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Tabletop RPGs and LARPing
Tabletop and LARP Dungeons & Dragons GURPS Pathfinder
Posted: 2026-07-04T11:00:23+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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Posted: 2026-07-05T02:48:16+00:00
Author: /u/Hot-Assignment4317https://www.reddit.com/user/Hot-Assignment4317
Just a tiny ttrpg hot take. I see a lot of folks trying to recommend systems and using mechanical simplicity as the only criteria for beginner friendliness. I think we can be more helpful to anyone trying to break into this rather intimidating hobby by being a little bit more specific.
I got into ttrpgs as someone who loves math and logic and puzzles, but was terrified of role play and improv. For me, a crunchy system was WAY easier to break into. I had more scaffolding, more preset ways to interact with the world, and honestly sometimes I used the rules of the system, calling for a roll or asking a rules question or something, to kind of hide behind and give myself a break from long role play scenes. From there I was able to get comfortable and now I love both crunchy games and looser ones.
I think newcomers are often scared of both the "figuring out the rules" part of ttrpgs AND the "roleplaying and improvising" part. But while there are infinite resources to figure out the mechanics and rules, improv skills REQUIRE practice, and are much harder to help someone with through a reddit post. A newby willing to put in time can eventually figure out any rules system with maybe a book and the internet, but they won't get comfortably roleplaying before doing it.
I'm sure LOTS of people are more scared of math than acting even if they are scared of both. But this is something to keep in mind if you're trying to help a beginner. If you're talking to an experienced theater kid who hates math, point 'em towards a rules light system, but a video game nerd who never talks to anyone may find more complex rules to be less intimidating. Maybe link them to this post, to help them figure out themself where they want to start on the spectrum of super crunchy to super loose games.
(Even in my less math-savvy friends, I've seen lots of players use rules questions or calling on a game mechanic to "break out" of moments when they get overwhelmed in roleplay. IE, in a dnd game, when I give someone an intense line of dialogue and they aren't quickly sure how to respond, they might go "uhhhh, can I roll insight?" or something similar. I think this is a really really useful type of interaction that lets a player slow down play. It falls somewhere on the hierarchy of "tools for helping players establish boundaries and stay comfortable" because let's face it, no amount of healthy table dynamic will fully alleviate feeling of "I don't want to bother others by asking for x thing that would make me more comfortable". But also make sure new (and old) players know they can ALWAYS call for a break directly!)
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Posted: 2026-07-05T07:49:08+00:00
Author: /u/Trent_Bhttps://www.reddit.com/user/Trent_B
This week's RPG is Numenera! Edit: Typo'd the title, sorry all!
Have you played it? Have you run/GM'd it? How did it go?
What's your favourite memory from the game?
What's the best thing about the game?
What's the worst? How would you improve it?
.
Last week was DnD 4E. Join us again next week for Vaults of Vaarn!
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Posted: 2026-07-05T04:50:15+00:00
Author: /u/ThatOneCrazyWritterhttps://www.reddit.com/user/ThatOneCrazyWritter
Okay, so, as a Player I love crunchy games, specially those that allow for near infinite theory crafting with multiple classes, power, spells, weapons, technologies, etc. In general, I love having numerous mechanical options at my disposal.
On the other hand, as a GM I prefer to have more streamlined options. I already have trouble preparing a session, I direct guidelines on doing so helps a lot, and so does not having to read a length NPC stat block that by the end reads in true language as just "this creature is big and bonks stuff".
So I come asking the impossible (maybe): is there a game that is Crunchy on the Player's side and Rules-light on the GM's side?
For exaple, as a player if I want to be good with a Sword & Shield, I need the Fighter class for proficiency in both, the Sword and Board Fighting Style power for +2 damage & defense, the Shield Master power to use my shield as a weapon, the Heavy Attack power for extra damage at the cost of accuracy, all the while in combat I need to flank enemies for extra accuracy... Basically to really plan out my character building and tactics.
