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 Weekly Free Chat - 03/21/26
Posted: 2026-03-21T11:00:40+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.

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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 Weekly Free Chat - 02/21/26
Posted: 2026-02-21T11:00:46+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.

– submitted by – /u/AutoModerator
[link][comments]
 Draw Steel confirm $30USD/person price for VTT, and recommend Owlbear Rodio as the 'default' online alternative to this 'premium'version
Posted: 2026-03-24T03:39:48+00:00
Author: /u/Stubbenzhttps://www.reddit.com/user/Stubbenz

MCDM have confirmed that the VTT for Draw Steel will release as a Steam store exclusive available for $30 per person, or $20 for players that buy it during early access (and discounts on one copy for people that already purchased the game).

The VTT includes the base rules and quickstart adventure, though doesn't have a "player only" version with just the rules.

It's an expensive option for a group to use ($210 for a group of 6 players and a director, or $200 if the director purchased the pdf of the rules before April), though MCDM seem to be positioning this as an option for superfans rather than people trying to work out whether this might be the system for them:

"The Codex is not for people who want to play Draw Steel online with their friends. Folks who want to do that already have lots of free options. That's why we recommend Owlbear Rodeo!

The Codex is the "I want to fly first class" experience. The Codex is for people who want to use the Codex. There's no "player version" or "director version," there's one product. We think $30 for a first class flight is pretty good!

Folks who want to buy the Codex for their players? We'll have a bundle you can buy with a discount. And you can always buy Steam Keys for your friends."

– submitted by – /u/Stubbenz
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 Running Deadlands as a non-American is… confusing
Posted: 2026-03-23T16:32:39+00:00
Author: /u/oldmanbobmunroehttps://www.reddit.com/user/oldmanbobmunroe

I’ve been prepping a Deadlands campaign with SWADE and I feel like I’m missing half the context all the time.

The books constantly reference American history, geography, folk tales, stereotypes, real people, but almost never explain any of it. It just gets dropped in like you’re supposed to already know.

I’m not American, so I don’t. My entire “Old West” knowledge is basically Sergio Leone movies, so when the book implies something is obviously dangerous, or that a certain group has a certain reputation, I have no idea what that means in practice.

Same with the legends. They get referenced, but not really explained. And I genuinely can’t tell which NPCs are real historical figures, which are myths, and which ones are made up half the time.

It ends up feeling like the book is constantly winking at me and I’m just not in on it. I still get surprised when I look something up and realize something or someone in an adventure was actually real.

Has anyone else run into this with semi-historical games? Especially if you’re not from the culture the game is based on. Do you look things up, ignore it, or adapt it for your table? How do you deal with that gap?

– submitted by – /u/oldmanbobmunroe
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 Hot Take, YMMV: Start your sandbox on-rails
Posted: 2026-03-23T17:51:13+00:00
Author: /u/robert4818https://www.reddit.com/user/robert4818

Ok, before you break out the pitchforks, hear me out. This is NOT a solution for everyone, but there IS a bit of logic here

Your players have just created characters. These characters are still strangers to them, as well as everyone else. In addition, the world is new to your players as well. So, they have a sandbox, but the players might feel listless and a bit unmotivated.

That's where a session (or perhaps up to 3, max) of canned adventures in your world can help. Like a rock rolling down a hill needs time to build up momentum, so does the sandbox. A light on-rails adventure can serve as that push. It lets the players get a bit more familiar with the starting area, the situation of the world, and let's them try out their own character.

The idea here IS NOT to set up the 'main plot' of the sandbox. The small canned adventure could be something as simple as getting a stolen trinket back from a bandit camp. Instead, it's just about giving the game a bit of time to get into a flow state, potentially setting up the other points of interests, looming threats, political state, etc. of the area.

