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Tabletop RPGs and LARPing
Tabletop and LARP Dungeons & Dragons GURPS Pathfinder
Posted: 2026-02-21T11:00:46+00:00
Author: /u/AutoModeratorhttps://www.reddit.com/user/AutoModerator
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Posted: 2026-02-22T23:19:32+00:00
Author: /u/daddylongHairshttps://www.reddit.com/user/daddylongHairs
What's up gamers.
Recently, there have been a fair few new editions, bonus content, or evolutions of some pretty big names in the Powered by the Apocalypse space: Apocalypse World 3e, Dungeon world 2e, Blades in the Dark Deep Cuts (and Blades '68), Masks: a New Generation, as well as a recent murmurings of Ironsworn 2e. E: fellowship 2e, Legend in the Mist (from City of Mist), monster hearts 2e etc.
Maybe that's not an extensive list, but I think 5 is enough to start asking if there's a pattern. Is there a particular reason why these publishers are choosing now (or within the next year or so) to update their games with new rules and such?
It might just be a case of serendipity, but I am curious if there's been any particular innovation across the PbtA space that this the time to reboot.
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Posted: 2026-02-22T21:37:33+00:00
Author: /u/Tengu5https://www.reddit.com/user/Tengu5
I've had an idea in mind for awhile now a military-themed campaign in a sci-fi setting. However, I don't have much experience with sci-fi TTRPGS (the closest thing I've played to one in recent memory was Cyberpunk RED), so I'm looking for advice on RPGs to look into for this.
Without getting too into the weeds about it, the game I have in mind is basically about fighting a civil war on a planet that used to be an American colony, but recently declared independence, which led to an embargo being placed on the newly-formed nation. The players are an elite force within the planet's military; the antagonists are a rebellion made up of people who want to realign the planet with America, ending the embargo and regaining the backing of a galactic superpower.
Gameplay-wise, I imagine the game being a mix of strategy and tactical combat, but also with room for some dumb fun "military doods blowing shit up" moments. Ideally, the players should get fun toys like recoilless rifles and other heavy weaponry, maybe some armored vehicles here and there. The rebels themselves are a paramilitary with backing from the local materiel corporations, so they'll use a mix of conventional and insurgent tactics, and will still have access to the occasional heavy weapons or armored vehicles, possibly including shiny experimental cheeseball stuff like mechs or cyborg ninjas. The combat itself will mostly be planetary, with maybe a few missions taking place in space not far away from the planet.
Lore-wise, I already have a setting in mind, so I'd appreciate something that either doesn't really have a predefined setting, or can be easily retooled to fit the lore I have in mind.
Does anyone know any RPGs that fit the bill for these requirements? Thanks in advance.
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Posted: 2026-02-23T03:29:22+00:00
Author: /u/OnyxCouragehttps://www.reddit.com/user/OnyxCourage
I'm looking for examples in any RPGs that have featured disturbing biotech as art for a game in the cyberpunk genre. Most tech in cyberpunk games is fairly functional, but are there any that have featured biomodifications that are purely for artistic purposes?
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Posted: 2026-02-22T10:38:02+00:00
Author: /u/TannyTMFhttps://www.reddit.com/user/TannyTMF
When I first started running games, I thought a fully detailed world map would make everything feel more real. Continents, borders, trade routes, all of it ready before session one.
Over time I started to question that.
Sometimes when players can see the whole world from the start, exploration feels smaller. There is less unknown space. Less sense of discovery.
At the same time, clear geography can make travel and political decisions feel grounded.
Now I usually start with one region and expand as the campaign grows. That keeps some mystery while still giving structure.
For those running longer campaigns, do detailed world maps make the game feel more immersive at your table? Or does building the world slowly work better?
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Posted: 2026-02-23T05:32:22+00:00
Author: /u/Paulkwkhttps://www.reddit.com/user/Paulkwk
I have been the forever GM in my group for 5-6 years now. Just recently, a player wanted to run a game, so I gladly became a player. Although there are some GMing I would do differently, overall, the game is good.
But this week, the gm invited someone with a bad reputation in the community. Generally, a trouble player, even sexually harasses NPCs while he was playing an "evil" character at another group, and was also quite disrespectful to others in the community.
