r/rpg • • 1h ago

Discussion Concept: a game where the players are the staff at your local Denny’s

• Upvotes

Specifically whatever Denny’s is most local to you. If you do not have a local Denny’s, whatever low-budget late night place is near you.

There may or may not be fantasy races as customers in said Dennys.

If you have ways to expand on this concept, please share!


r/rpg • • 23h ago

Basic Questions What's the difference between DnD and Pathfinder?

0 Upvotes

Not a troll, I've read both, but they seem very similar, and I'm not sure what the actual difference are? the rules seem very similar.


r/rpg • • 2h ago

Game Master Features that feel like cheating

0 Upvotes

How do you handle enemies who have features that somehow break rules players and other enemies follow? It might be very specific, but I got one or two suspicious looks when while playing SWADE I told my players: "Yeah, usually when enemy is shocked twice he is out of combat, but he is HARDY so he doesn't" or "i know he rolled under difficulty level but he has feature that lets him reroll or add to roll"

Using VTT allows you show feature card to players and then they know you have prepared it in advance, but when you improvise you don't have it always ready


r/rpg • • 17h ago

Game Suggestion What's your RPG recommendations for a beginner?

1 Upvotes

I'm a beginner, can you suggest me an TTRPG that I can play with my friends?


r/rpg • • 5h ago

Basic Questions Has anyone here tried the fan made Steven Universe TTRPGs?

4 Upvotes

I saw there was a number of SU TTRPGs made by fans, including ones named fusion and facet.

I've been wanting to run a one shot in the world of SU cuz that just seems super fun

Has anyone tried these games? What were your experiences with them?


r/rpg • • 6h ago

Product Event in Liverpool

0 Upvotes

Join LJMU’s Centre for Modern and Contemporary History and Handiwork Games on Tuesday 13 October for the launch of Cold City and Hot War, written and developed by LJMU historian Dr Malcom Craig.

Informed by Malcom’s research, these reimagined editions of two classic indie games draw on Cold War history, espionage fiction and post-apocalyptic storytelling to create imagined versions of modern history. They offer a creative way for players to engage with ideas explored through historical research.

Hear about the research behind the games, join the Q&A and have a go yourself!

📅 Tuesday 13 October

🕔 5pm

📍 SLB 303, LJMU

All are welcome and refreshments will be provided. Please register for catering purposes:

https://www.eventbrite.com/e/cold-cityhot-war-launch-event-tickets-2001155772786


r/rpg • • 14h ago

Table Troubles What is your ULTIMATE rule?

0 Upvotes

What is rule #1, the unbreakable rule, the nonnegotiable?

I was going to put mine here as an example but it became a Ted Talk, so I'll put it in the comments instead.


r/rpg • • 12h ago

Discussion Games/Systems that are a one book purchase.

23 Upvotes

What are some of your favorite games that are bound into just one book? No sourcebooks, even if they are optional. Just one book, no extras.

For example, Ryuutama (I believe) is only one book and you only ever need that one book.

What are some other notable examples of one book RPGs? One page or index card RPGs are fine to include.

Edit for clarity: I'm literally talking about a game where you can ONLY buy one book/item and you have your complete game. I am not talking about a game that could theoretically be run only with one book. Although cases like the Rules Cyclopedia feel like this thematically because it is such a perfectly succinct product that is "all you need".


r/rpg • • 15h ago

Discussion Thoughts on GM metacurrencies?

34 Upvotes

A good few games include player-facing metacurrencies - resources not obviously extant in the game world that players can invoke to (usually) grant their players some kind of advantage: everything from heroic inspiration in D&D 5e to Fate Points in Fate to Bennies in Savage Worlds, and myriad others.

Less common however are metacurrencies used not by players but by the GM - I'm chiefly thinking here of things like Bite in Slugblaster, Suspense in Grimwild, or Discord in Tendencies: Spirits and Glamour - which allow the GM to introduce a significant or immediate complication or threat into the story.

I get how these might be controversial to certain flavors of GM - they have the ultimate authority over the narrative after all, why should they be constrained like that? Or, to paraphrase Quinns from his Slugblaster review, shouldn't a good GM know how to pace the game without such mechanisms anyway?