– submitted by – /u/robert4818
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 Recommendation for a Game
Posted: 2026-03-24T03:59:52+00:00
Author: /u/Dear_Ad_2425https://www.reddit.com/user/Dear_Ad_2425

Hey! Me and my group just finished running a deeply tragic but genuinely life-changing campaign of Spire, and for our next campaign we’ve agreed that we generally want something a little more lighthearted and action-focused. Any recs for story-driven games good for running scoundrels-with-hearts-of-gold that are still capable of angst and emotional moments? I know this vibe can apply to a lot of games depending on how you run them, but one with that vibe baked in would be ideal.

– submitted by – /u/Dear_Ad_2425
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 Help with a very specific game recommendation
Posted: 2026-03-24T02:33:38+00:00
Author: /u/jeraperthhttps://www.reddit.com/user/jeraperth

Hello all. I'm looking to run a game centered around building, improving and running a settlement. Do you know of any systems or supplements that have good/detailed mechanics that I could either adapt o run as is?

– submitted by – /u/jeraperth
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 Space Opera
Posted: 2026-03-24T01:44:14+00:00
Author: /u/TxKRIXUSxThttps://www.reddit.com/user/TxKRIXUSxT

Looking for a game to tell a Suneater/Dune type of story. Mostly a fun combat system. rules for space travel.

I want to tell a story with major key figures. various different planets to explore.

I don’t mind crunch and i don’t mind rules light so give me what you got.

– submitted by – /u/TxKRIXUSxT
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 Dungeon point crawl spark tables?
Posted: 2026-03-24T04:43:56+00:00
Author: /u/E_MacLeodhttps://www.reddit.com/user/E_MacLeod

I'm looking for a collection of tables that I can roll on to give me inspiration for how to stock a dungeon point crawl.

It takes me forever to start but once I have a basic building block, my imagination fires up.

I don't need layouts. Big tables of themes, dressing, stuff to do and see, etc. I've looked at a few OSR adjacent tools for dungeon generation and they just don't provide enough bones for me to riff off of.

If it helps to know; the setting is heroic high fantasy with magitek. Big thanks in advance!

– submitted by – /u/E_MacLeod
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 Are there any systems with optional classes? How would you go about structuring one?
Posted: 2026-03-24T07:14:18+00:00
Author: /u/CallMeAdam2https://www.reddit.com/user/CallMeAdam2

I had a thought: what about a system that has "classes," but you could go a whole campaign without getting one?

Whether you think of "classes" as more the flavour ("Dark Knight") or mechanics ("a predefined package of abilities and/or stats") doesn't matter too much to me, but it would defeat the purpose of the discussion to define a class as just flavour. In that case, the discussion ends with namedropping your classless system of choice, which this sub needs no prompting for.

A few of my initial thoughts below.


My first thought as an answer to this was "archetypes" from Pathfinder 2e. Taking inspiration from that game, you could have an RPG where you take abilities from a generic pool. A "class" would be an ability tree within that pool. You'd have restrictions on how frequently you can dip into a new class (or penalties for how many dips you have).

As a different/additional take of the above, every class could consist of a central ability and all abilities that build off it.


If we played the idea of "class" in its classic form -- "pick one when you create a character and that's it" -- I'm wondering how a "none" option would look. Is there a generic pool of abilities for all classes and non-classed characters to choose from? What are the benefits of choosing no class, just more generic ability picks or some stats? Is it that a classless character is buffed or that a classed character has weaknesses? Now add multiclassing. What happens?

