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Tabletop RPGs and LARPing
Tabletop and LARP Dungeons & Dragons GURPS Pathfinder
Posted: 2026-07-25T11:00:28+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: 2026-07-18T11:00:24+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.
----------
This submission is generated automatically each Saturday at 00:00 UTC.
[link] – [comments]
Posted: 2026-07-31T18:09:24+00:00
Author: /u/bluetoaster42https://www.reddit.com/user/bluetoaster42
Is it good? I dunno, that's not what I'm saying. What I'm saying is there are rules for making a vampire half-dragon minotaur wizard, and all sorts of other combinations. No homebrew required. Is it functional? Is it balanced? No idea. But the rules allow it, enable it, and I respect that.
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Posted: 2026-07-31T13:41:38+00:00
Author: /u/BreakingStar_Gameshttps://www.reddit.com/user/BreakingStar_Games
Posted: 2026-07-31T14:56:31+00:00
Author: /u/tarotnottakenhttps://www.reddit.com/user/tarotnottaken
While my preferences lie with old-school systems that reward player skill through dungeon and hex crawling, my group is intrigued by Daggerheart and would like to give it a go. I confess I have never watched anything related to Critical Role, so I'm coming at this totally blind. I have the box set on the way. I have never played a narrative-forward game in my life, I think it's called...
I like to build worlds and act as an impartial referee as players romp through them, discovering their stories along the way. I guess that's a good way to describe my frame of reference. So, I have a hunch this will be wildly different and I'm curious how it'll play. Hooray for variety.
What are your impressions a year in, for those who have spent a good bit of time with the system?
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Posted: 2026-07-31T16:52:11+00:00
Author: /u/Outrageous_Cover_788https://www.reddit.com/user/Outrageous_Cover_788
So I'm a perma-dm and have been running pf1e for my group for like 10 years + now. We've gotten solid at roleplaying and story telling, but I find combat can drag. Even all the narrative descriptions in the world cant keep a 3 hour combat interesting, especially when its just a bunch of people bottle necked in a room slugging it out (which happens alot, as it makes the most sense tactically).
Looking for options for alternative systems to look into, along the lines of a Delta Green, fast and intense but keeps the epic fantasy feel.
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Posted: 2026-07-31T18:36:35+00:00
Author: /u/Arsene_06https://www.reddit.com/user/Arsene_06
I recently backed the kickstarter of a rpg that is powered by Mörk-Borg. I know there are tons of different rulesets based on other handbooks (like the Apocalypse, D&D etc) but how does it actually work?
I'm asking this because I'm quite new to roleplaying and I wanted to know for example if I have to learn and play Mörk-Borg to make it easier to play the one I backed.
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Posted: 2026-07-31T00:22:52+00:00
Author: /u/Sir-Utherhttps://www.reddit.com/user/Sir-Uther
Posted: 2026-07-31T09:11:01+00:00
Author: /u/TrustYourUncleGMhttps://www.reddit.com/user/TrustYourUncleGM
I've played D&D since the good old days, my first attempt at running a game was X1-Isle of Dread, and there have been innumerable iterations, side projects and new games since. I'm still not massively sold on D&Dizzle, and happily there are many other options from OSR to clones and homebrew hacks (as well as may completely different RPGs).
Given this thread is about D&D-like games though, what's your go to? I reckon Daggerheart is actually a really decent game, 13th Age was me previous favourite and I enjoy the brutal simplicity of Dragonbane. But what of Draw Steel, retro-clones and others?
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Posted: 2026-07-31T17:24:27+00:00
Author: /u/prism1234https://www.reddit.com/user/prism1234
Would be good to reference without needing to pay close attention to all the various publishers individually
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Posted: 2026-07-31T20:33:23+00:00
Author: /u/GreenTeethBurgerhttps://www.reddit.com/user/GreenTeethBurger
For some background: I got my start into TTRPGs with randomless games. I primarily run and play randomless games. I'm very comfortable with adjudicating outcomes based on circumstances, the character's stats, the character's approach, etc. It's to the point that whenever I try games with a randomizer, like dice, I'm usually unsure as to when to call for their use. My dissatisfaction for the vague guidelines some of them give are best reserved for another post.
Anyways, the solution I came up with was to offload that part of the game to the players. When a player wants their character to do something not fully covered by the rules, I adjudicate an outcome and tell the player. They can either accept it, change up their approach, abandon the idea, OR! They can ask to alter the outcome by rolling dice. Failure means a worse outcome. Success means a better outcome. Effectively: I never call for dice rolls. The rules do! The players can! But I don't!
It's still up to me to approve a dice roll request! In practice, I'm usually comfortable with and enjoy improvisation enough to always approve them. If they want to roll, I always let them know how failing or succeeding at the roll will change the outcome. They can never do anything impossible, but they can try to reach beyond what their character is normally capable of at the risk of the situation becoming worse.
The reception among my regular group has been positive so far. Though, me and my regular group of players tend to have eccentric preferences and ideas when it comes to TTRPGs. I wanted to see what other people think of this. Is this something you would enjoy? Are there any obvious holes that'll collapse the entire thing? Has anyone else already thought of this?
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Posted: 2026-07-31T11:40:05+00:00
Author: /u/Expert-Sundae1074https://www.reddit.com/user/Expert-Sundae1074
As the question says - whats your most recent new (to you) TTRPG, and what was awesome about it? Let's leave the searing critique aside for a minute - and hopefully find out about some awesome games.
For me, it was Dialect - a one shot where we developed our thieves guild's cant as we tracked their rise and fall. Along the way you make up new words as prompted by the cards. By the end of the game, you've having deep arguments in your own private language - and the story is the thing, too.
How about you?
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