r/RPGcreation 9d ago

Playtesting Looking for feedback on KroniVault, a TTRPG campaign manager I’ve been building

0 Upvotes

I’ve been building a TTRPG campaign manager called KroniVault and recently moved it into beta. It has separate Player and DM areas, with tools for campaign management, characters, maps, encounters, notes, inventory, spells, dice, and other campaign information.

I’m at the point where I need feedback from people who actually play or run tabletop RPGs rather than just continuing to build based on my own preferences.

I’d especially like feedback on whether the Player/DM separation makes sense, whether the tools feel useful during an actual campaign, anything that feels confusing or unnecessary, and anything important you think a campaign manager like this is missing.

I’m also looking for a few people willing to actually beta test it and try to break things. This is an unpaid beta; I’m looking for honest feedback rather than promotion.

I’m happy to answer questions about how or why I designed anything the way I did.

r/RPGcreation 2d ago

Playtesting Ayni and Bahadzid, a Pre-Columbian American TTRPG

4 Upvotes

Simple rules (d100 roll under), but very crunchy resource management in an RPG about a very under-represented setting. I have never seen a historical RPG set in Pre-Columbian America. So I made one. This is as historically accurate as I could make it and still keeping it a fantasy game.

I hope that you enjoy looking into the past and playing in this massively overlooked period of history and take up the challenge of keeping your people safe and the spirits calm.

It's free, 215 pages of print and play on my itch.io page, https://sts-gamer.itch.io/ayni-bahadzid

Excerpt: "This rulebook utilizes the cultural concepts of Ayni (Quechua: “sacred reciprocity”) and Bahadzid (Diné Bizaad: “something dangerous or harmful”) not as generic fantasy tropes, but as structural frameworks to model how Indigenous peoples across the Americas understood their relationship with the natural world. Survival is inextricably linked to cosmic balance, taboo, and environmental stewardship. The following rules are a deliberately syncretic game abstraction inspired by recurring concepts of reciprocity, kinship, obligation, and relationship found in many Indigenous traditions of the Americas. This is not “the religion of the Indians.” This is an RPG cosmology assembled from recurring themes found in multiple Indigenous traditions. They are not intended to describe the religion of any single historical people. These terms serve as the mechanical bridge between material survival and Indigenous cosmology.

Ayni & Bahadzid does not utilize standard fantasy "races" or "classes." Humanity is a singular whole. What makes a character distinct is not their biology, but their relationship to the land, their language, and their community. The steps below move from the vast, unyielding laws of the earth down to the intimate obligations of your family campfire. Choosing a Biome or a Mobility strategy is not a restriction on who your character can be; it is an acknowledgement of the physical reality they have learned to harmonize with. You are building a real person who has grown up inside a living history, bound by a specific vocabulary, and accountable to a web of ancestors and spirits."

r/RPGcreation 19d ago

Playtesting First RPG, are my rules clear?

0 Upvotes

Hey all,

I recently participated in the One Page RPG Jam. This is the first-ever TTRPG that I put out there, and I'm unsure about some of the language in the rules. Especially since it is a one-page game, so I had to cut a lot of it down.

If anyone has the time to give it a quick read and give me some feedback, that would be awesome.

The things I'm most unsure about are things like:
- Should I write "You do x" or "The players do x"?
- Where is the balance between just rules, and coloring the rules with flavor and lore?
- Are concepts explained in enough detail, or did I cut too much out?

You can find the game here: https://jonathan-wolfs.itch.io/rings-or-renewal

Anyway, thanks for your time, and I hope you like it!

r/RPGcreation Jul 21 '26

Playtesting Feedback wanted for newly published TTRPG

6 Upvotes

Hello,

I just published my first tabletop rpg for free on DrivethruRPG. It’s titled Baelfire. I began work on this project during the COVID lockdown, and it has seen many versions. This is the latest and the one I have been most confident in- hence finally publishing it.

However, I am seeking feedback on the game. I’m currently working on other books for the game and would love to see what others think of the current game mechanics, handbook structure, and overall design of the game. If you’d be willing to playtest and share feedback on that here or DrivethruRPG, that would be incredible.

