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Tabletop RPGs and LARPing
Tabletop and LARP Dungeons & Dragons GURPS Pathfinder
Posted: 2026-09-05T11:00:35+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.
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Posted: 2026-09-09T15:08:32+00:00
Author: /u/cthulhu81000https://www.reddit.com/user/cthulhu81000
In his latest video which is another DnD is dying again, he goes on about using AI to make dungeon maps and cutting down the prep for DMs. I wasn't aware he was pro AI
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Posted: 2026-09-09T13:02:03+00:00
Author: /u/Awkward_GMhttps://www.reddit.com/user/Awkward_GM
I've been watching a few video game retrospectives lately. And a phrase that shows up a lot is "that's a good problem to have". Usually along the lines of "it makes me want more".
A few examples I can think of:
* The bonkers nature of Paranoia XP being chaotic, but a vacation from more serious games.
* Call of Cthulhu's lethality promotes players to be more cautious when playing.
* Warhammer 40k's Critical Damage tables leading to gruesome injuries that make for amazing stories.
Stuff like that. Something that sounds bad, but makes a game feel unique and memorable.
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Posted: 2026-09-09T09:25:34+00:00
Author: /u/CookNormal6394https://www.reddit.com/user/CookNormal6394
Hey folks! Tell me what game you are now playing without actually telling me.
I'll begin: Arrrr! The end is nigh!
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Posted: 2026-09-09T01:40:42+00:00
Author: /u/Samhayulehttps://www.reddit.com/user/Samhayule
Me and some friends own a good number of RPG books and of course, as someone who wants to create RPG systems, I first need to expand my repertoire. Because of that, I'd like to ask you which systems you recommend I read. Like: a basic system, a more narrative system, a more game-oriented one, an eccentric one. I want to master the different philosophies and rules surrounding RPGs, to avoid, I don't know, creating a homebrew of Vampire: The Masquerade or Cain and calling it my own system.
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Posted: 2026-09-09T05:12:22+00:00
Author: /u/gnurdettehttps://www.reddit.com/user/gnurdette
Sandia National Laboratories did a formal study on the history of heists that seems like a fun resource for anybody whose game involves crime (on the pro- or anti- side). Never say that your tax money never did you any good.
short Tech Review article (sorry, paywalled) basically just says that "little has changed since 2014", including that technology is rarely the key factor. So robbing Wormhole Transfer Station Gamma-3 is not that different from robbing the Temple of Enki.
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Posted: 2026-09-09T05:04:11+00:00
Author: /u/_Capn_Howdy_https://www.reddit.com/user/_Capn_Howdy_
Hello --
Let's say your group night falls through, but a couple of your pals still want to throw some dice. You grab a quick, one-shot rpg. Character generation is quick -- you have fifteen minutes to figure out a plan.
Do you know of a system/setting agnostic set of tables to generate a fast, general, bare-bones adventure?
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Posted: 2026-09-08T19:19:46+00:00
Author: /u/Justthisdudeyaknowhttps://www.reddit.com/user/Justthisdudeyaknow
I keep seeing games have starter sets, and then corebook, and then setting books, and, honestly, I feel starter sets just confuse things? Like, exactly how much of the game can you play with JUST a starter set? Cause it sounds like it's not everything you need, but the stuff to like, run the first game or three.
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Posted: 2026-09-09T13:43:57+00:00
Author: /u/Flimsy_Composer_478https://www.reddit.com/user/Flimsy_Composer_478
I've been running Dolmenwood for my friends for about six months. It's my first long open-world sandbox campaign and overall it's been a great experience. It made me realize that I really enjoy long campaigns and my players seem to enjoy it too.
At the same time I can see how I made some mistakes as a first-time gming sandbox. The biggest one is that the PCs never developed strong longterm goals: players enjoy following rumors, exploring places, and seeing what happens but their priorities constantly change. Because of that no larger emergent story arc ever really formed that I could now bring to a satisfying conclusion.
A couple of months ago I suggested choosing one direction, focusing on it for about five sessions, and then ending the campaign. My players said they would rather keep going because they were still having fun. Problem is that I'm starting to feel kinda burned out. The amount of accumulated material I need to remember, rules discussions and the feeling that campaign could just continue indefinitely are starting to wear me down. I noticed this especially after taking a break and running a one-shot in another system. I felt much fresher as a GM, and the whole session felt more relaxed.
So Ive decided that I probably want to end the campaign even though there isn't a natural "final arc". I might frame it as the end of Season 1, so we could potentially return to Dolmenwood someday.
My current idea is to have one final evening without a normal game session. I'd show them a map of the areas they explored and the parts of dolmenwood they never reached and we wouldd talk about favorite moments, dead and surviving PCs, memorable NPCs, discoveries, unfinished rumors, etc. Basically, a campaign retrospective and maybe short epilogues for the characters.
Then I was thinking of introducing the next campaign and possibly doing character creation together. I've never really done a Session Zero before though and I'm not sure if it would feel strange to have our usual game night without actually playing. I'm also wondering if going straight from "I'm ending this campaign" to "here's the next one" might feel too abrupt.
So eh how would you handle this?
Would you try to run one final adventure anyway, or is a retrospective/epilogue session a good way to end a sandbox campaign that simply doesn't have a natural finale? And if I move directly into talking about the next campaign and character creation would that feel too sudden?
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Posted: 2026-09-09T15:05:04+00:00
Author: /u/Dollface_Killahhttps://www.reddit.com/user/Dollface_Killah
https://whosemeasure.blogspot.com/2026/09/vtm-5e-not-my-circus-100-city.html
I just thought this was a great blog post, love a d100 table. It's very obviously useful for any edition of Vampire: the Masquerade too.
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Posted: 2026-09-09T02:47:47+00:00
Author: /u/Genarabhttps://www.reddit.com/user/Genarab
This came to me in a dream and I don't want to forget it. Everyone knows Team Rocket: low stake villains, pretty dumb plans, funny, they care for each other, they lose every time, try again with an even weirder plan.
So is there a Team Rocket game? What I mean is a game where not only players play the villains, but where the "goal" or the "point" or the pitch is for them to lose in a funny way over and over and over. I know it can be done in many games, but I wonder if it's a game itself or if it has some specific mechanics.
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Posted: 2026-09-08T20:44:54+00:00
Author: /u/xChapxhttps://www.reddit.com/user/xChapx
I come from a mostly dnd background and I am looking for a system where you can modify existing spells e.g there is the fireball spell and you can adjust the damage, range and number of targets, obviously with a cost for example "more mana point", "longer spell casting time" or any other difficulty.
Is there a system like this?
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