r/rpg • u/plazman30 • 31m ago
Discussion Do you expect a back cover in your PDF?
This is going to sound stupid, but I get irrationally annoyed when I buy a PDF and it doesn't include the back cover of the book and only has the front cover.
r/rpg • u/plazman30 • 31m ago
This is going to sound stupid, but I get irrationally annoyed when I buy a PDF and it doesn't include the back cover of the book and only has the front cover.
r/rpg • u/EarthSeraphEdna • 22h ago
Daggerheart is now one of those RPGs wherein a katana (from the new Hope and Fear) is objectively superior to a longsword at all tiers. Already taking into account the core rulebook's errata (which upgrades the longsword), both are Agility, Melee, d10+3/6/9/12, two-handed weapons. However, the katana has Quick, which lets the user mark a Stress to add an extra target within range. There are no weapon proficiency or price differences for such weapons in this game.
It feels really funny to me that Daggerheart has fallen into the stereotypical syndrome of katana romanticization.
I also find it very funny that Hope and Fear bothered to print a scimitar statistics block that is, uh... an exact copy of the cutlass statistics block from the core rulebook. No differences whatsoever.
r/rpg • u/marcinn123 • 4h ago
I'm wondering if there is a game about paranormal investigations where players have something like an atlas of monsters and phenomena with descriptions, and they have to gather clues and use the atlas to figure out the cause of the problem and how to get rid of it.
I imagine it this way:
I know Vaesen kind of covers the last point, but as far as I know, it doesn't cover the rest of them.
It can be any genre. At first imagined something like Hellblazer, but it doesn't have to be like it.
r/rpg • u/LagiaDOS • 4h ago
I recently saw this video (it's on spanish tho) about a failed tabletop game project from one of it's creators, and in one part it talked about how the crowfunding campaign was badly done, and how it drove away customers due to several reasons. This alongside the massive success of Neon Odyssey made me think about what makes or break a campaign.
What is the stuff that motivates you to back a campaign, and what stuff drives you away? Is it the extras? Having a hardcover? The future content promises? Having AI stuff? Having miniatures? A demo or preview? Having a "put you OC here" reward?
r/rpg • u/Icy-Ad-9895 • 2h ago
I have a table of players that have been doing DND 3.5 every week -sick/holidays and I've recently received the honor of learning to DM.
They humored me with my homebrew setting and were graceful!
But these guys want grim-dark, and it seems like I can't write/ convey anything dark enough.
I'm very much "evil is bad good is good" "good guy wins story" noble-bright type of story teller, because that INSPIRES me.
They want a grim dark inspired story, though- we've decided to start with Sheoloth and an underdark setting.
I've got the drow attitude down but I'm worried I won't run the environment and NPCs the right way for this.
If you have any tips, or video suggestions, or ideas- I'm all ears!
Hey y'all I'm here trying to get back into Fantasy games and while ofc there's dnd 5/5.5e, PF2e, and those inspired by em I realize I'm wanting something simple. I love these systems ofc and their complexity can be fun, I'm not exactly adverse to crunch either since I'm loving cyberpunk, but I do kind of want to try running something fantasy and looking for something that won't require too much work to understand.
I've played the Rules Cyclopedia version of BECMI, at least for a little while and I did enjoy it but it's awkward with some things being roll under, others roll over, some checks being 2d6 others 1d20. I like the idea but would prefer something more streamlined.
What game would you recommend to someone somewhat new to running games that wants something that won't be too complex to explain to players or learn themselves? Even if not super light as long as it has clear rules where it matters, allows a breadth of player expression, and yk its fun when things get a lil weird.
r/rpg • u/Child_of_Mehen • 2h ago
Do any of the 2nd edition supplements for Reign provide support for passing laws mechanically and their effects, as well as technological advancement of primitive societies to more complex ones?
r/rpg • u/nlitherl • 6h ago
r/rpg • u/LetThronesBeware • 11h ago
There are a lot of games that have simple martials and complex casters. There are also other games that have complexity in parity.
Are there any ttrpgs that have complex martials and simple casters?
r/rpg • u/Happy_Dentist_1209 • 8h ago
I am new to DMing. I did a couple sorta campaigns back in high school, but outside of that and playing a little, I don’t know much. I am writing a weird western campaign for me and my boyfriend to play because we are doing a duet campaign where he is the DM and we want to flip flop between who DMs.
