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Tabletop RPGs and LARPing
Tabletop and LARP Dungeons & Dragons GURPS Pathfinder
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.
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Posted: 2026-09-30T10:51:27+00:00
Author: /u/Sassy_Drowhttps://www.reddit.com/user/Sassy_Drow
So this is a bit of a complaint based on something I observed but also something that needs to be discussed in my opinion.
In a lot of TTRPG shorts I hear about a player overcoming an obstacle by doing something that is later revealed to be part of a master plan. The most classic example is wizard asking to make someone a magical sword and then casting polymorph but there are many examples like a player constantly putting glyphs of warding on something to create a mini nuke and surprising the GM or doing a wordplay with a fae or a devil that the GM fails to see.
These scenarios ignore the fact that the GM has to know a players intent to make their plan part of the game. Yes I the GM missed the cue about the sword but if your character was planning to do that then it would be a deception roll to avoid the NPC feeling something is off. As a GM I may not have realized you built a nuke but a wizard using detect magic definitely will. I as the GM am not well versed with word plays but the devil blocking the way definitely is.
The point here is this. The fact that I'm dumb does not make an NPC dumb and I am going to be pissed if you try to trick me as the person instead of the NPC. As such if you have a master plan then declare what you're going for.
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Posted: 2026-10-01T04:22:33+00:00
Author: /u/Livarchyhttps://www.reddit.com/user/Livarchy
I’m fairly new to ttrpg, but I’ve played a couple. I’ve never attempted to dm a campaign before but my friends are wrestling fans and have been wanting to start a wrestling campaign and I volunteered to be the dm. We chose World Wide Wrestling and I just got the book. We’re not starting it anytime soon, so I wanted to be as prepared as possible. Any tips would be highly appreciated.
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Posted: 2026-09-30T20:50:29+00:00
Author: /u/Night_Walker_boyhttps://www.reddit.com/user/Night_Walker_boy
I just finished GMing my first session and it was everything I wanted. Fast character creation, easy to remember rules, fun! I've been dming d&d for so long that this was so refreshing! My players said they loved it too and they had fun, they want to continue. I couldn't be more satisfied... But what does the Stupefied condition do?
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Posted: 2026-10-01T01:16:48+00:00
Author: /u/Siberian-Boyhttps://www.reddit.com/user/Siberian-Boy
Over the last few months, I've become obsessed with a foggy setting inspired by Ravenloft, Silent Hill, and The Mist. Yet I can't seem to come up with anything satisfying. I don't want to make a copy of any of them (although Silent Hill is definitely the biggest inspiration for me). But all I have so far are the following ideas:
- A giant brutalist concrete city that's always covered in fog, filled with monsters and people who don't remember who they are and can't leave the city. There are two possibilities I'm considering: either it's a limbo, or it's the result of an experiment, like the the Arrowhead Project or the teleportation device in Gorky 17 — except that the city is "looped." If you keep going north, you'll eventually end up in the south of the city.
- Something in the center of the city that might act as a magnetic center, but is extremely difficult — or perhaps even impossible — to reach, like the Golden City in the Fade from Dragon Age. Something that can be used as a beacon.
- The city is alive, or perhaps becomes alive at night (like the Third Dimension in Silent Hill or the living dungeon from Heart: The City Beneath).
- The player characters and NPCs are: option 1) people who ended up here because of things they did in the past (if it's a limbo, that's easy to explain as the reason for their memory loss); option 2) or people who lived/worked in the city before the experiment went wrong (if I go with the failed-experiment reason). In the latter case, the memory loss could be explained by the effects of the experiment's breach.
Please help me come up with some ideas, sources of inspiration, or games that do something similar that I could check out.
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Posted: 2026-10-01T01:29:12+00:00
Author: /u/Amazing_Magician_352https://www.reddit.com/user/Amazing_Magician_352
Hello, I am currently looking around for the most outlandish adventures, that most break convention, or try to be outside the norm of the usual "Adventure formula'.
For example, I recently came upon this: https://idraluna-archives.itch.io/orc-dungeon
Even something like Vermis qualifies. I am looking for things that even say they are not to playable.
Or even Putrecent Regnant from Mork Borg which is an LP.
What other examples exist on that?
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Posted: 2026-10-01T08:10:44+00:00
Author: /u/herra_mirandoshttps://www.reddit.com/user/herra_mirandos
Catchphrases. Do you have one?
Most of the people know Matt Mercers (of Critical Role fame) legendary catchphrases "How do you wanna do this" and "You can certainly try". I started wondering if other people (mostly GM) have their own catchphrases? Well, do you?
