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 Weekly Free Chat & Free Self Promo Thread - 08/15/26
Posted: 2026-08-15T11:00:24+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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 What ttrpg can I use to make 4 men play fairies with me?
Posted: 2026-08-20T15:38:31+00:00
Author: /u/PersistentHobblerhttps://www.reddit.com/user/PersistentHobbler

I have been playing D&D with the same group of only guys for four years. It's going well. We're tight. I married one of them.

We take turns DMing and, unfortunately, I had to bail out on my campaign because it just got too overwhelming. I tried to engineer a campaign setting that would be perfect for them (a gladiator ring). Sadly, I overlooked a very important factor: I do not care about gladiators whatsoever at all.

It's occurred to me that if I'm actually going to pull off a campaign, I need enough background knowledge and genuine interest to pull from that I can improvise world elements without killing myself with preparation.

For better or worse, my favorite fanciful setting as a child was the series of Disney Pixie Hollow chapter books. Obviously, that's going to be a hard sell.

I want a fairy-based ttrpg that, ideally, contains some of the following elements:

1) The PCs are small and cannot solve everything with combat

2) Everyone has a class/specialization like communicating with animals, plant manipulation, controlling water, etc. Everyone gets a niche with HIGH role-playing impact.

3) A fantastical setting with plenty of factions, creatures, etc.

4) They still have to be able to kill things I guess. They're going to want to do that.

Thanks!

– submitted by – /u/PersistentHobbler
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 Jadestorm, the Storypath Ultra Xianxia Game by Onyx Path, and latest entry in the Earthbane Cycle, has hit backerkit!
Posted: 2026-08-20T18:26:09+00:00
Author: /u/The-Magic-Swordhttps://www.reddit.com/user/The-Magic-Sword
– submitted by – /u/The-Magic-Sword
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 Writing a campaign for yourself vs players
Posted: 2026-08-20T19:43:25+00:00
Author: /u/jollyinabouthttps://www.reddit.com/user/jollyinabout

I've been a gm for a little over a year and have a great group, we almost never cancel last minute, everyone is up to play whatever system I want to, we all take it seriously, etc, all green flags of an amazing group.

I've ran a 5 month long campaign, and a few short adventures trying out systems. Now I am working on a year long campaign, which everyone has shown interest in doing.

The problem I always have when writing these is I enjoy low fantasy and grimdark campaigns, its the type of books I normally read, ASOIAF, Joe Abercrombie, etc. But some of my players have expressed interest in doing more heroic/high fantasy type games. Where the world is more mystical and grand, I normally don't read high fantasy books so I'm not use to things like the fey, teleportation, big frog emperors, demi gods etc. Things you would kind of expect out of high fantasy.

I've tried running a scifi campaign that fizzled out after 3 sessions because I couldn't get into the headspace of doing scifi.

The biggest challenge for me is mixing enough things I like, with things my players want.

How do you other GMs juggle things like, my players want to add these elements into the campaign, but I'm not comfortable or don't know enough about it to add it?

Do you just kinda say fuck it, I write what I want and if players don't want to play it, they can sit out? Or do you compromise a bit?

– submitted by – /u/jollyinabout
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 Blades in the Dark vs Reign 2E for faction gameplay
Posted: 2026-08-20T16:33:23+00:00
Author: /u/Jolly-Strategy7765https://www.reddit.com/user/Jolly-Strategy7765

Hey everyone! So I'm planning out a Westmarches style campaign using the Daggerheart system for a larger group of friends to do drop in drop out sessions set in a custom setting. Going to leverage the Daggerheart collaborative story telling and mechanic flavouring emphasis to try and reduce GM load. But! I do want them to have an impact on the world at large, so...

I'm here today asking peoples opinions on using Blades in the Dark or alternatively Reign 2E for faction/company/group interactions and mechanics. From what Ive seen with Reign you can essentially strip off the "Company" management section and bolt it onto other systems for a more granular and structured feel to group level play without super specific requirements. While with Blades in the Dark the faction system looks simple.

Anyone with experience in either or both able to chime in with their opinions and have a discussion comparing the systems?

– submitted by – /u/Jolly-Strategy7765
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 Favorite recommendations for rpgs where supplies and stockpiles matter?
Posted: 2026-08-20T14:39:59+00:00
Author: /u/alisunderstormhttps://www.reddit.com/user/alisunderstorm

I've been playing a TON of project zomboid recently, and I have been loving the game loop of voyaging out into zombie infested towns, using craftiness to improvise tools, weapons and sustenance, and then returning to my homestead with garbage bags full of food, fertilizer, and animal trap components to try and survive the winter.

Part of me thinks that this game loop would be incredible in a ttrpg, and I'm wondering if there are games out there with a similar survivalist aspect.

Specifically, I'm looking for games whose core theme is centered around foraging and maintaining very limited supplies. Games where you only have 5 arrows you've carved yourself, where you need to craft a torch from the pitch of a gelatinous cube and an ancient wooden sword, games in space where you scavenge derelict ships for jump cells and fuel, games in an infinite ikea where finding the restaurant is a turning point.

Games where running out of rations, or coal for your frostpunk settlement, where starvation or all your weapons breaking breath-of-the-wild style is the core thrust of the tension.

Games where foraging, crafting, and preparing for winter is the point. Any favorites?