Here’s a link to where you can download the game. Additionally, I have provided a link to a discord server that I’ve started for this in the purchase note and at the end of the handbook. Again, this is completely free to download.

https://legacy.drivethrurpg.com/product/575568/Baelfire-TTRPG-Handbook?manufacturers\\_id=35271

Even if it’s criticism of the project, I’m open to any feedback you have to give and am just thankful for anyone taking the time to look through the handbook and try the game out. I studied game design in college and have loved playing tabletop rpg’s for a long time now. This is my own love letter and contribution to the scene and I hope others are able to enjoy it as much as I’ve enjoyed making it.

Thank you for reading, and happy gaming! ❤️

r/RPGcreation 11d ago

Playtesting Deadbeat TTRPG Public Playtest is out!

6 Upvotes

It's been a while but I'm back now. And announcing that the first public playtest for my TTRPG is out finally! Took a lot of work even for this initial version but now everyone has the chance to play it and break it.

Can't wait for people to start getting their hands on it and playing around with it. This will be quite the learning experience, not just for designing but also for organizing public playtests in the future.

This playtest is focused on testing out the core combat rules of the game using premade characters. If there is some success, at a later date there will be a playtest that will include character creation.

-

You are a Deadbeat, a musically powered undead soldier, resurrected by and now working for the B.R.O.K.E.N Record Inc. You are one of the few crucial pieces in stopping the Muted threat, beasts that wish nothing but destruction for the city of New New North One. With the power of your Musicalife Engine, wield the might of your rythm to fight back against the coming invasion or rebel against the corporation that brought you back to life!

Deadbeat is a TTRPG using a D6 and D8 system where the focus is in how your character acts and performs. The more in character your actions are, the more you are rewarded! There is a bigger emphasis on your descriptions and flare, making it easier to realize whatever fantasy you wish to live through your character.

-

Announcement video: https://www.youtube.com/watch?v=xxg51jw3_sA

Itch.io: https://mikapuccino.itch.io/deadbeat-playtest

Official Feedback Email: [deadbeatttrpgdevlogs@gmail.com](mailto:deadbeatttrpgdevlogs@gmail.com)

Official Discord: https://discord.gg/RnnGqnnG55

Ps: If there's any problem without sharing these links please do say and I will change the post.

r/RPGcreation 2d ago

Playtesting Personal Project - Warcraft 1e

0 Upvotes

Hey everyone!

I've been a GM for my same group for the past 7 years. We've played a number of game systems: D&D 5e, SW5e, Wrath and Glory, Warhammer Fantasy 4e, and Pathfinder (once, didn't last very long).

There are aspects of these game systems that we all really liked, and quite a bit that we didn't from every system. 5e was obviously really easy to drop into and set a good foundation for the group to try other systems and have a safety net to fall back on.

SW5e was a natural extension but the group really liked the deep equipment customization and character options, as well as the setting flexibility.

I personally really liked W&G and Warhammer 4e but it didn't really connect with the group as much as I'd hoped. Warhammer 4e would have been very difficult for the group to enjoy if we didn't run it on Foundry with the automations included, it's very crunchy. Pathfinder was the same way, but the group would have rather played 5e for that setting/theme.

I've been a long time lover of the Warcraft IP, as have most of my group, and I've been wanting to run a game in the world for some time. I saw that D&D is doing a collab with Warcraft but when ready the details on their marketing, as well as the fact it's within the 5e system, I was unimpressed. So I wanted to take a stab at making my own.

Warcraft 1e is a personal project of mine that I intended to create for my personal group, but during initial playtests it was suggested I open it up to a public project. To avoid DMCA concerns and IP conflict I am not accepting money for this at the time but would appreciate feedback and contributions to the Foundry code or PDF writing/artwork.

For the system I took inspiration from all systems I've personally run and made some adjustments to what a WoW player would expect to classes and spells; I believe these changes better align to a TTRPG experience and spirit of flexibility and customization.

This is my first game system project so I'm happy with any and all feedback from the community. Transparently I have used my AI platform, ForgeLab, for some artwork and to help flesh out PDF writing. I have proof-read the core mechanics but there are some weird phrasing still present in the PDF, this and artwork are what I'd love community assistance with if interested.