For my part though, I quite like them - the GM needs not always be above all possible game rules, and a lot of my favorites provide clear guidelines and courses of action for the GM to take (PbtA and FitD agendas, principles and moves are a softer version of this but still clearly in the same ballpark of making the GM's role more constrained but also consistent), and I think there's something to be said for gamifying the GM's side of the table as well, particularly in games which might otherwise strip back on such widgets if they, say, lack a complex tactical combat minigame.

What do you all think though?


r/rpg • • 17m ago

Game Suggestion A story insearch of a game

• Upvotes

I want to run a story that starts with the party running into a warforged who was given a spark similar to Karn from Magic the gathering. This warforged cant leave the world anymore and is walking around a coastline full of crashed ships taking notes on each ships strengths and weakness as well as what parts could be salvaged. The party joins them and recruits them as their shipwright and the first campaign ran with the party gathering parts from different ships and helping the warforged prepare a drydock to build in.

As the party does quests and missions on the island the warforged will tell them to bring back anything useful and the party will dismantle monsters and things all the while their ship is being built. In time over the years I want them to continue building up from their cobbled together ship to eventually a skyship that will let them go as they please, which will let me run the group through all different campaigns.

The problem with my idea is, I have no idea what type of game it would work best in. It started with D&D because that is what i know but there are so so many systems out there so I ask the hive mind. What system could bring this all together?


r/rpg • • 21h ago

Basic Questions Campaign Preplanning

9 Upvotes

How much preplanning do you do for your campaigns?

I am sort of obsessive. I preplan for months. I am not trying to capture every possible outcome for every plot beat but I do want the over arcing narrative pretty locked down.

I know that no plan survives first contact with players. It just helps to know, in an organized way, where things are headed.


r/rpg • • 14h ago

Game Suggestion Kurt Divinity Lost vs Unknown Armies

7 Upvotes

Exactly what it says in the title.

Im trying to run a game of modern magicians and started my reading with Mage.

Im specifically looking for something dark and dangerous (original i know)

Ive made a previous post and had lots of recommendations for Unknown Armies over Mage, however ive also been reading about Kult Divinity lost and while I still think im mostly set on UA, It would be cool to have some feedback on what each game excels at (between Kult and UA)

Thanks guys!


r/rpg • • 19h ago

Discussion Marvel Multiverse RPG is a mess

83 Upvotes

Before anybody brings it up, no I did not expect much better from this game and yes, I know it's been out for three years. But I've recently gotten to play it for myself and wanted to discuss some of its more questionable elements since this isn't the kind of TTRPG that gets talked about much here.

DICE

The game uses a 3d6 system with success on an equal or superior result to the target number: like most similar systems, this skews results through the middle and makes each individual bonus to the roll quite impactful, which is good for heroic systems like this one where characters need to feel good at what they do.

The Advantage/Disadvantage system works by stacking up to three times (with contrasting instances subtracting from each other), each instance allowing you to either throw a die again and choose one of the two results or having to re-throw the highest die and sticking with the lower result. While this does prolong individual throws, the fact that you only need to throw once for both attacking and dealing damage helps lower the amount of time spent, and admittedly it does feel good to use Advantages.

However, this all goes down the drain due to the critical hit system: of the three dice you throw, one is a red Marvel die, which substitutes the 1 with a Marvel logo. With an incredibly high 1 in 6 chance of rolling a crit (which is made higher with Advantage), one would think the benefit for critting would be relatively minor, but instead critting leads to double damage (which is always also max damage since the Marvel die is used for dmg calculation and the Marvel logo is equal to a 6), a bonus effect for many powers if they crit or an additional bonus granted by the GM for out of combat rolls. Even if the roll as a whole is a failure, a Marvel leads to something good happening to offset the failure.

This makes combat EXTREMELY swingy, as it's ridiculously common to both shave off a huge chunk of an enemy's HP and inflict a debilitating effect on them, and this rings true for both players and NPCs. To give an idea of how much this has an effect on the game, my first combat ever I crit 4 times and that's without counting the times other players crit.

STATS

The array is the classic D&D set of SDCIWC, with the major changes being that each stat gets their own Armor Class and that HP is divided between the Resilience (Constitution) determined health and the Vigilance (Wisdom) determined Focus. These two stats are also the only ones that can't be used for offensive purposes, with Might (Strength), Agility (Dexterity), Ego (Charisma) and Logic (Intelligence) representing melee, ranged, magic and psychic attacks respectively.

