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 Weekly Free Chat - 03/07/26
Posted: 2026-03-07T11:00:50+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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 Weekly Free Chat - 02/21/26
Posted: 2026-02-21T11:00:46+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.

– submitted by – /u/AutoModerator
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 I ran Daggerheart for the first time for a group of all DMs
Posted: 2026-03-07T18:22:39+00:00
Author: /u/vialalchemyhttps://www.reddit.com/user/vialalchemy

Everyone in our group takes a turn at the head of the table, rotating out every few months. Last night I ran a modified version of the Daggerheart starter adventure Sablewood Messengers as a oneshot between campaigns. Our group mostly runs D20 systems (D&D 3/5 and Pathfinder 1/2) with lots of grid combat and a decent amount of crunch. My general feeling was that Daggerheart was going to be kind of a tough sell.

The players showed up with an open mind, but no clue about what Daggerheart was other than it was related to CR (which none of us really watch), and maybe that it leaned into the narrative elements. I handed out the Pre-Gen characters that come with the adventure and saw what an uphill battle it was going to be as they looked over the sheets. All eyes glazed over, and the fear set in.

It only got worse when I tried to explain the difference between Evasion, Armor, HP and the Thresholds. I was intent on making this happen, though, so I put on my best teacher voice and brought out the skittles we would be using as tokens. Combined with the flashiness of the cards and the teaching resources like the Sidecars, that totally brought things back on track.

Never underestimate edible resource tokens.

For the adventure I mixed around encounters and added a couple things from their free expanded content on the Sablewood Location. They were hooked by the first combat. They loved passing the spotlight between themselves, and the gameplay felt familiar but so much more dynamic than what we are used to. I saw them taking to combat naturally, so I threw plenty of adversaries at them. As a GM, tracking HP through thresholds is incredibly intuitive and much more manageable. My players were skeptical about it on their side up until they saw the Giant shrug off a pretty heavy blow entirely with her armor, and by then the min-maxer fully bought in.

This game isn’t just for beginners, and it isn’t the rules-lite feelings simulator some will tell you it is. It is a high fantasy action game that absolutely holds its own.

You really do have to play it to know what it's like, reading it or watching videos won’t give you the experience. Lean into what it offers: Ask the open-ended “What do you see?” questions even if they seem strange at first, and work that into your story. Let your players try being a little frog who rides on the shoulders of the Giant. It’s pretty cool, and I will be running it for my next months-long campaign.

– submitted by – /u/vialalchemy
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 Why Blades in the Dark resistances is one of the best mechanics ever conceived
Posted: 2026-03-07T16:39:49+00:00
Author: /u/Majestic_Hand1598https://www.reddit.com/user/Majestic_Hand1598

I don't particularly like BitD (there are plenty of things that seem to be not well thought out, from the base roll that just ceases to function as the game progresses to crew sheets that would be much better if they focused on who the characters are rather than what they do: Copperhead County seems to be much better iteration of the same concept), but I be damned if resistances aren't amazing.

There are many reasons but I'm going to focus on two main ones.

First: they flow smooth as butter. Saving throws, otherwise ubiquitous in RPGs (even in some FitD hacks, like Grimwild) have an inherent issue: they create a weird gap in the narration.

— She takes a triangle step and winds up an ascending cut! Whatcha gonna do?
— I'm gonna void to the side, like this!
— Okay, uh, roll +agility.
— Twelve!

There's back and forth, and by the time anyone gets to describe whether the hit connected or not, nobody cares. The important information (whether the attack hit, and if yes, how much damage it inflicted) is already said, and anything beside that is just fluff.

In Blades, you get to actually finish your fucking thought. You just say, "She takes a triangle step, and her blade cuts through your ribcage, throwing shards of bones and viscera around! Level 4 harm: bisected.", and only then pass priority to the player, exactly at the point you'd want to shut your mouth anyway.

Second: they allow for a unique playstyle normally absent from RPGs. I'm a bluest of blue mages, the only time I want to see something resolve is when I say "I allow it" (and I only allow it because I can deal with it in some other way).

With Blades resistances, you get to play as close to permission control as you'd get in an RPG, with mostly the same play patterns. It's truly amazing and is such a fruitful design space.

– submitted by – /u/Majestic_Hand1598
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 I have burnout from dnd groups, what's a rpg i can play by myself?
Posted: 2026-03-07T20:04:33+00:00
Author: /u/Any-Landscape434https://www.reddit.com/user/Any-Landscape434

I have burnout from dnd and some stuff, but im going thru depression right now which kinda resulted in my burnout which is a bummer.

I just want something other that dnd that can be played along by myself? I would like something free if possible to get a grasp of rpgs.

Ive heard of ironsworn but is it good? im debating on getting a printed copy of ironsworn one day.

also yes ive tried therapy but its been a hot minute, right now im on meds too.