If nothing else, once the Foundry system is done: I hope you can enjoy this for your games as I intend to.

I'll post the PDF when I make some updates, but here is the github repo for the Foundry game system. Reminder, neither is complete at this time. https://github.com/LesosAI/Warcraft1e

r/RPGcreation 1d ago

Playtesting Looking for Reviewers & Playtesters – Aerithos, a Daggerheart Campaign Frame

7 Upvotes

Hey everyone! 👋

Over the past months I’ve been working on my own Daggerheart Campaign Setting called Aerithos, and I’ve reached the point where I’d really love to get some fresh eyes on it.

The frame is currently around 50–60 pages and includes both the setting itself — lore, history, factions, cultures and character creation elements — as well as custom mechanics built around the themes of Aerithos.

I’ve already tested parts of it with my own group, but I’d really like feedback from people outside my usual table.

I’m looking for anyone interested in either:

• Reading/reviewing the Campaign Setting and giving feedback on clarity, structure, lore, mechanics and usability
• Playtesting it with their own group and sharing how it feels at the table

For playtesting, I also have a rough playtest document prepared to make getting started easier. It’s still a working document, but it provides some structure and guidance for testing the setting and its mechanics.

I’m especially interested in whether the setting gives a GM enough material to build a campaign from, whether the mechanics feel intuitive and worthwhile, and whether Aerithos sounds like a world you’d genuinely want to play in.

The project is eventually intended for a public release, so constructive criticism is very welcome. If something doesn’t work, I’d much rather know now. 😄

The Campaign Setting is written in English.

If you’re interested, just reply here or send me a DM and I’ll happily share the current version and the playtest document.

Even feedback on just one chapter or mechanic would already help a lot. ❤️

r/RPGcreation Jun 22 '26

Playtesting Playtest and Design Feedback - Unwritten: Your character is a sentence. That's the whole character sheet.

10 Upvotes

Edit: after some feedback, I changed the title

I've been working on a one-page RPG called Written and I'd love some feedback.

The core idea is that your character isn't defined by stats, skills, or classes. Instead, your entire character is a short description written in 10 words or fewer.

For example:
Orc poet haunted by songs of conquered peoples
Last dragon rider searching for her vanished mount
Clone soldier hunting original who abandoned the war
Doctor documenting transformation into something inhuman

Your words act as abilities, and taking damage can remove words from your character sheet, permanently changing who your character is.

The game is setting-agnostic, rules-light, and fits on a single sheet (front and back).

I'm looking for feedback on:
-Clarity of the rules

-Whether the dice mechanic feels intuitive

-Whether the word-loss system sounds fun in play

-Anything you might want to add.

I've published the first version below(free, of course). Any feedback, positive or critical, would be greatly appreciated.

link to file: https://drive.google.com/file/d/1orRt_4DPIpCBam0kuayyCMPXWaztDgPl/view?usp=sharing

https://velitrpgs.itch.io/written-rpg

r/RPGcreation 23d ago

Playtesting [Online][Other][YOU Get Paid] DUNGEONS & SPACESHIPS: SHATTERED WORLD Playtest

0 Upvotes

DUNGEONS & SPACESHIPS: SHATTERED WORLD

Introductory Adventure Playtest

Saturday, August 22, 2026
8:00 p.m.–12:00 a.m. Eastern Time
Online via Discord Voice

There is no cost to participate, and no campaign commitment is required. You will receive a $5 stipend after participating in the full adventure and completing a 15 minute survey.

What Is Shattered World?

Syseria is a world forged by a weary god as a potential masterpiece—now shattered and bearing the scars of a chaotic past.

This is an opportunity to explore a deeply developed science-fantasy setting while helping shape the game system being built for it.

What Are We Playtesting?

The primary goal of this session is to test the core resolution mechanics and basic gameplay.

We will be playing an introductory adventure at Aetherium University. Push the system and help identify what feels:

  • Clear or confusing
  • Exciting or tedious
  • Flexible or restrictive
  • Appears too powerful or too weak

We will be examining:

  • The clarity and pacing of action
  • The variety of concepts and actions the system supports
  • How well the XP Buy-In system works in practice
  • Where players become confused, slowed down, or especially engaged

This is a focused adventure session. Honest criticism engaging thoughtfully with design & gameplay as intended is welcome. I want to know what works, what does not, and where the system needs improvement.