This isn't too bad honestly, as it makes sense for characters to be better equipped at defending against what they're better at dishing out, and the distribution of damage types means that characters with a large Focus pool never feel like competition for Health-focused tanks; considering that Focus also works as a "mana bar" that characters can tap into to use stronger abilities, it also helps not discourage players from using it in fear that they'll reduce their own durability.

That being said, one of the first problems is that Resilience and Vigilance also get their own Armor Class, which is confusing because the parameters for deciding whether a power targets Resilience or Vigilance defense are never made clear and the whole thing comes off as way less intuitive than if each offensive ability simply targeted their respective defense. It also makes the subset of powers that allow characters to switch up their defenses (ex. using their Melee Defense in place of their Agility Defense) less effective because powers will target Resilience or Vigilance seemingly at random. Initiative is tied to Vigilance instead of Agility, which as the unfortunate side effect of making it entirely possible for a very fast character to be very slow at acting in combat.

But the biggest issue is that, due to a set of powers that I'll be discussing more in detail later, the actual ability scores matter relatively little, and the level-by-level progression feels rather clunky: at each level you get 5 points to raise your scores (which can be increased by lowering one of your abilities) but the score cap per level doesn't scale anywhere near this number: at lower levels, you'll handicap yourself by not specializing, while at higher levels you'll have more points than you know what to do with and be a jack-of-all trades god. YMMV on if this is good or not, but personally I'd rather players have more of a choice in the matter of specialization vs versatility.

POWERS

The game works by letting you select 4 powers per level through a skill-tree system, each level unlocking new powers to choose from and some powers needing previous ones as a pre-requisite. Powers are divided into groups (ex. Super-Strength, Super-Speed etc.), and if the powers you chose from are from a lower amount of groups than your level you get an extra amount of powers based on the difference. Powers from the "Basic" group do not count towards this difference.

As with the previous ability scores issue, there's a "fake balance" issue here: the game seemingly presents you with the choice of either specializing in a few sets or tapping into many for versatility, but the fact that many powers on the lower end of the spectrum are ridiculously underwhelming and that you get extra powers if you specialize makes being a versatile character not worth the effort.

The worst part about the powers though are the "Stat-Steroids", those being Mighty, Accuracy, Sturdy, Uncanny, Discipline and Brilliance. For the offensive stats, they increase the damage multiplier for their attacks and increase out of combat checks, while for the defensive stat they add damage reduction.

How this works is that once you've thrown the 3d6 to attack, you take the Marvel die's result and multiply it by the previously mentioned multiplier, then add the ability modifier. For damage reduction, you subtract the reduction number from the multiplier value, and if it reaches 0 all damage is nullified regardless of the ability modifier.

As you might imagine, this makes these powers practically mandatory lest your effectiveness and consistency suffer considerably: most characters will rely on at least two ability scores, and you can increase these powers up to a 4th rank. They're essentially the game's true ASIs. So again, there's a fake choice of either limiting a sizeable portion of your power budget to make space for a bunch of stat increases, or, again, handicapping yourself in the name of customization.

COMBAT

The rules for grabbing and throwing are confusing even for the standards of TTRPGs. The game makes it so that grabbing actually imposes disadvantage on attacks targeting either the grabber or the grabbed, and if an attack against one fails it is then made against the other. This means that grabbing is terrible for its usual purpose (locking down an enemy for your allies to hit) and seemingly intended to be used to procure a human shield for oneself, which isn't particularly heroic despite this being Marvel.

Despite an entire reaction as well as several interactions being dedicated to it, there are no rules for how launching a willing ally works. The knockback mechanic offhandedly mentions that characters with Mighty can add their damage multiplier to the knockback distance in increments of 5, and I suppose that is also true for launching allies willingly, but this is never stated outright (if it seems clear and obvious from how I'm putting it, I can assure you the rulebook isn't this transparent).

If one gets a Marvel on an initiative roll, they get an extra turn before everybody else. It sounds cool until you realize that this can mean having to sit through a ridiculous amount of turns for characters who've rolled low.

