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 Weekly Free Chat & Free Self Promo Thread - 09/19/26
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.

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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 Years-late RPG adventure project embraces AI, is forced to refund angry backers
Posted: 2026-09-24T12:51:31+00:00
Author: /u/Fun-Criticism2017https://www.reddit.com/user/Fun-Criticism2017
– submitted by – /u/Fun-Criticism2017
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 How many books do you own for systems you never run?
Posted: 2026-09-24T17:45:12+00:00
Author: /u/Authorigashttps://www.reddit.com/user/Authorigas

A while back I bought the core and GM books for Pathfinder/Starfinder as a way to get into the hobby, and support Paizo when things were looking rough. Despite that, I find that I probably won't be running Pathfinder much in the future, as my friends didn't really enjoy it-and setting up the map in Foundry was a touch of a hassle. (Something I can learn with time, tbf.) But since then I've bought other books, Daggerheart, VtM, and DnD 5.5E (which I also don't run, my players prefer 5E and I only own the player book.)

But with yesterday's Modiphius sale, I took the time to pick up Dune: Adventures in the Imperium, funnily timed since I just finished the original novel. While I'm happy to have the book, and own something from Modiphius (my goal is to try and own at least one system from the 'well known' publishers, just for experience.) I don't think it'll see a lot of play at my current table, just due to their lack of interest in Dune, and the other games we have to run.

So as a curiosity thing...how many books do you own for systems you never run, or never plan on running? I think it's hard for me to internalize that as a hobby because of how expensive TTRPG books are compared to non TTRPG books, and it's kind of like viewing them as a 'practical play vs enjoyment' thing, which is a whole debate in and of itself.

– submitted by – /u/Authorigas
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 Is Kult any good of a TTRPG?
Posted: 2026-09-24T15:21:18+00:00
Author: /u/Unconscious-angelhttps://www.reddit.com/user/Unconscious-angel

Now I know barely anything about Kult, and neither do my players. I just finished massive Mothership campaign and everyone, including me, want to take a break from Mothership. So I was browsing and buying some horror TTRPGs to try out with my players (Mork Börg, Vaesen and Etc.) and I came across Kult. To my knowledge, it's some sort of Religious, Dark Urban and Psychological TTRPG set in either a Modern, 1920s or Concrete Megastructure city. Now I was wondering on if somebody could tell me more about it, if there's any lore to it I know or just general tips or suggestions. If you do have any of these, please tell me.

– submitted by – /u/Unconscious-angel
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 How do you nudge a player into playing a new TTRPg which they don't enjoy the look of?
Posted: 2026-09-24T15:28:41+00:00
Author: /u/internethorrorenjoy6https://www.reddit.com/user/internethorrorenjoy6

Now I was looking at some new TTRPGs for my group to try, and in this search I came across Vaesen, which looked like a very good game for my group. Most of the players I showed Vaesen to thought it look good, but one was unwilling to try it, as of the artwork and whole folklore element. Now I think that this particular player would enjoy the game a lot, but their not giving it a try. I don't want to harass them into playing, but I also think that they would very much enjoyed it if they gave it a try. I was wondering if anyone has any tips on solving stuff like this in a manner which doesn't come off as pushy or aggressive. If anyone has any tips, please comment!

– submitted by – /u/internethorrorenjoy6
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 What should Middle-Earth based adventures be about?
Posted: 2026-09-24T09:05:17+00:00
Author: /u/kovac031https://www.reddit.com/user/kovac031

As a fan of Tolkien, nothing would make me happier than to run games in this setting. But, I feel uninspired due to some innate constraints.

Compared to high-fantasy worlds of D&D, Daggerheart, and so on ... my impression is there is less monster variety and certainly less PC/NPC available magic in the world. Which in my mind translated to - I can't have an adventure to go kill an evil dragon/wizard/monster.

And I'm looking for advice on how to go around this.

One idea is to have the adventure set in the 1st or 2nd age. Find a place and time where I can have as much or as little tie-ins with Silmarillion stuff as I wish.

But what if I wanted to play in the 3rd or 4th age, what then?

Clearing Moria and facing some Nameless thing would be an option for a shorter adventure, but for a longer thing I suspect it might get stale.

Resurrecting Sauron or the Witch-king?

Monsters variety would be limited to wights, wargs, trolls, spiders maybe? No magic-weilders to fight anywhere.

Let's say I cover all this in one adventure and it's great - what about a second adventure?

– submitted by – /u/kovac031
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 Coolest implementation of a necromancer class?
Posted: 2026-09-24T14:07:39+00:00
Author: /u/Burgerengelhttps://www.reddit.com/user/Burgerengel

I'm thinking about running a duet campaign with a single player where i GM and they play a necromancer. I want it to be fantasy and support slowly creating an army of undead, idealy getting stronger undead the more the player levels up. If you have an rpg that fits i would love to hear about it, but even if it's not a perfect match i would love to read about your favorite implementation of a necromancer, maybe i will design my own class based on those.

– submitted by – /u/Burgerengel
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 Iconic warrior techniques from fiction
Posted: 2026-09-24T17:31:24+00:00
Author: /u/Spamshazzamhttps://www.reddit.com/user/Spamshazzam

Fiction is full of incredibly cool and iconic combat techniques performed by master warriors.

This post is NOT a debate about the martial/caster divide. But for some reason, some RPGs (famously D&D) do tend to struggle knowing with including this kind of depth for their martial heroes.