Meanwhile, as a GM, the game is like "for a generic session, make 2 combats, 2 social Interactions and 1 puzzle" and stuff like enemy NPCs are explained plainly as "this is an Orc. They have 10 HP, 15 Defense, +2 to their rolls (+4 if using STR), have a Big Axe that makes 1 attack dealing 2d6 damage and finally have an Anger Point (after receiving damage damage, +2 to their attack and damage rolls)" and thats it.
Is such game even possible?
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Posted: 2026-07-05T13:00:24+00:00
Author: /u/BookReaderWhoReadshttps://www.reddit.com/user/BookReaderWhoReads
Hi all! I love books like Kushiel’s Dart and Swordspoint and other “fantasy of manners” type stories with balls and fashion, duels and affairs. I’d like to make my own setting for this kind of thing, if possible. I’ve seen Houses of the Blooded and Court of Blades but could use some help explaining what makes one more suitable than the other or looking for any other systems that could help me tell a pseudo-Renaissance story of intrigue
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Posted: 2026-07-04T19:53:54+00:00
Author: /u/BlindAudelayhttps://www.reddit.com/user/BlindAudelay
I don’t have experience with many, but I like RuneQuest’s.
EDIT: not boxed sets. Starter sets that don’t give you the full game.
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Posted: 2026-07-04T17:08:41+00:00
Author: /u/SaintLlothishttps://www.reddit.com/user/SaintLlothis
Tldr at bottom
So I'm trying to organize a dnd game amongst my coworkers. I have plenty of experience running games with either myself or one of the players hosting the game, but this time around I can't host, and neither can any of my players. I've looked into renting a venue and the local library can rent us a room at $10/hour. We don't have a local game store in the town I live in so that's not an option. I have a few players who have said they are very interested but the only way we can play will be to split the cost at about $40 for a four hour session. I hate charging money for the game, I always told my players in the past that everything is provided, they only have to show up and bring snacks if they like.
Has anyone been in a similar situation where paying for space or a per session fee to cover costs has come up? Any advice or pitfalls to avoid? I don't like to harass people for money but I also understand that would be part of my job as the group organizer.
I'm thinking a per session fee or give the option to pay a lump sum ahead of time to simplify things. I can keep a record of how much people have contributed as well as attendance so I'm not bugging people who have paid up already.
Tldr need to rent a venue for game, asking for advice on how to handle this.
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Posted: 2026-07-05T01:08:41+00:00
Author: /u/cyberspunjjhttps://www.reddit.com/user/cyberspunjj
I remember Exalted was talked about back in the 2000s, is that still a thing? Is it good? Or what is a good RPG that focuses on character development and also relatively high power (as opposed to being a level 1 adventurer in dnd or a typical OSR game)
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Posted: 2026-07-04T21:56:43+00:00
Author: /u/conn_r2112https://www.reddit.com/user/conn_r2112
My players always view alignment as pretty inconsequential window dressing… something they claim to be but that never ultimately informs their decisions.
Are there systems that have actual mechanics regarding alignment?
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Posted: 2026-07-04T19:03:21+00:00
Author: /u/Ozfeedhttps://www.reddit.com/user/Ozfeed
I think I was around six or seven. A teenage family friend ran me through a simplified B/X-y dungeon with a giant lizard chained to a pillar and a midden room full of rot grubs. I was hooked, of course. Now I'm a parent, and I'm wondering how soon I can introduce my kids to the hobby. What's the consensus? What's the best game to start with?
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Posted: 2026-07-04T21:48:45+00:00
Author: /u/DependentBarnacle968https://www.reddit.com/user/DependentBarnacle968
what are some systems that are mostly focused on building characters modular through feats as opposed to skills or classes. not that I need systems totally classes or totally skilles. just that the systems meat and potatos is “feats”.
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Posted: 2026-07-04T20:19:24+00:00
Author: /u/BlackhartBarttFRhttps://www.reddit.com/user/BlackhartBarttFR
So I was looking for some of above era resources, I know Flintlock era fantasy is suprisingly rare.
I already have Magical Industrial Revolution (and so should you!) But I was wondering if there are any essential books or blogs people would recommend, I'm pretty sure Into the Odd is suitably flintlocky as well, anyone know of any great ones?
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