

Hi All,

Is anyone playing this? I want to start up a Zombie survival type of game (getting bored of always running D&D), and this seems to be the obvious choice.

Before I buy the core rulebook, are there any others actually playing this? From what I've seen it's very narrative and extremely RPG heavy, how have others dealt with this? IN my experience it's difficult to keep mainly RPG table happy.

– submitted by – /u/SwampySi
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 Sword World BackerKit adds Standard Slipcase three-book set
Posted: 2026-10-22T02:47:11+00:00
Author: /u/One-Inch-Punchhttps://www.reddit.com/user/One-Inch-Punch

Guess we weren't the only ones complaining how expensive/complex it was to just get the physical books+GM screen. This pledge level costs the same as if you did the build-a-pledge thing.

They're up to $2M so hopefully they'll have enough cash to produce all the other knickknacks.

– submitted by – /u/One-Inch-Punch
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 Translating RPGs...
Posted: 2026-10-21T17:28:07+00:00
Author: /u/gustavfrigolithttps://www.reddit.com/user/gustavfrigolit

Any other non-native speakers struggle with sourcebooks being in english and having to translate all of the content for your players haha? Feels like i get thrice the prep

Any advice would be lovely, i'm running delta green currently

– submitted by – /u/gustavfrigolit
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 The Secret World SWADE?
Posted: 2026-10-21T21:24:05+00:00
Author: /u/Hormo_The_Halflinghttps://www.reddit.com/user/Hormo_The_Halfling

I noticed this on sale on DriveThruRPG and I'm considering picking it up as while I never got into the MMO deeply I was always a huge fan of the setting. Before I do, I had a couple questions for anyone who has it:

  1. Do you need anything else to play? Do I need the SWADE core book, etc.? I own no Savage World products.

  2. How is it? I know this is broad but I'm mostly attracted to the setting and I've never played Savage Worlds in any form.

I did a search on the sub for information, but it looks like there weren't a lot of people talking about it even when it released. I'm hoping someone here has fairly extensive experience with the game!

– submitted by – /u/Hormo_The_Halfling
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 Anyone heard of INFÆRNUM?
Posted: 2026-10-22T02:48:43+00:00
Author: /u/FrostWarrior99https://www.reddit.com/user/FrostWarrior99

I picked it up and it's the perfect RPG for me! I love religious horror and this is it to a T! The premise is that the biblical apocalypse is gonna happen in six days and you're one of the few survivors trying to make the last days count. I'd love to hear what other people think about it.

– submitted by – /u/FrostWarrior99
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