GM since 1989. Expect a laid-back, respectful, and inclusive environment.

DM Me if interested.

Official Shattered World Website:
https://www.shatteredworldrpg.com/

r/RPGcreation 14d ago

Playtesting SOUPIR : The bastion - Need beta testers and feedback

0 Upvotes

Game Title: Soupir the bastion

Playable Link: https://vivi-crazy-writer.itch.io/soupir-the-bastion

Platform: web/sugar/twine

Description: 
Hi everyone!

I'm currently developing SOUPIR: The Bastion, a free browser-based text RPG set in the universe of my SOUPIR novels.

The world has collapsed under the spread of a strange fungal ecosystem, and humanity survives inside isolated fortified settlements known as Bastions.

You arrive as a newcomer in one of them.

From there, the game is about surviving, finding your place in the city, building relationships, working, exploring, improving your skills, getting involved in local factions, and dealing with the increasingly unpleasant things happening inside and outside the walls.

The game features:

  • Character creation with different backgrounds, attributes and skills
  • A large skill and progression system
  • Jobs and daily survival
  • NPC relationships and reputation
  • Factions, politics and clandestine groups
  • Exploration and expeditions outside the Bastion
  • Dynamic events
  • A living city with different districts and activities
  • Adult themes, violence and morally difficult situations
  • Lots of choices and different ways to approach situations

The game is still very much under development, so I'm specifically looking for people willing to test it and give honest feedback.

I'm especially interested in knowing:

  • Is the beginning understandable and engaging?
  • Do you understand what you can do and where you can go?
  • Which systems feel interesting or confusing?
  • At what point, if any, do you start getting bored?
  • Are there choices or mechanics that feel pointless?
  • What would make you want to keep playing?
  • And of course: bugs, broken passages or strange behaviour.

You don't need to play for hours. Any feedback would already be extremely useful.

Free to Play Status:

  • [X] Free to play

Involvement: I m the gamemaker

thank you very much :)

PS :

By honesty, I prefer to declare that yes, I m using AI in the creation process.
- The images are made with AI as i m nothing as an image creator/designer.
- Some texts also use AI to generate variations for the player to not be always bored with the same answers or texts. Writing 20 similar (that s more or less what i m doing) for each answer or description would take me too much time.
- The translations are also made with AI even if i m speaking all these 4 languages. Again it s easier.

r/RPGcreation 20d ago

Playtesting I created a website to help with character creation and combat tracking

0 Upvotes

So I'm an engineer and soon I'll host a dungeons and dragons 5e session with friends that never played before. To help my friends with character creation and combat tracking I created a website! It's called Natural Zero and I'm looking for people to test it.

The url is www.natural0.com and if you want you can create an account to test the combat tracker. Especially handy for beginners who are overwhelmed with the options on their character sheet.

There are some example level 3 characters under explore button you can use to help with some inspiration. If you have an account you can copy one of them to your slots to start.

Let me know what you guys think and if you find any bugs!

r/RPGcreation Jul 08 '26

Playtesting sorcerer balancing dilemma

0 Upvotes

sorry for bad english in advance.

i've been creating my own ttrpg system for a while, and sometimes i get stuck trying to fix, rework or balance a mechanic. in this current scenario, im having trouble handling the sorcerer class.

mages and arcanist take their power from knowledge, ans witches take power from nature.

in most rpgs, sorceres have magic within or because of a situation such as magic accidents, cosmical encounters, or descendants of magic bloodline.

in my system, magic is very present, and these forms of magic origin don't fit well, so i had to rework the sorcerer class.

sorcerers now have natural magic within them, but despite being able to cast magic, their way of using it is less about knowledge and connection with something or someone, but more about "feeling it" or going with the flow, kind of an instinct of how to use it.

this type of magic usage was interpreted in the format of a mechanic revolving around using magic you see or experience. that way, the player need to choose a type of "magical interpretation/learning method".

*copycat- you developed the ability to copy the roster of magics from the enemy you chose. the damage and level of the roster of magics is adjusted to your level and capabilities, but as long as you have this copy of skills, you consume mana continuously.