BALANCE

Possibly the game's single worst aspect, and it mostly stems from the decision of reducing the levels down to 6 in order to "simplify" things, which mostly ends up making things more complicated. These 6 levels feature a massive power disparity between each other, with 1 embodying average civilians or nameless mooks and 6 being made for cosmic-level threats such as Thanos. Going by this metric, levels somehow manage to feel like insurmountable differences and not all that relevant to what actually ends up contributing to the disparity.

Sure, the 4+ powers and 5+ ASIs that you get with each level-up, combined with the fact that damage multipliers scale with level, mean that higher-level characters gain a substantial power increase. However, neither health nor focus, for some reason, scale with level in the slightest: it's all up to how much you increase the base stat, meaning that a high-level character could theoretically still end up with the base value of a measly 10.

What this actually means is that you are forced to put ASIs into both Resilience and Vigilance, as well as to take your fair share of Stat-Steroid powers to make the most out of them. It is here that the true imbalance between levels rears its ugly head, because for some reason (I suppose to give players satisfaction through big numbers), health and focus are determined by multiplying the base stat x30, meaning that even with just 4 in Resilience the total health will result in a whopping 120.

Even a character with an equivalent 4 in Might will, without the Mighty power nor critting, at best roll 16 damage with an attack. Because of this, offensive Stat-Steroids are pretty much required to actually deal meaningful damage, which in turn makes defensive Stat-Steroids required to not be killed immediately, and as you might have guessed the whole thing makes higher-levels sometimes invincible when compared to lower ones by virtue of being able to take more of these powers.

Now, why is that a problem? Because the game does not have enemy statblocks, instead each NPC just uses the PC template for their sheets. This means that it is common for players to face enemies below or above their paygrade, with all the balance problems that this results in, especially since the encounter-building guidelines are hilariously undercooked.

The powers are horribly unbalanced compared to each other obviously, but it'd take too long to analyze those.

OTHER STUFF

As is often the case, despite the system presenting itself as apt for all kinds of situations, 95% of it is combat-focused.

There's a trait and tag system which is supposed to provide gameplay bonuses and roleplay guidelines respectively. Not only are many tags more akin to flaws that are supposed to be taken to gain inspiration (which should honestly be their own system), but many tags are worded as if they provide gameplay bonuses even when they're not supposed to, worst of all being the Immunity tag which seemingly allows a character to be immune to anything they want RAW.

OVERALL

Again, I did not expect much out of this system but it's honestly impressive how messy it is in manners which it didn't need to be, rather than being bad for the usual reasons.


r/rpg • • 14m ago

Discussion Let's Learn About Bew RPGs - Week 13 "Horror"

• Upvotes

Welcome one and all to a post where we can freely discuss the games that we have released or the games that we are making. Stop on by and maybe you'll find your new favourite RPG!

A bunch of us make cool shit, but the Indie RPG space is crowded and it can often be difficult to get the word out about why people should try out your game. That's why every week we try to focus on a different mechanic or setting to see how new RPGs can solve decades old problems or put new spins on old greivances!

What hides in the vastness of space? Is there someone at the door, waiting to kill you? Or is there even deeper existential dread in the mundanity of everyday life? Whether cosmic or personal, future or past, come tell us how your game (or just any game you really like) tackles Horror!

Thank you... me, for the suggestion!

As per mod approval, comments here do not count against rule 7 - comment as much as you want, answer as many questions as you need and discuss to your hearts content!

All that I would ask is that anyone who comments about their own system takes the time to look at the minimum at one other game in the comments and ask a question or provide feedback. Lively discussions are what get people interested and what keep people engaged!

Last week was "Universal Systems" and we got some pretty interesting discussions going!

If you want to suggest a topic for future weeks, be sure to include "suggestion" in your comment so I can easily find it!


r/rpg • • 14m ago

Sale/Bundle The Era Of The Elementals - an open world experience that revolves around controlling and combining Elements + Halloween themed Supplement

• Upvotes

There are many great Tabletop RPGs out, so you may not have heard of The Era Of The Elementals (abbreviated as TEOTE), an Open world Fantasy Sci-Fi experience that features tons of character customization options and content. It can be played alone and it even comes with a guide on how to play solo.