– submitted by – /u/CallMeAdam2
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 Help, what am I looking for, really? How to cope with not finding the "ideal" TTRPG while not having that much fun the current campaignS?
Posted: 2026-03-23T22:55:02+00:00
Author: /u/ThatOneCrazyWritterhttps://www.reddit.com/user/ThatOneCrazyWritter

First off, I love games in general: chess, cards, Monopoly, Risk, Azul, Hollow Knight, Hades I & II, and of course, TTRPGs. However, when it comes to RPGs, me and my group are all pretty much babies to the hobby, with the only games we have played being:

- D&D 5e/5.5e, because yeah. We hate the company, but love the game (when HEAVILY Homebrewed)

- Tormenta20, since we are Brazilian and this is just Brazilian D&D (stopped playing because its too much math and min-maxing needed to have a chance)

- 3DeT Victory, a Brazilian genre-less, class-less simple system with a heavy influence from anime, videogames and tokusatsu (quite like it, but doesn't quite scratch my RPG itch fully)

- Kids on Bikes 1e, which we... found a bit boring (sorry to the fans)

- Ordem Paranormal, a Brazilian mix of Tormenta20 + paranormal investigation (a mix our group thinks goes together like water and oil)

- Skyfall RPG, a Brazilian "mod" of D&D 5e for a more "Tragic Fantasy" storytelling (its just D&D with way harder combat and situations)

- Nimble RPG, which we only did a oneshot with the two first parts of the starter adventure from the GM Book (we liked the system in the most part, but hated the starter adventure, since we found it too railroad-y and unfair at parts for a newer GM to balance on the fly)

- Pathfinder 2e... which we only made characters and tested 2 combats with zero context (still we liked it a lot, want to try more at a later date)

In the future we want to try out Call of Cthulhu, Fabula Ultima, Daggerheart, Symbarum and Vampire: The Masquerade (or others from the same game world and system). Maybe Dragonbane, also. And we are currently playing 3 campaigns: a D&D 5e Strixhaven adventure, a 3DeT Victory custom adventure and a.... """Sandbox""" D&D 5e adventure (more so a "we don't have enough players tonight for the other adventures, so let's have some random fun with 8000 homebrews")

But... idk, something is missing to us, specially me. We love COMBAT, we love GROWING INTO AWESOME POWERS, we love FANTASY, FOLKLORE & MYTHOLOGY, we love CHAOS, we love TACTICAL COMBAT, we love a bit of MELODRAMA, we love EPIC STORIES OF EPIC HEROES, we lot LOTS & LOTS OF MAGICAL LOOT.

But we still hadn't found THE game. I also personally want to challenge myself a bit more. For example, I like a more gonzo "Tale of the Murder-Hobos", but I also like a "Dark Fantasy with a hopeful ending" (so not Grimdark misery pron), but I don't know how to DM such a game and am also quite squimish with anything gory, psychological or needle-like.

its there such a game? Should we just be happy with

– submitted by – /u/ThatOneCrazyWritter
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 My players have regularly been tired and low energy, is there anyway I can help?
Posted: 2026-03-23T22:49:47+00:00
Author: /u/False_Reporter_4279https://www.reddit.com/user/False_Reporter_4279

Heya! I've been running a Vampire: The Masquerade campaign for sometime, which is equal parts exciting and terrifying to me. I'm not as used to running more political intrigue and mystery/investigation campaigns, so I've been regularly concerned about how much my players have been engaged with the story and following along.

This... has not been helped by the fact that three out of my five players seem to regularly be... out of it, during sessions. They'll interact and do things, sure! But far too often everyone tends to be quiet unless I'm directly asking specific people what they're doing. We've talked about this as a group, and for the most part, it seems to be that a lot of people seem to just be tired during sessions. This is definitely understandable, due to work schedules, and I've been looking into seeing if there might be better times to run sessions.

However, I have definitely also grown concerned that my style as a Game Master has been boring and not helping them stay awake in the slightest. I understand I can't literally control their bodies to stop them from being tired but I want my game to be engaging! And I feel like I've been lacking in this department a lot. The story can be confusing, there can be a lot of quiet moments where it seems like no one knows what to do. So I suppose I just came here to ask: Would there be any particular tips you guys might have for improving player engagement or dealing with drowsiness at the (online) table? Any advice or discussion would be appreciated!

– submitted by – /u/False_Reporter_4279
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