At first I thought I didn't have one, but then my players noted that I very often answer their questions with phrase "Well yes, but actually no" and they were first to point that this is in fact my catchphrase. Now my players wait eagerly me to say it, just like crew of Critical Role wait theirs.
There are couple other "catchphrases " that frequently come up in our games but they don't have same status as "Well yes, but actually no". These include such gems as "Oh God!", "Magical", "Observe!", "If you are certain you want to do that, roll for it" and "I allow it" .
But now I would like to hear if You have catchphrase of your own and what it is.
edit: I almost forgot to tell you that my younger brother (who is metal artisan) made me wall placate out of brass that says "Well yes, but actually No". Best Christmas present ever!
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Posted: 2026-09-30T17:40:48+00:00
Author: /u/anthraccntbtsdadsthttps://www.reddit.com/user/anthraccntbtsdadst
Picked this up the other day and immediately fell in love - full of my kind of whimsy and fun. For those unaware it's a relatively small megadungeon that has the vibe of a french haunted halloween mansion castle. Think skeletons playing poker, talking portraits, ghostly bartenders, that kind of thing.
The one thing I can't figure out is what system to use. I'm looking for an OSR system that'll functionally be plug and play. However, my issue is the class fantasy. I'd want to run this in 17th century France, meaning no magic and humans only. It seems most OSR systems are set up in a more classical D&D-verse. Does anyone have any recommendations for something that'll fit the fantasy closer?
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Posted: 2026-09-30T19:59:12+00:00
Author: /u/Conrad500https://www.reddit.com/user/Conrad500
What I like about this game is building a kingdom and having the players play an active role in doing so.
Meikyuu Kingdom is a kingdom building game where everything is a dungeon, even your own kingdom. Your "class" is basically your role in he kingdom. There's like king, knight, and ninja, it's wacky. There's even a whole job system with evolutions and stuff. You go adventure to gain citizens and money so that you can upgrade the kingdom and defend it.
The game itself is a 2d6 system with a cool crit/inspiration mechanic. It's really silly and the art is fun and anime af since it's a japanese game
I will probably end up running another game of it, but I am wondering if there's any other systems similar that aren't QUITE so one note.
I was thinking of trying to translate this into D&D just because that's what I and my friends mostly play and I think it would add a lot of fun that regular loot and treasure just don't provide.
BUT LIKE I SAID, I'm 100% open to other systems so don't give me that shit please.
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Posted: 2026-09-30T05:41:14+00:00
Author: /u/OHNO_BATMAN0https://www.reddit.com/user/OHNO_BATMAN0
As a GM for 8+ years, I've grown to dislike D&D a lot. While I love running other TTRPG systems, D&D always feels like it's built against me having fun. It's like I have to take the system into my own hands and push against it in order to enjoy the system. That being said, this isn't just a venting post to spread D&D hate. I'm more interested in the GMs who really like or love D&D. I genuinely want to better understand what parts of the game keeps GMs coming back.
What do you love about the system specifically? Why do you run D&D over other systems? Do you ever get that "pushing against the system" feeling?
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Posted: 2026-09-30T00:44:04+00:00
Author: /u/ThatOneCrazyWritterhttps://www.reddit.com/user/ThatOneCrazyWritter
I often have heard people dismissing D&D 4e by saying "its a MMO Tabletop RPG", a Videogame trying to be a TTRPG.
So I then bit the bullet and did a quick overlook through its pages, and I found some stuff that I can understand it turning people away:
- Mechanics with little flavor text
- Squares instead of Feets or Meters
- Classifications like "At-Will", "Per Encounter", "Daily" and other more gamey terms
But funnily enough, I also found some of these things in other games like 13th Age, so it isn't necessarily just a "Oops! Sorry, this will never happen again :3" and more so a "Its not everyones cup of tea, but other LOVE IT".
I for example, comming from a background of videogames & boardgames first, am very okay with most of these more gamefied mechanics, so long it makes for a good game, I'm okay! But even then, I prefer exact distances in Meters or abstract one like "Near/Far" or "behind the boulder/above the tree" over measuring everything in fictional quantities like Squares.
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Posted: 2026-09-30T11:33:59+00:00
Author: /u/Suspicious_Gap946https://www.reddit.com/user/Suspicious_Gap946
I’ve read Warlock! Traitor’s Edition and I really like its flavour, the alternative approach to professions, and its simplicity.
From reading the core rulebook, it seems to be an OSR game and, as far as I understand, it draws heavily on Warhammer Fantasy Roleplay.
However, it seems to me that the game doesn’t really provide any specific guidance on how it is meant to be played.
Since I particularly enjoy dungeon crawling, I was wondering whether the game could work well with this style of play, even though it doesn’t seem to have specific rules for resource management, dungeon encounters, and so on.
Do any of you have experience using the game this way?
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