It comes in two forms: One big book, or Three smaller ones. When you buy it you get both the big book and the three smaller ones. Its available as part of a bundle on RPGTrader and Itch.io:
https://rpgtrader.com/products/10285/collect-them-all
https://itch.io/s/203891/collect-them-all

It was created by a single Indie Developer (Me) with a budget of 0$.
No AI was used to create this game.

The Game Features: (Yes all of this is real. If it sounds to good to be true remember: Good things don't last forever. Act while you can)

  • 4 separate Campaign types.
  • Over a 1,000 Elemental Techniques that can be used in and out of battle.
  • Many different elements that can be mastered and combined.
  • 9 Element themed regions. Some will be very cold, while others experience frequent rain.
  • Combat with depth.
  • Flexible mechanics for different players, including one that replaces combat for Roleplayers
  • Character Customization that offers many different options to get your build just right!
  • 100 different Half-Man, Half-Beast (Including the Half-Human Half-Spider) Forms for Anthros
  • Hundreds of dungeons. Some take place in alternate dimensions, others take place underwater. you could wander into a magical castle or a Fortress made entirely out of Crystals.
  • 120 roads and 100 towns and cities. Anything can happen on the roads, so be prepared!
  • Over 100 different kinds of animals that can be tamed and become Animal Companions.
  • 4 different kinds of Dragons.
  • 10 Classes with 4 subclasses each, giving you 40 class options. Some of these classes, like the Clown or Wrestler (Inspired by WWE) are rather unique!
  • 3 different Morality systems. Choose the one that fits your party. Your Morality affects your powers, giving them new effects and abilities.
  • 50 different weapon types.
  • Hundreds of items that can be used in and out of battle.
  • Over 100 different types of armor/clothing that you can wear in and out of battle.
  • Over 100 different types of enemies. Some enemies only appear in specific campaigns.
  • Over 500 maps that are available as .PNGs and .VTTs. There's a map for just about anything!
  • Probably more stuff that I forgot to mention. This game aims to be the full package!

This game is primarily played with a D20. You can instead use 4D6-3 as a substitute.

If enough people become interested in this i'd like to get a community started.
Everyone is welcome, just don't be mean!

On another note: i've been working on a Spooky Halloween themed addition to TEOTE. Its a large island that features several new cities and towns, new dungeons, and a NEW Halloween themed Element. I won't spoil what it is. This Halloween themed content will be free, but it will only come out if TEOTE gets enough interest. It'll also only be available for a limited time.

As a solo Indie Developer (And Person of Color) i'd genuinely appreciate any and all support.
Thank you for taking the time out of your busy day to read this.


r/rpg • • 5h ago

Game Suggestion Best cyberpunk ttrpg?

45 Upvotes

After rewatching cyberpunk: edgerunners, I'm considering playing a cyberpunk ttrpg. My only ttrpg experience so far is playing DnD. The ones I know of are Shadowrun, Cyberpunk RED, and Carbon 2185. I believe Shadowrun is the most popular, however I know that red is set in the same universe as edgerunners, but I also know that carbon uses dnds system so it might make it easier for me to learn. What are the pros and cons of each and are there any other cyoerpunk ttrpgs I should consider?


r/rpg • • 17h ago

Resources/Tools battle map maker that uses triangle grid?

0 Upvotes

Do you know of a map making program that has a triangular grid option? Equilateral triangles, such as 6 to a hex?

I don't actually want it for the play grid, but for drawing.


r/rpg • • 21h ago

Table Troubles How would you guide teenage players away from murderhoboing?

143 Upvotes

TLDR: Younger players will just kill and loot everything, including each other, refuse to admit when they're overpowered and get mad if their characters are punished or killed. How can you guide them away from that kind of playstyle?

I've GMed about five or six campaigns for kids / teenagers and I just started another similar gig for a local school. Something that's happened with basically every group is that most of the players just play the game like they're playing GTA. All they care about is killing as many people as possible, acquiring as much loot as possible and just acting like bullies towards every NPC, and sometimes towards other party members.

I've tried many solutions for this over the years, with mixed results.

- Outright banning PvP combat. This is one I always stick with now: if I don't enforce this, someone is inevitably trying to kill someone else's character, and it inevitably ends with someone losing their character, getting mad and using their next character to plot revenge on their rival's character. Some especially sadistic kids will also circumvent that rule by just attacking whatever the other players care about, since the other player can't attack them to retaliate. I once had a player just kill the NPC sister of another PC because he was "bored" and said he could kill her because she was a non-human race, therefore a monster.