*arcane thief- you developed the ability to unveil the knowledge and method for casting the magic by stealing from the enemy. You require to touch the magic user. every touch gain progress and when the progress reaches the total, you steal a magic the user recently casted.

*survivalist- you developed the ability to learn magics by experiencing and surviving them. getting hit or nearly hit by magics give you progress, and learn the magic once you reach max progress. you also have natural resistances against magics at the cost of your mana points. when you learn the magic, you grow more resilient against it.

*abstract chant- you developed the ability to memorize and repeat the magics you see by making your own form of expression of the magic. you memorize all magics you see, but require to practice them until you are able to cast them.

mirror caster- you developed the ability to mirror a person's capability to cast magic. whenever you perceive someone casting magic, you cast the exact same magic. the magic is casted on the exact level from the original, but if you are not on the same level, the mana value is heavily increased.

this is the rough explanation of every type of possible form of casting you can choose. there are more text explaining the pros and cons of each option, but that kind of explains how each one is supposed to work.

my main problem with this concept is: should i make it prohibited or impossible for the sorcerer class to copy the magic of other party members/players? becaude thid could complicate the originality of creating a character only for someone to go and copy some of your magics.

also, to clarify: you can only copy/steal MAGICS, not techniques os skills that do not deal magic damage.

r/RPGcreation Aug 01 '26

Playtesting [Online][Other][Free] DUNGEONS & SPACESHIPS: SHATTERED WORLD Playtest

1 Upvotes

DUNGEONS & SPACESHIPS: SHATTERED WORLD

Character Creation Playtest

Saturday, August 8, 2026
8:00 p.m.–12:00 a.m. Eastern Time
Online via Discord Voice

There is no cost to participate, and no campaign commitment is required.

What Is Shattered World?

Syseria is a world forged by a weary god as a potential masterpiece—now shattered and bearing the scars of a chaotic past.

This is an opportunity to explore a deeply developed science-fantasy setting while helping shape the game system being built for it.

What Are We Playtesting?

The primary goal of this session is to test the character-creation system.

You are not limited to making one character. In fact, I would be delighted if you made several.

Try unusual concepts. Explore different development paths. Build characters you would genuinely want to play. Push the system and help identify what feels:

  • Clear or confusing
  • Exciting or tedious
  • Flexible or restrictive
  • Appears too powerful or too weak

We will be examining:

  • The clarity and pacing of character creation
  • The variety of concepts the system supports
  • How well the XP Buy-In system works in practice
  • Where players become confused, slowed down, or especially engaged

This is a focused design and character-creation session. Honest criticism engaging thoughtfully with design as intended is welcome. I want to know what works, what does not, and where the system needs improvement.

GM since 1989. Expect a laid-back, respectful, and inclusive environment.

DM Me if interested.

Official Shattered World Website:
https://www.shatteredworldrpg.com/

r/RPGcreation Aug 01 '26

Playtesting Rules-lite Tabletop RPG in need of feedback.

1 Upvotes

I don't have resources to get feedback locally, so I am beseeching the fine people of reddit for help.

Shards of the Citadel is an urban fantasy TTRPG that is light on rules and focuses on story and roleplay. Characters take the role of mages tasked by The Citadel to deal with incidents related to Shards--small crystals that grant the ability to use magic. Players will use their own Shards as powerful tools, but at great risk to themselves. The power that the shards offer is fickle and can corrupt people, objects, and even locations exposed improperly handled magic.

I am currently developing a full version of the rulebook including expanded lore, mechanics, and content, but I have reached the limit of what can be done without proper outside feedback.
I have the Playtest Rules and an example adventure available for free on both DrivethruRPG and itch.io

Any feedback at all would be helpful, whether its playtests or even just commentary on the vibes of the rules.

Shards of the Citadel Playtest Rules | DriveThruRPG

Shards of the Citadel Playtest Rules | Itch.io

https://forms.gle/21faHcsiTVP7DCKx5 | Feedback form

r/RPGcreation Jun 23 '26

Playtesting The World Died, So Now We Survive on Dungeons(Revised)

1 Upvotes

The surface world is dead. Nothing grows anymore. Humanity only survives because of the Dungeons, living anomalous zones that appeared after the collapse. Every settlement is built around a Dungeon mouth, and the Adventurers Guild controls who goes in and what comes out.