I communicated the situation to the GM, but he seems to be having trouble kicking the trouble player who already made a character for the game. Saying maybe the trouble player won't be as bad in this game.
Should I intervene and kick the player from the group, or should I sit back and let the GM handle this?
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Posted: 2026-02-22T18:25:29+00:00
Author: /u/rivetgeekwilhttps://www.reddit.com/user/rivetgeekwil
It looks like a lot of Dream Pod 9's titles are on sale on DTRPG, including Tribe 8, Jovian Chronicles (both Mekton and Silhouette editions), and their Cyberpunk alternate reality sourcebooks. If you've ever wanted vampires and magic in your Cyperpunk that's not Shadowrun, Night's Edge is pretty good.
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Posted: 2026-02-23T01:15:41+00:00
Author: /u/sax87tonhttps://www.reddit.com/user/sax87ton
Hey everybody.
I’m running VTM and I have in my plans that one character is going to kidnap another and the coterie is going to have to go like track them down.
I’m trying to find some modules that I can take inspiration from. Anyone know of anything like that. VTM specifically would be great but like any game really.
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Posted: 2026-02-22T08:34:05+00:00
Author: /u/Antipragmatismspothttps://www.reddit.com/user/Antipragmatismspot
So, people preach about how awesome they are, especially pf2e. There's a thread currently going on telling someone how they are very wrong liking DnD more than it. but...
One of the biggest draws for me when it comes to rpgs is exploration, the other being aiming for the best blend of improvisation and planning. But when this games are talked about, exploration is hardly ever mentioned. For example, Pathfinder is touted as a golden standard for a well balanced tactical game with teamwork, build flexibility, great martials and an active gameplay that requires strategy to win. Combat as sport at it's finest. I could go on though my list. It is clear that this are good and well loved games.
But do they have good exploration? That is very important to me.
What do I think exploration means to me as a draw? Well, pretty much all the things you would place under this category.
I love anything from exploring strange new world and dimensions to experiencing the freedom of a sandbox, from pointcrawls or hexcrawls with random tables and travelling mechanics to resource and inventory management, from simulation of mundane chores like tracking torches or hunting and fishing to metaphysical exploration of character morality. I am currently looking to buy Lonwinter because I am trying to homebrew a light system that tracks cold to Mausritter and need some winter inspiration.
I like lore, I love old worlds dotted with ruins, I love a good dungeon crawl where the environment is filled with puzzles and just as menacing as the enemies within (big fan of living and funhouse dungeons). I like factions. I love drawing maps for my campaigns even when it's totally unnecessary (like we already have a map or everything is in a narrative theatre of the mind system). I love the sense of discovery. I love to figure things on my own or with the help of other players. Uncovering secrets, solving mysteries. I like journeys.
Do this games actually have good exploration that is being brushed over because of their bigger selling points or do they simply not focus on it?
Examples of games with fantastic exploration: Mythic Bastionland, Dragonbane, The Wildsea, Cairn, The Eternal Ruins, Mausritter. Only read but haven't played yet: Forbidden Lands, The One Ring 2e, Shadowdark, Ultraviolet Grasslands 2e
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Posted: 2026-02-22T18:41:08+00:00
Author: /u/Sniflethttps://www.reddit.com/user/Sniflet
I want to run a prehistoric fantasy system. What are some of your recommendations and why?
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Posted: 2026-02-23T05:16:29+00:00
Author: /u/Bacourhttps://www.reddit.com/user/Bacour
I have never run a Mecha-based rpg before. The only one I've ever played was a Robotech game, maybe twice, waaaayyyyy back in HS.
What beginner friendly adventure/modules would you suggest for a newbie, GMing the rules-lite Steel Totems? I don't want it to feel like a cheesy "Battletech-of-the-mind kind" of thing, which is feel it could very quickly become.
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Posted: 2026-02-22T17:11:17+00:00
Author: /u/BalanceHot8939https://www.reddit.com/user/BalanceHot8939
Hey all, had a funny idea, want some help.
So, one of the big downsides of the Alien TTRPG [in my mind, at least] is that you can't exactly hit the players with a big reveal of "Oh shit there's an alien on board", can you?
With that in mind, is there a similar game to Alien that lets me jump my players with a cyclone of death? Probably not literally the Xenomorph, but something similar?
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