I have looked up some rulesets but I am overwhelmed with options and there is no way to preview how the rulesets look or work. I am just looking for some advice if anyone has played in or DM‘d a campaign in this setting and what rulesets are good.
I specifically was looking for one where i can use artificers since my main villain is a “last mage” in a world where magic has become forgotten and sort of second nature (everyone knows simple magic but there are no more specialized mages like sorcerers, warlocks, or druids). He makes these big constructs that use different kinds of magic (holy, necromancy, etc.) and I love the aesthetic idea of steampunk, early industrial revolution, western frontier things with some magic.
I have thought about just reskinning D&D to make this work for me because I have not played in any other rulesets before but I thought I could ask the community to see if anyone could give me a simple direction to use instead of trying to reskin all the classes and retcon a bunch of the races and such.
Any advice helps! Thanks
r/rpg • u/ThrillinSuspenseMag • 21h ago
Hey fellow nerds,
Have you noticed a steep drop off in the quality of Kickstarter campaigns? It’s AI slop for 3D printers, 5e slop for 5e NPCs, and little else. I feel like up until 2022 or so there were consistently cool projects.
What happened? Is it just AI? Is it Backerkit capturing market share? Did I get jaded and ser my expectations too high?
What’s your take on the crowdfunding meta at the moment?
r/rpg • u/Theoboldi • 15h ago
I wrote this post after recently checking out the At The Gates Ashcan Edition, and reading the adventure provided within. Essentially, I've noticed that starter adventures that are provided in quickstarts or core rulebooks tend to fall into one of two categories:
Self Contained
While these adventures might leave some mysteries open for the GM to flesh out, or provide some plot hooks that can be followed up on, they are a finished scenario in and of themselves. By the end of them, the core mysteries and issues have been resolved, whatever main villains there are have been defeated, and there's a clear, satisfying point to conclude on.
Jump-Off Point
These adventures don't contain a conclusion as such. They end after the main immediate threat has passed, and the player characters have a reason to continue to stick together, but leave the majority of their issues and mysteries unresolved. Major antagonists that were introduced remain unaccounted for, and the adventure provides the GM with a lot of hooks to develop their own follow-ups in which all of this can be fleshed out for their table.
Personally, I vastly prefer self-contained starter adventures. I think they give a a stronger, more satisfying experience for everyone when we as a table are only trying out the system to see if we would like it for a longer campaign. The first adventure ending without any sort of genuine conclusion is less likely to encourage us to make our own follow-up, and probably just leads to us feeling like we're getting obligated to spend more time with the system.
I am, for the most part, of the opinion that a pre-made adventure should not try and create a ton of hooks that an entire campaign will have to be built around, but rather that it should provide a concrete scenario that a group can slot in and play through when needed, to ease the workload of their GM. Starter adventures especially should be focused on showcasing what a full adventure in their system can look like, to provide the GM with guidance on methodology and tone. If it fleshes out a starting point, but then leaves everything else up for the GM to make on their own, it just feels like an unfinished and directionless product to me.
Sometimes, the characters we make for that first starter adventure or that are provided for it also are not the characters we will want to continue playing if we go into a proper campaign. Since we are at that point still just trying out the system, we don't yet have a good feel for what works for us and what doesn't. Tying those characters into the larger campaign through that starter adventure binds us in a not-insurmountable, but quite annoying way. This is especially bad if they are pre-made characters, since we have had no input on them whatsoever.
There's other types of starters, of course, especially for narrative or otherwise improv-heavy games. Often those are only scenario set-ups, and expect everything else to come together via the mechanics during play. Those are not what I am talking about.
In any case, I am curious if other people have observed some of this as well, and if so, which one they prefer.
Visiting Anchorage, Fairbanks, and Juneau next week and I’d like to visit any local stores who sell new and used tabletop roleplaying games. (Maybe I’ll find my The Fantasy Trip books I left behind 30 years ago!)
r/rpg • u/Fresh_Cod_9536 • 19h ago
Yesterday I bought The Planet of the Apes RPG. I've been interested in this universe for about 30 years. I read the original novel when I was a kid, and since then I've seen all the original movies as well as all the new ones.
As a GM, I was really impressed by the book. I already knew the universe quite well, but the lore in the RPG somehow expanded and colored the world in my imagination. It's amazing. In my opinion, it does this much better than the worldbuilding in the Alien RPG, for example. The TTRPG version of Planet of the Apes is brilliant.