I think though, that if we can work together to list as many of those not-necessarily-realistic, but flavorful and cinematic techniques here, it could be very helpful to players, GMs, and designers who want to make their martial combat a bit more interesting. (For my part, I'm going to try to homebrew something from it.)

The only requirements are that it's a fighting technique seen in fiction that isn't explicitly a spell. (Some may not be very suitable for RPGs, but for now I think we list everything we can.)

I'll start us off:

  1. Samurai Duel Dash: The (usually samurai) move where they dash past their foe, and then the enemy falls in half.
  2. The Expert-Warrior-Outnumbered thing where they dash around faster than the mooks can track, attacking all of them in just a few seconds, before they can react
  3. The Spinning Attack: where, when they are surrounded, they take out all the enemies immediately around them.
  4. Multi-Arrow: They turn the bow horizontal and lay 2+ arrows on the string to fire them simultaneously, Robin-Hood-style
  5. Pick an opponent and throw them at/through multiple other opponents.
  6. The Fastball Special: Pick up a smaller ally and toss them at the enemies.
  7. The Yawn: Casually parry attacks with one hand while keeping their primary attention on what they were doing before
  8. I'm Not Left Handed: Use your off-hand to keep the fights from ending too quickly
  9. The Meat Shield: Hold an enemy's body against yours as a shield.
  10. Wading Through Bodies: The berserker, rampage-style attacks, going forward and slashing around them without caring for their own safety.
  11. The Legolas: Shield ride down the stairs whilst shooting arrows. (Niche but memorable.)
  12. Monk 101: Spinning kicks, A flurry of fist strikes.
  13. The Hijacked Spell: Grab a mage's hand when they are about to cast a spell, and forces them to direct it somewhere they didn't intend.

What else is there? (I'll keep adding to the list from the comments.)

– submitted by – /u/Spamshazzam
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 2 Player GM-less RPG Systems playable in a car
Posted: 2026-09-24T19:49:10+00:00
Author: /u/AmmanasHyjalhttps://www.reddit.com/user/AmmanasHyjal

Hello!

I am hoping this is the correct spot for this. My partner and I routinely have a 4.5hour drive several times per month. Normally we just listen to pod casts or chat during these, but I was hoping to find a system that is GM-less, or GM-lite, that I could run for the two of us while they drive and I'm the passenger. I'm already familiar with some GM oracle systems (Mythic GM Emulator, Solodark) but was hoping there might exist a good system out there that would easily be playable in a car with some modules that already exist for it. Basically it would just involve us talking (describing a scene) and determining what to do and I would generally roll all of the dice - ideally we would each have our own characters.

I could put something together with Mythic GM Emulator, or something similar but was hoping there might be a system that exists already that might be better.

Thanks!

– submitted by – /u/AmmanasHyjal
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 Best Supers Modules?
Posted: 2026-09-24T18:58:20+00:00
Author: /u/goatsesyndicalist69https://www.reddit.com/user/goatsesyndicalist69

Gearing up to run a Supers campaign for one of my groups after many years of everyone talking about how much they'd want to play in one. Already settled on the system, so I don't really need help with that and there are plenty of posts in this sub looking for supers system advice already. I have some ideas for adventures for the campaign but have been looking around for adventure modules to either get ideas from or use. I'm relatively unfamiliar with the genre as far as products go so I guess, just like the title says, whatcha all think the best supers modules are?

– submitted by – /u/goatsesyndicalist69
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 PF2E vs SotwW
Posted: 2026-09-24T09:52:43+00:00
Author: /u/Doomwaffelhttps://www.reddit.com/user/Doomwaffel

Hello everyone,

though still stuck on 3.5e, I am constantly checking new systems that dont have the same problems as that old dnd version. Spell imbalance, buff stacking and everything above Lv8 becomes a pain to run as a DM.

After looking into a lot of games, my current favorites are

Pathfinder 2E - It feels familiar to 3.e, many things are similar, but overall with better rules, balance etc. While having more customization than 5e, which some players tested and found it to be too semi or bland. Only downside is that it takes some time to get into with all the variables, degrees of success can be a bit of a drag too.

Shadow of the weird wizard.
An improved version of 5e as I undersand it.
+Boons/Banes makes it really easy to modify
PC builds should be very flexibel since there are no fixed classes

I ran a presentation for my players and they seemed open to both, but PF2E felt a lot closer to what they already know. If it was open to them, we would play 3.5e forever or even older systems. The problem is that I would have to run that - which I wont. ^^

I didnt get to play both systems yet. So I would like to hear some feedback from you guys.
What is your experience with PF2E vs SotwW? Can you say something about each?
How easy is it to run, to modify etc. ?

I havent seen any actual gameplay for SotwW on YT as of yet, or havent found it.

– submitted by – /u/Doomwaffel
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 Tricube tales and afflictions vs quirk
Posted: 2026-09-24T19:52:00+00:00
Author: /u/khorgnhttps://www.reddit.com/user/khorgn

For people that played tricube tales, I am not clear how karma works for afflictions.

The rulebook says that afflictions are like quirks but with the difference that the game master decides when they activate, from this it sounds like the player gets karma/resolves (same as quirks).

But in the Supernatural sections it says that afflictions give no benefits, which sounds like to me it doesn't give back this karma/resolve when activated.

Which one is it?

– submitted by – /u/khorgn
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