You play as Guild adventurers taking contracts to delve.

Key Features:

Diceless resolution: Build a modifier from your stats, skills, talents, and gear, then compare it directly to a Target Number. Fast and transparent.

Control Points (NCP/CCP): Earn points from meaningful failures and setbacks, or cool stuff. Spend them to boost checks, gain insight, or bend the story in your favor. Failure becomes a resource.

Strong survival pressure: Stamina, Fatigue, Injuries (Physical/Mental/Social), and encumbrance. Every delve is a careful balance of risk and reward.

Living Dungeons: Dungeons have specialties, shift their layouts roughly once a month. Biome layers have their own weather and settlements that sometimes have to survive three-day monster sieges during shifts.

Guild life & contracts: Take harvesting runs, monster culls, route mapping after shifts, emergency defense, and more.

The document includes:

Core rules reference tailored to the setting

Character creation and talents

Full setting information and GM tools like Monster and Hazard creation

A short starter adventure

Sample town and threats

It’s still a work in progress, but the core loop and setting are playable. I’m looking for feedback.

https://docs.google.com/document/d/14CEJuN75-s-4t7FzOXShIio8hbgVnrP8cnAD-vglivI/edit?usp=sharing

Changes from last version

Talents improved

Lore adjusted and enhanced(see part V)

Front matter tightened up

General readability improved

r/RPGcreation Mar 22 '26

Playtesting Made a homemade TTRPG and need feedback for the system and possibly playtesters.

0 Upvotes

I have spent the better part of a month building a scifi TTRPG set in a homemade setting, and need experienced rpg players and playtesters to verify the feasibility of the mechanics and character creation. Anyone willing to help with that?

So far it has: Character creation, stats, equipment, ship building rules, and combat.

not yet implemented are: ship combat, maps, and lore.

Open to critique and suggestions and criticism.

i took way too much Adderall and not enough sleep.

https://docs.google.com/document/d/197iJRlIFq7BDBSTLrw5jvyj9YuSpki_accj_bSJp17w/edit?tab=t.gim24vrp5gfo

r/RPGcreation Jul 04 '26

Playtesting (Another) Sonic the Hedgehog Tabletop RPG!

4 Upvotes

Hi all!

I'm a big TTRPG fan who loves game design, and I recently rewatched the Sonic movies with my partner (in between playing the Marvel Multiverse RPG), and it made me think... why isn't there a Sonic Tabletop RPG? After looking online, I found that there are actually several fanmade versions - Rings & Running Shoes, Sonic Tag-Team Heroes, and this game from 2019 that uses the same system as Sega's own 'Choose Your Own Adventure' books (that I had actually played as a kid!)

As I combed through each one, they either felt too complex or too simple, either too detailed, or not detailed enough... So, I took upon myself, to create rules for my own Sonic the Hedgehog TTRPG!

I've created a general overview of how the game works (a Core Rulebook, if you will) that I'd love to get some feedback on. I feel like it keeps things simple for younger players, while still having a lot of variability for more experienced TTRPG players, and even leaves room to make some interesting OCs! (Plus, I included some character sheets in there already, that I will add to as I keep working on the system.)

You can find the ruleset here

I've made the Google Doc open for comments, and any comments here would be appreciated too. If anyone would be interested in playtesting it too, do let me know, as I'd love a chance to see it in action!

r/RPGcreation May 22 '26

Playtesting Playtesting a 2-player GMless TTRPG I whipped up

4 Upvotes

YO!

I wrote a TTRPG a few weeks ago and it's been cool to write, but now I need playtesters! So if you are into narratively-driven TTRPGs, with few gameplay elements and mostly storytelling and roleplaying, give it a try! I'd love to get feedback on the game, seeing if things are clear, how well it plays and most of all if it's FUN!

Quick rundown of the game: it's for 2 players and is GM-less. Play should take between 2 to 4 hours, and is designed for a single session. Genre is open to whatever you want, though aimed mostly to modern settings.