– submitted by – /u/alisunderstorm
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 Hasbro Exec Rolled a "1" on Video Games -- and Lost His Job
Posted: 2026-08-19T21:40:16+00:00
Author: /u/5ynistarhttps://www.reddit.com/user/5ynistar

WOTC President John Hight fired. What does this mean for D&D and all their plans? Sounds like he was probably an influence on doing the Universes Beyond initiative.

– submitted by – /u/5ynistar
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 Thoughts into paper: scarce resources with multiple uses
Posted: 2026-08-20T19:50:03+00:00
Author: /u/Guilher_Wolfanghttps://www.reddit.com/user/Guilher_Wolfang

Hello Beautiful People!

I just need to get some thoughts out of my head and into the "paper". Might be obvious to many, but I think it might help newer GMs.

A resource feels scarce only when different parts of society genuinely need the same supply. If a setting has one crystal for starship fuel, another substance for weapons, another for medicine and another for industry, each shortage may matter locally, but the systems remain separate. The pressure becomes much stronger when one material sits underneath all of them.

Imagine a frontier colony with enough refined material to do only one of the following this month: reinforce its defensive grid, fuel a convoy to the next settlement, keep the mining equipment operational or maintain the hospital’s emergency systems. None of those choices is merely economic. Each one changes who becomes vulnerable, which faction gains leverage and what kind of crisis is likely to happen next.

The setting needs visible conversion points. Who owns the refineries? Can raw material be used directly at lower efficiency? How much does military consumption raise civilian prices? Can a colony survive without the resource, or has its entire infrastructure become dependent on it?

This also creates political identities without writing long ideological histories. While one settlement hoards reserves because it learned a harsh lesson during a siege, another spends aggressively because expansion is the only way to remain solvent.

I just think that when you build around scarcity: a resource whose competing uses connect the whole setting is good.

– submitted by – /u/Guilher_Wolfang
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 Spoonie Gamemaster Advice
Posted: 2026-08-20T21:25:11+00:00
Author: /u/Ananiujithahttps://www.reddit.com/user/Ananiujitha

Hi,

I'm trying to start a new gaming group, locally, and I'm willing to run a couple canned adventures for them. I've already soloed these adventures, so I hope I know my way around them. I've got 2 people willing to host, and 2 other people willing to run more adventures.

I don't have a date or time, yet.

I have chronic migraines, and I don't know if I can handle long sessions, but some players would prefer long sessions to more short sessions.

P.S. I don't know how to judge how long the adventure will actually take.

I also have a lot of food allergies. I know a lot of groups order pizza for halfway through a long session, but I can't eat pizza. Rather than try to sort out multiple meals, maybe it would work for players to bring multiple snacks, and break them out halfway?

We don't have a friendly local game store.

I want to start with fast-playing rules, which should be easy for new players, should encourage everyone to get involved, and only require d6s.

I plan on using Tricube Tales for the 1st session, and printing out pregen characters, as well as the trifold and/or the micro rules. I am open to other suggestions, and might use other systems for other sessions.

I hope the 1st session goes well; if it goes well and doesn't take as long as expected, the adventure leaves some loose ends. I don't have prompt tables for sidequests/complications in lost city and lost world pulp adventures, though.

– submitted by – /u/Ananiujitha
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 Worldbuilding
Posted: 2026-08-20T17:31:37+00:00
Author: /u/Warm-Worldliness4337https://www.reddit.com/user/Warm-Worldliness4337

Hi all i would like to know your process when you create some world. As for myself i think i give myself too much trouble as i create a stable economy and politic for each kingdom even if its really not the subject lol.

Ps i speak french too in fact its my main language.

– submitted by – /u/Warm-Worldliness4337
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 Looking for underrated, hidden gem RPGs
Posted: 2026-08-20T03:13:13+00:00
Author: /u/jasonitehttps://www.reddit.com/user/jasonite

Hey guys. I'm looking to build a catalog/resource for high quality but overlooked games, like in the title. I'm a blogger that has a substantial ttrpg hub, but my sole attempt at finding hidden gem RPGs just has six games. I'm looking for some help from the community.

To be clear I'm not looking for games that nobody's heard of and probably aren't that great anyway. Also not looking for a game that came out in the 80's and has been out of print for 40 years. It needs to be a game that never got recognition, got overshadowed by something else, or that's kinda obscure but actually good, well-designed or influential.

What games should I be looking at? Any genre is fine.

– submitted by – /u/jasonite
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 Halfling Heist: a free one-page RPG about larceny before teatime
Posted: 2026-08-20T17:15:54+00:00
Author: /u/Authentic_Contiguityhttps://www.reddit.com/user/Authentic_Contiguity

Halfling Heist is a rules-light game about a group of halflings trying to pull off a harmless but daring heist in their cozy village.

You balance two stats: Halfling and Heist. Succeeding at Heist actions pulls you deeper into the job, while failure pushes you back toward your comfortable halfling ways. If Halfling reaches 6, you abandon the heist for teatime or a relaxing bath. If Heist reaches 6, you become convinced the others are cutting you out of the score and go solo. Your Connection to another halfling can bring you back into the job.

Character creation is quick, and everything players need is on the front page. The back gives the GM heist objectives, complications, NPCs, and optional rules for festivals and the seven daily halfling meals.

I made it for the One-Page RPG Jam 2026, and it was inspired by Grant Howitt’s Honey Heist. It’s designed for quick, lighthearted one-shots.

Halfling Heist is free on itch.io: https://hc-royalty.itch.io/halfling-heist

– submitted by – /u/Authentic_Contiguity
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