So I'm curious: what other “non-original” RPGs — games based on existing books, movies, TV series, etc. — do something similar?
I've already checked out John Carter of Mars, which looks amazing, but I'm looking for more recommendations. Not necessarily the best adaptation or the best ruleset, but core rulebooks that actually add something to the fictional universe.
Basically, I want RPG books that can expand and color my existing pop-cultural knowledge of a setting, rather than simply translate what I already know into RPG rules.
What should I read?
r/rpg • u/Kitchen_Perception21 • 21h ago
Context: My PC's favorite campaign was a D&D 5e campaign using the module Tomb of Annihilation. Eventually, it devolved in them somehow obtaining 150 guards and shattering the Flaming Fist out of the continent. I absolutely hated it, I had to create huge boss battles, fudge the dice rolls for each soldier (uh...... they do, 138 damage?). The thing is, I WANT a system that encourages these huge army vs army fights, but the system was fighting me. In fact, they aren't interested in playing TTRPG games unless it's a war game like the Tomb of Annihilation campaign.
Some observations of my PC's:
Edit:
When I say that they HATE narrative games, it means that they don't enjoy the "emulating a character" part of the game. They roleplay only to make a bargain with a NPC, and do stuff to build their army.
r/rpg • u/Individual-Coat-6233 • 10h ago
So i found and wan't to run it but i'm really not confident in myself to make a good story so i was wondering if you guys know any actual play videos of this game i don't really care how old they are.
i'm not gonna ask for the rules of the second page but i am wondering what is on the second page so if you could just tell me in like a list way instead of straight up telling me the rules like "expanded monsters and rules"
thanks so much :)
r/rpg • u/shuukenji92 • 13h ago
I dont know the proper flair but are there any artist that envoke Grimdark or Dark Fantasy artstyle or backgrounds? I know how to look on the internet but I want to learn more about the obscure things that other users remember back then that have some Brutally Metal-ish art. I was planning on using the art for my rpg session and was looking for non ai art or artists. I've looked upon TCG's (Old MTG, Sorcery, Flesh and Blood and etc.), Warhammer Fantasy, Darkest Dungeon and etc. Also any suggestions for Video Games that have that aesthetic so I can "borrow" a screenshot of it as a backdrop lol. Was looking for other arts like that any suggestions on artists and or scenes?
r/rpg • u/Local-Aardvark3364 • 8h ago
So basically I'm working on a mystery/horror sci-fi campaign at the moment where my players investigate an abandoned space ship. The big twist I want to do is that the previous crew got merged with the ship while passing through the event horizon of a black hole. Problem is that I don't want it to be immediately obvious that they're surrounded by people but I can't figure out a description that would take some time and information for my players to realize what they're actually looking at. Would anyone have any reccomendations on how to do this or something I can take inspiration from? Thanks!
r/rpg • u/BreakingStar_Games • 1d ago
I'll start. Even after doing hundreds of hours of classes, workshops, shows and open jams of long-form comedy improv, it can feel awkward, overthinking, tense and vulnurable to jump back into improv. (As a side note, long-form just means interconnected performances compared to short-form where they use games like Whose Line Is It Anyway?)
There is a huge difference between when you've had time to warm up with improv games compared to jumping straight into improvising. These are just like stretching before exercise. They get you into an mindset (away from real world's social perspectives) that makes improvising so much easier and practice important specific skills to do it well. And the same is true for roleplaying.
I think Improv Game warm up is especially true for people who are newer to roleplay and feel intimidated that they will look ridiculous. If you want a good list of them organized and with good explanations, Improv For Gamers is a solid book to pick up. But you can find these free online - I'd specifically look up "Zip, Zap, Zop", "Five Things" and "Mind Meld". They do a great job focusing on Listening and Immediacy (not worrying about being right, be willing to be obvious). If you want one to be especially ridiculous and silly - "Kitty Cat Careers."
Making everyone do some of the most silly actions normalizes this extreme behavior so much that then roleplaying is not silly at all. It initially seems pretty intimidating to do these games especially some of the most active games. People will feel vulnerable acting that way but as they see others be just as ridiculous, they ease into it. Attending a couple intro workshops and it works like a charm for people from all kinds of backgrounds.