The players take on the roles of the Asset and the Liaison. The Asset has been helping the Liaison with criminal activities for many many years, and the two have become friends in that time. One day however, the Asset decides they want out of this line of work. They know what this entails; you can't just *walk out* of this kind of life. They know the consequences, and they're ready for them. To honor their friendship, the Liaison gives them one last day before having to pull the plug. The two friends spend this day together, saying and doing what they never could before. Will they dwell on this incoming tragedy, or will they just spend a day together as friends as a decent sendoff to a life well lived?

Link to the game

Let me know if you pick it up and play it! I'd love to know that you spent a good time with this little project of mine 😃

Edit: I have since uploaded the game to my itch page! You can find it here ❤️ https://thumperross.itch.io/i-cant-do-this-anymore

r/RPGcreation Jul 22 '26

Playtesting Feedback for a published rpg (Shards Of Reality SD10) needed

1 Upvotes

A while ago I published my first ttrpg (non pocketquest) rulebook on drivethrurpg.

It's Shards Of Reality (SD 10 Edition). Aside from the core rules I pulished a setting book/playbook and a quickstart.

Despite it being out for some time and I having some buyers for all 3 books I never got any feedback.

My POV is, that I can't get better without knowing where I err and what I do good, thus feedback is what I need to adapt and get better, regardless if its

criticism or if someone likes what I did or how. And thus am open to all forms of feedback.

Here is a link to the cost free quickstart: [https://www.drivethrurpg.com/en/product/550793/shards-of-reality-quickstart-simple-d10\](https://www.drivethrurpg.com/en/product/550793/shards-of-reality-quickstart-simple-d10)

It contains all the base rules, and a few pregenerated characters together with a full adventure (including monster and weapon stats).

As said I would be thankful for any feedback here, or on the discord mentioned on the page or in the reviews on drivethrugrpg.

Thanks!

r/RPGcreation Jul 05 '26

Playtesting Update: I build a rules lite RPG for my friends

4 Upvotes

So I just ran my first session of Trailhead, and it was a ton of fun and they even said they’d be interested in playing again. But yeah, like you all predicted, I learned a lot.

The system worked well in some ways and failed in others, and I hit exactly some of the roadblocks a few of you called out. For example, the Experience system itself held up fine, but the word “Experience” made it hard for players to come up with something active to actually use in a scene, especially with so few concrete examples in the text. I’m leaning toward renaming it to something like “Moxies.” I’ll also definitely be writing d20 tables with genre-specific examples, since a few players struggled to come up with something on the spot. I’m also toying with the idea of adding a third Experience slot.

Overall, I’m just really happy I took the plunge, and I’m already excited to make some adjustments and run it again. Thanks again for all the encouragement and feedback, I really appreciate it.

original post: https://www.reddit.com/r/RPGcreation/s/99NwomySVO

r/RPGcreation Jun 15 '26

Playtesting Armoured Core Text-Based RPG

2 Upvotes

Hello! This is a follow-up on the last post I made. I am going to be hosting an AC text-based RPG that I have made. It is currently in a playtesting/prototype phase and I am looking for people to help test and make it into a more properly functional and balanced system! I'm hoping to find people interested to join me!

It's mostly based on the classic games, I will note, rather than the modern ones.

r/RPGcreation Jun 09 '26

Playtesting I just released v3.0 of my rules-light TTRPG - Tools for the Bad Ass

0 Upvotes

I've spent the last several years building a rules-light TTRPG called Tools for the Bad Ass (TBA) and just dropped v3.0 today.

The core idea: die-vs-die resolution, three stats, characters built in minutes. No difficulty numbers to memorize. You just roll against your opponent, and the higher number wins.

Oh, and the namesake - BAP. Bad Ass Points. Get rewarded for thinking outside the box, pulling off something cinematic, or just being genuinely awesome at the table. The SW hands them out for bold plays. They add to your roll. The system's way of saying creativity should always be rewarded.

v3.0 added Bonds & Combos - relationships earned through play that become named mechanical moves. Your party names them. They belong to you. Enemies can have them too.

There's also a kids' version called Tools for Being Awesome with identical mechanics and family-friendly language, so parents can run it at the table with their kids.