– submitted by – /u/Any-Landscape434
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 Favourite Procedural Dungeon Tools
Posted: 2026-03-07T20:06:33+00:00
Author: /u/stgotmhttps://www.reddit.com/user/stgotm

For context, I've been GMing for some years now, but I've always kinda dodged the responsibility of designing my own dungeons (partially because I used to not enjoy dungeon crawls). I've recently been delving into "So You Want to Be a Game Master" by Justin Alexander and I'm running a lot more Dragonbane games; so that has ignited my interest in dungeons, and the interest in designing my own dungeons for my players.

The Solo Tables from Dragonbane have been a great tool to get inspiration to design my own dungeons, because its procedural nature makes me enjoy it as a game in itself. Making sense of seemingly unrelated details, reflavouring, defining themes and motifs, are all interesting challenges, and I feel like I'm discovering the dungeon as I go. But I'm curious if you know of similar tools for procedural generation of dungeons.

I've tried the Forbidden Lands' ones, but I don't know why they don't click as much as Dragonbane's (maybe because they aren't clearly designed with a discovery procedure). So which random tables for dungeons are your favourites?

P.S. As a nerd tangent. I like random generation because I think it feeds creativity in a way that is coherent with the "Geneplore" model in psychology of creativity, which demystifies creation as relying on a disembodied "inspiration" that is dependent in divinity or individual genius.

– submitted by – /u/stgotm
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 Looking for RPG Recommendations post-Blades in the Dark campaign
Posted: 2026-03-07T21:38:14+00:00
Author: /u/nastedhttps://www.reddit.com/user/nasted

I'm taking a break from running Blades in my group as we kind of run out of steam with it. One of the other players is now running a new Cthulhu by Gaslight mystery. So, whilst I'm getting to be a player, I want to find a new RPG/setting/genre to prep.

Please hit me with some suggestions:

- Something less or equally complicated to BitD or CoC
- Perhaps modern-day or sci-fi? But something with a strong theme that's easy to jump into.
- Not fantasy or horror to give us a balance from what we've been playing recently (we're plannign on playing the new Discworld RPG when it's out this year too).
planning.
- Nothing too gritty or intense.

I think I'm possibly a tad burnt-out by Blades so I need a complete change to get my GM juices flowing again. Thanks!

– submitted by – /u/nasted
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 template systems
Posted: 2026-03-08T06:14:27+00:00
Author: /u/jackfirecasterhttps://www.reddit.com/user/jackfirecaster

ok idk how to describe what I'm looking for, but I guess you know how 5e is really popular cause its so easy for me as GM to just homebrew whatever I want?

Are there any ttrpgs built like a basic outline, specifically made to effectively make your own system around? a gmod of ttrpgs for lack of a better term?

– submitted by – /u/jackfirecaster
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 What other games have such an indepth character progression/customization as DnD or Pathfinder
Posted: 2026-03-08T01:38:27+00:00
Author: /u/Space_0perahttps://www.reddit.com/user/Space_0pera

Hi,

For me the best part of DnD and Pathfinder is the amount of options for character progression.

I'm currently DMing a one year long DnD campaign and my players really like gaining XP and powering up..

They are very narrative oriented but still they like having a system that can offer new things.

It's my first time playing DnD and I've heard that some classes like martials aren't that customizable in later levels. Also some level is just an ability boost or a feat.

I've heard that Pathfinder is even better in that regard.

My question is what other systems have a rich character progression in terms of new powers, spells, etc.

I might want to try a new system that can sustain a long campaign. Bonus points if the system is well though out and balanced.

I don't care about the setting: medical fantasy, sci-fi.

Thanks in advance

– submitted by – /u/Space_0pera
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 Good map making software for city scale maps?
Posted: 2026-03-08T03:15:53+00:00
Author: /u/TheGrimmBornehttps://www.reddit.com/user/TheGrimmBorne

I need to build a map but not sure what software would be the best for this scale, most everything I find is either region scale or battle map scale but I need something that’ll work as an in between as my game primarily takes place in a large city with a few areas outside it

– submitted by – /u/TheGrimmBorne
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 What is your favourite varied inventory systems?
Posted: 2026-03-08T02:44:55+00:00
Author: /u/ArcticLionehttps://www.reddit.com/user/ArcticLione

What's your favourite inventory system that works significantly differently from a standard dot point list of 'here's everything that fits in my bag.'

Doesn't have to be crazy unique, just clean design that does the job and gets out of the way in a different style to the afformentioned.

– submitted by – /u/ArcticLione
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 Tips for running very small group
Posted: 2026-03-08T01:23:24+00:00
Author: /u/8-bit-man-bunhttps://www.reddit.com/user/8-bit-man-bun

Does anyone have any tips for running games for very small groups, like, 2 players

The systems I'm interested in are Delta Green, Dead Halt, Salvage Union, and Essence20 If that helps at all

Many thanks \ [ T ] /

– submitted by – /u/8-bit-man-bun
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