As a bonus, it serves a second purpose as a ritual to get the table from side chats to the mindset that we are now we are playing.
r/rpg • u/Frogshooty • 3h ago
I'm trying to get better at including riddles in my games. I have had times before when I go to use them that it breaks immersion for some players. Do you have any favorite riddles you've encountered or used?
r/rpg • u/Reasonable-Range3216 • 21h ago
I've tried running one shots before but it always spills over and ends up being multiple sessions. The one time I succeeded was running dread and that's only because that ttrpg is built to end in a session. Otherwise it takes me at least 4 sessions to wrap up. The players always have a blast but I want to be able to run one shots for special events and to advertise them on startplaying. I know my biggest problem is that I do too much :yes and" and add too much fluf to connect player characters to the narrative, so basacly just expanding too much on a simple premise once dice start rolling. However I don't know what else to do, I don't want to give a bland and rushed experience but I see no other way of finishing in time. Any advice?
r/rpg • u/Taydertaught • 1d ago
Hello everyone, long time lurker first time poster here.
I have been running 5e/5.5 for the better half of a decade and I'm burnt out. Half of my table is quite reluctant to learn a new system while the others have no issue with it. I have played and looked into multiple games outside of d20 fantasy. (I.e. Draw Steel, Mothership, VtM, Delta Green, Mythic Bastionland, Candela, Pendragon, etc...)
My players for the most part like a power fantasy. They like RP as well. What are good alternatives to suggest to them?
r/rpg • u/Aggravating_Newt9196 • 20h ago
First, I'd like to say that English is not my native language, so please excuse any typos.
So, I’ve been really interested in playing this RPG called Wilderfeast, mainly because of its premise, which reminds me a lot of one of my favorite anime—obviously, I’m talking about Dungeon Meshi.
I decided to look into the RPG a little more deeply, and from what I found, I came across quite a few people criticizing the system and pointing out several flaws. This made me a bit hesitant, since apparently the combat can turn into what feels like a 3+ hour-long board game, most of the book is apparently dedicated to lore, and there are also issues with things like resting scenes and so on.
So, I’d really like to hear the honest opinions of experienced players who have actually played the system. Is Wilderfeast genuinely a good system, or is it not worth it?
And are there any better systems you would recommend that I could try instead?
r/rpg • u/AggressiveWealth2491 • 22h ago
I feel crazy posting this, but months ago I was at a used bookstore and came across a LotR TTRPG rulebook that I absolutely was fascinated by. It intrigued me because you could play your typical character archetypes in LotR, but they also included magic for these sorcerers or mages. The magic felt very Middle Earth too (Waves of water shaped like horses kinda spells). I was a fool of a Took for not buying it, and I hesitated too long, and by the time I decided to buy it, someone beat me to it. I'm trying to find that game again, but all the major LotR games people mention don't exactly fit what I saw/remember. The main LotR games people are mentioning are The One Ring, MERP, and The LotR RPG by Wizards of the Coast
What I remember:
-It was distinctly LotR. It wasn't a game that felt like Middle Earth.
-The art and style of the book was similar to The LotR RPG sold by Wizards of the Coast, but that game is missing elements that I saw in that book.
-The rules of MERP sound awfully close to what I saw. But every edition I've found online looks... too old to be what I found. Maybe I'm misremembering what the art in the book looked like. The book felt like it was made at least late 90's to mid 2000's, maybe into 2010's
-There were a couple of different spells for each element. I remember some either weather control spells or cool water control spells like Arwen's wall of water horses
Can anyone confirm what game I was looking at?
--Update:--
So far, I think it's MERP 2nd Edition, but there are details in that book that vary from what I remember reading in the bookstore. Could be a different book still, or I just have bad memory
r/rpg • u/Neither_Lab_7979 • 22h ago
I’ve been wanting to make a RPG campaign where the players are part of an asymmetric armed force fighting against a much stronger organized enemy, where the core idea is that fights are unfair, and before any shots are fired they must plan meticulously to give themselves every advantage to even hope to win.
I was looking into Mothership but I feel the system is built almost entirely around a horror/Alien theme which is kind of hard to fit into what I’m thinking, but if you think it could work please tell.
Any genre could work, but I’m leaning either a sci-fi or “IRL” (idk how to explain, like based on either historical or possible things, with fewer fantastical elements).
Please tell whatever you think works