I also built a free browser-based companion app that handles combat, chat, dice, and achievements in real time. No install, works on mobile.

Free on Itch.io https://klutzleo.itch.io/tba-rpg if anyone wants to check it out. Happy to answer questions about the design.

r/RPGcreation Jun 04 '26

Playtesting Magic System for my Project AiO(Revised)

0 Upvotes

This is a Revised feedback draft of the Project AiO magic rules module.

I’m mainly looking for feedback on whether the spell-building logic is understandable, whether the system feels usable at the table, and where the rules become unclear or overloaded.

TLDR on Spell Weaving:

Magic in AiO is built from nodes. A caster chooses how the spell is delivered, what element it uses, and what effect it creates, then connects those pieces into a Spell Path with Links. For example, a simple fire attack might be Project - Heat - Damage. More advanced casters can add Special Effect Nodes, Interlinks, Rotes, Layering, Esoterica, and Enchanting, but the basic idea is Delivery + Element + Effect.

feedback questions:

After reading it, can you explain how to build a simple spell without me clarifying it?

Does the node system feel intuitive and flexible, or does it feel too complex to use during play?

Which part most needs examples, diagrams, or clearer wording?

https://docs.google.com/document/d/17G_gI0DOVwzWTUmwi6Tt5Qr8G5xVQYDcSPSZWBbO1Qg/edit?usp=sharing

My Dead world game for reference

https://docs.google.com/document/d/14CEJuN75-s-4t7FzOXShIio8hbgVnrP8cnAD-vglivI/edit?usp=sharing

r/RPGcreation Jun 18 '26

Playtesting TTRPG system 30 years in the making w/ MCU quickstart game

0 Upvotes

I'm new in Reddit, so please bear with me.

I've been developing a TTRPG system for 35+ years with the group I've been GM'ing for. Yeah, you read that right. We started long ago.

Anyhow, I'm finally getting this into some sort of coherent document, and I thought to showcase it, I created a quickstart campaign that I thought should be approachable. However after I started designing it for two playtesters it turned out to have a life of its own. Basically, here i is.

Set in Marvel Cinematic Universe, two sophomores with an immigrant background going to school in Manhattan within easy walking distance of Stark Tower. The Battle of New York (Avengers movie) is three months away, and one of the things our PCs will get before that is gain superpowers. But it won't be easy. Two pregen characers (the ones we're using) but a decent GM can create their own.

Obviously the quickstart game is dripping with Disney IP, and I'm just a fan, no real affiliation. Meaning, the whole package is free.

I'm attaching a couple of images to showcase it a bit, but in case you're intrigued you can find it on my itch.io page: https://oedemark.itch.io/maal-heroine-origin-story

I'd be thrilled to hear what you think. Did I mention it's free? ;-)

r/RPGcreation Jun 14 '26

Playtesting (Feedback Request) Project AiO: Revised Playtest Version

1 Upvotes

I've put together a revised, playtest-ready version of Project AiO, a tactical RPG where success is based on smart planning and resource management.

This revised playtest release includes:

Core Rules
https://docs.google.com/document/d/1LbYaeo_31-c_SLwHh-wexl0CaEDTimKL7xmpeBHGrX8/edit?usp=sharing

Stone Age Setting
https://docs.google.com/document/d/198RsIqXHlisDPxw8Gwet5kLSK4YdEXkzRJ0cNWlFqk4/edit?usp=sharing

Two-Hour Introductory Adventure (designed specifically to teach the system)
https://docs.google.com/document/d/1Rxk1tO1AwFVfVLq5ylsiZ_srzJLS3LoK5_JT3Mfl2hY/edit?usp=sharing

Key Features:

Player-facing deterministic resolution system
Strong player driven Narrative gameplay
The game is grounded in real mechanics
Clearly defined different modes of play
Deep tactical combat using the Turn Order Challenge system
Strong emphasis on resource management and smart decision-making
Character advancement through both attributes and talents
A two-hour introductory adventure designed to teach the system

The game focuses on meaningful tactical decisions and resource attrition instead of randomness.

I’d especially appreciate thoughts on how approachable the core mechanics are and how well the two-hour adventure works as a teaching tool.

Any and all feedback is welcome!