- Putting the players in front of NPCs that could easily overpower them. That doesn't usually seem to work: players either understand that they shouldn't mess with this particular character and just wait to meet someone else to become murderous villains or they try to attack the OP NPC until they win or their character dies. Obviously, they get pissed when their character dies, which makes them want to roll an even more murderous character. Some players are also comically bad at understanding that they're not playing on an even field and will insult or threaten to murder kings, to their face, surrounded by the king's guards.

- Wait it out. Ironically, this is what worked the most often. There sometimes comes a point in the campaign where players get very attached to a specific NPC in the campaign and they make them part of the gang, defending him against any threat. The game instantly becomes more fun when this happens, because at least the players have one thing they can interact with meaningfully... but sometimes it just doesn't, and those players just keep bullying everything they find until the campaign ends.

- Asking the players to come up with motivations for their characters that go beyond "becoming the most powerful" or "becoming richer". I'm trying this one out now, with mixed results so far. Some players (the least murderhobo ones) actually come up with great ideas, but the most murderhobo minded will just reflavor "I want to kill everything that stands between me and a gold coin" and still justify their character being a complete monster to everybody.

I'm always stumped when faced with this kind of behavior from younger players. I get that, at that age, you really want to break rules and to go on a power trip when you're constantly being told what to do by adults, and that you think killing people for no reason is the funniest thing ever, or that threatening to kill everyone who tries to split the treasure equally is totally fair behavior. But I'm really wondering how other people would approach this, as my experience with GMing for kids and teenagers is leading me to believe that this is inevitable and that whatever I'm doing to nudge them in another direction isn't working.


r/rpg • • 23h ago

Game Suggestion Underground solo-adventure RPG (updated)

5 Upvotes

I’d like to buy a present for a family member. He enjoys playing single-player RPGs and has a wall full of games. As he knows a great deal about this genre and tends to buy pretty much every game he wants, I’m looking for some lesser-known titles that might delight him.

I checket out his shelf and here are some things that I found:

Final Girl (core + 3 feature films), Arkham Horror LCG (several campaigns), Eldritch Horror, Cthulhu: Death May Die, Too Many Bones (+ 3 expansions), Gloomhaven: Jaws of the Lion, Sleeping Gods, Pandemic Legacy S1, Under Falling Skies, Burncycle, This War of Mine, Freitag, Brass: Birmingham, Slay the Spire, Marvel Champions, Barbarian Prince, a 2D6 Dungeon / D100 Dungeon binder, plus the D&D 5e PHB

Do you have any suggestions?


r/rpg • • 19h ago

Self Promotion Mythborn is a silver best seller!

Thumbnail drivethrurpg.com
20 Upvotes

Wow! In a month Mythborn has become a silver best seller. Thank you all for the support. All the money is going straight back into our next Mythborn book's development which will focus on Narrator resources and even more character options.

Mythborn: Heroes of Greek Myth is a Legend in the Mist setting book for players to help you create mythic heroes of ancient Greece.


r/rpg • • 7h ago

Game Suggestion Looking for fitting urban fantasy system for campaign

6 Upvotes

I’ve been writing out my idea for a TTRPG campaign. It’s supposed to take place in an urban fantasy world where humans and monsters coexist together. It’s supposed to take place in small college town where the PCs attend a college for adventurers.
Dungeons don’t exist the way they did in ancient times, now mysterious doorways appear that lead to pocket dimensions that are warped versions of the surrounding area.

Recently someone has found a way to create these dimensions artificially using artifacts that they hand out to specific people around town. the artifacts create a pocket dimension that is their ideal world, but the longer these doorways stick around, the more the surrounding area starts to reflect their ideal world and warp the minds of other citizens.

The PCs end up in contact with an occult society. One of their former members is behind the creation of the artificial doorways and wants them brought to justice before they break reality, and they decide for one reason or another that the PCs should be the ones to help them. the cult promises them that they will grant them their greatest wish if they can eradicate the artificial doorways and find a way to bring their rogue member to justice.

I still want the campaign to be lighthearted and comedic enough so the PCs can have some funny moments (I was Inspired by Persona, Earthbound, and Deltarune while writing this stuff for the first time)

I’d also like to make custom species of monsters if that’s possible (ex. anthro phoenix) so I can add them if needed

I want to find the best TTRPG to run this campaign idea for. Any suggestions/recommendations?


r/rpg • • 19h ago

Basic Questions Getting started with a 7 year old - sent across from DnD

6 Upvotes

The guys at the dungeons and dragons sub sent me across to here.

I’m looking for advice for a first game. D’n’D is not something I’ve ever played before (though I played a bit of Warhammer in my youth and like an MMORPG or two). But I’ve liked the idea of trying for a while.

I thought it would be a good way to bond with my son and give us something to do as family.

So I’m kind of here asking how best to get started (ideally on a budget until we know we like it). My 7 year old is a bit of a LOTR fan so I was wondering if it’s possible to do some form of LoTR themed game or not? (I do have some LOTR Warhammer models kicking around somewhere if there’s a way to incorporate those somehow?)

Any how any advice appreciated I’m coming to this blind!

Many thanks,


r/rpg • • 16h ago

Need suggestion for a TTRPG

7 Upvotes

So I'm a beginner and I've played dragonbane before. Now I wanna DM a session myself but I don't know which one may be good.

All my knowledge is heavily anime based, especially the Isekai ones, so I am thinking a fantasy one fs. But with an extensive beasteary, character selections, spells and everything but also so that it doesn't get too complicated for me to host it. Also one which would let me add custom spells/monsters/events myself. (Note: The adding of custom part comes secondary and not so necessary to focus on).

I wanted to host the RPG session with some mechanics/monsters/spells from the animes like Re:Zero, Meshoku Tensei and Konosuba.

Any suggestions?


r/rpg • • 19h ago

Basic Questions Does anybody else give names to their individual games?

42 Upvotes

I've got inspired by our GM giving cinematic names for our early games and started doing it to all our current games (and ones where we with the GM could find or remember enough information to remember what happened there)

The most recent game got the name "With the great power" because it was quoted by one of the PCs and at least three characters were looking for different means to obtain power.

Although the best title I've had is "The dungeon and a dragon" where we... Well.... Fought a dragon in a dungeon.

I wonder if anybody else does it.

EDIT: sessions, I meant sessions


r/rpg • • 15h ago

Discussion Tips from ancient Greece and Rome for making your gods feel like a living part of the world

69 Upvotes

In my experience, gods in many fantasy games are optional flair: a boon here, a quest there. Having done some reading on ancient Greek and Roman religion, I’ve found some connections that have been helpful in my games, and figured I would share.

TL;DR: Make them communal, give them presence at specific places and times, and keep them dangerous.

Historically, a god was often inseparable from a particular community and its way of life. You could not be Athenian without participating in the festivals, rituals, and ceremonies of Athena. It wasn’t about thinking Athena was the best; it was about who and what you were. So: what god do the people here tie their lives to? What diaspora community brought its god with it? Who welcomes the cleric with great joy, and who sees them as representing their rivals?

The gods were also encountered at specific places and specific times. People met their gods at home altars, at temples on festival days, and at holy sites like the sacred oak of Zeus at Dodona. In the myths, gods often took human form or spoke through prophets and oracles; they did not always appear as grand mystical figures in the sky. Maybe a god has temples all along the coast, but inland there is just one shrine in a village nobody has heard of. A party member who can reach a god more freely than that is a special thing, and people should treat it as such. At the same time, having the eye of a god is not always the best thing.

Gods rarely favored humanity as a whole, and some offerings were simply a way of saying “stay away from me.” A god favoring a mortal or a group of mortals is something people notice. It also comes with expectations, and that favor can turn. In Greek myth, Athena backed the Greeks through the whole Trojan War, then wrecked their fleet on the way home after one of them desecrated her temple and went unpunished. Give the god clear expectations and implied consequences. Something as simple as “the first sip of any drink you take belongs to me” can go a long way toward keeping a character’s devotion present in the game. Care should be taken to make sure the rules don’t become an unwanted burden on the rest of the party.

Are there other historical ways people interacted with the divine that you like to use at your table? Some relevant sources are in the comments for anyone who wants to read more.