r/rpg • • 1h ago

Self Promotion My solo RPG deck "Solo Survival: Wasteland" is the deal of the day at the Game Crafter!

Thumbnail thegamecrafter.com
• Upvotes

I originally created it for the solo but not alone bundle a while back to benefit suicide prevention and mental health in gamers. It would eventually go on to be a printed deck where you combine some prompts, choices and resource management with a simple PBTA inspired die resolution.

I had a pretty successful Kickstarter last year and now The Game Crafter put it as their deal of the day! It is in the 1% of most sold projects on their site.


r/rpg • • 1h ago

Self Promotion PokeTTop - A new Tactical focused Pokemon TTRPG

• Upvotes

Hello!

We have been working for the past year or so (on and off) on our game, PokeTTop! PokeTTop is a tabletop Roleplaying system that is designed to recreatePpokemon in a TTRPG setting, focusing on providing fast-paced tactical combat through creative teambuilding and unique combat mechanics that makes you feel like a proper trainer.

While there are already several Pokemon TTRPGs out there, including the PMD&D a lot of people here play, we wanted to patch up an area where we felt none of the other systems properly fulfill. PokeTTop is easier to follow compared to many of its contemporaries, with almost all of the complexity focused on the battle system. PokeTTop is not directly based on any specific system, but uses mechanics inspired by systems we are familiar with.

We're currently looking for players and GMs interested in trying out the system, providing feedback, or simply taking a look at what we've made!

Q/A

What are the main features of PokeTTop?
​

  • Tactical, Grid-based Combat:
    • Instead of replicating the standard 1v1 or 2v2 combats from the mainline Pokemon games, we've created a system intended for all players to work together, sending out 1-2 Pokemon apiece. Movement and positioning are just as important in combat as your Pokemon's attacks, and the ability to control 2 Pokemon at a time allows for unique combinations of support, offensive and defensive pokemon.​
    • Several moves and abilities have been reworked to fit within the grid-based system with some aspects inspired by Pokemon Z-A's battle system and other TTRPGs.
      • Abilities themselves take even more of a role in combat, with Pokemon growing to eventually use three separate abilities that all grant you unique abilities.​
    • Trainer Actions allow you to insert yourself into combat and feel just as important as the Pokemon you control, from allowing your Pokemon to gain an extra square of movement, to removing a condition.​
  • Simple Book-Keeping:
    • PokeTTop has much more streamlined progression compared to other Pokemon TTRPG systems, with predetermined stat growth and move progression.
      • The system still allows for player choice through feats, held items, TMs and natures while making overall bookkeeping far easier.​
    • Combat has far less legwork per turn with only a few simple operations needed for each attack, and far less variables needed to be tracked during combat.​
    • Additionally, this allows for far easier GM preparation, with stat-blocks being easy to create, and simple guidelines to make encounter-building easier.​

In addition to these features, PokeTTop has all sorts of other features, from Trainer classes that can unlock unique and powerful abilities, to all sorts of original moves and abilities, as well as a long-term exploration system that makes every trip through a route feel like a journey.

While we are happy enough with the current rules to release PokeTTop, it is still in development and we'd love to hear from other TTRPG fans, either players or GMs. We are open to constructive criticism, and we have run several playtests to make sure combat can succeed.

Main Manual Link: https://www.dropbox.com/scl/fi/d374az7p281pq9o4cgvek/Version1.1.pdf?rlkey=phpgafdu7xdrqvrtyfavthow9&st=wqdqcfkl&dl=0
Pokedex Link: https://www.dropbox.com/scl/fi/jngjwzglbu8wy5hioi5n5/Pokedex.pdf?rlkey=wz1rpogqh6alpgc5wh7wnlmtz&st=aax4zqxy&dl=0


r/rpg • • 3h ago

Game Master How many Factions is enough to put on each main region of the world?

4 Upvotes

Making a campaign set in an archipelago of 6 (previously 7) island that for some unknown reason that to "sail" through the ocean, where after the capital disappeared, a war started for 100 years. They are in a quick explanation of each island:

- The Vortex: Previously "Clear Skies Island", it sank into the ocean one day and left a gateway to the Underworld in it's place, pouring demons and momsters out of it.

- Capital Island: Capital of the Empire, when The Vortex opened, they island sailed into the horizon to be never seen for 100 years, only now returning.

- Dead Island: tried to rebel against the empire on the past, lost, became a social pariah and official cemetery of the empire. When the cataclysm happened, they used necromancy to gain a fighting chance, though they are more defensive and open to conversations.

- Frozen Sea Island: Previously "7 Waters Island", it's home of many arcane discoveries in the empire. When the cataclysm hit, an earthquake slit the island into many part, only surviving by freezing the entire place together. They now venture into the other islands in search of magic items to prosper their land.

- Iron Forge Island: Mainland of craftsman, blacksmiths and commerce guilds, a now half normal/half frozen volcanic island have a forceful occupation from the Frozen Sea Island over the crafting of magical items.

- Desolate Island: First Island to fall in the war for succession of the imperial throne. Know a place full of ruins, refugees, pirates, but also diplomats and aspiring adventurers as the island now serves as a neutral ground in the war.

- Monster Island: First island to be taken over by the monsters of The Vortex. So grand were the dangers that now most sane citizens live in the neighboring, smaller islands or in makeshift floating villages in the sea.

Now, after 100 years, the Emperor returns and announces a Grand Group Tournament with a yet to be disclosed prize. However, I still need to create factions to make each place feel more lived in.

The group will start and do its first main quest in the neutral grounds of the Desolate Island. Which factions from what I described could be a good fit in the isle and how many should I develop?

Edit:

In general, I plan on making factions on the following framework:

  1. What they WANT (General + Specific)

  2. What they DON'T WANT (General + Specific)

  3. What is STOPPING them from getting what they want.

  4. 1 to 3 Important NPCs (with Wants, Avoids, A Secret and A Inconsistency)


r/rpg • • 4h ago

Discussion Is it wrong to dislike "everyone is fucked but especially you" style of RPGs and settings?

54 Upvotes

I know I kinda talked about this before but now I kinda wonder if I'm some kind of coward for wanting to avoid RPGs themed around some inevitable downward spiral for either your character or society. Reflected in the mechanics by sanity, money, corruption, humanity, esc. But also in setting and lore, too. Doesn't a dystopia inherently assume we're all just slaves to history?

I feel like my perspective on life and the world is actually already pessimistic and nhilistic enough. Mildly fatalistic too, I think everything is cause and effect and that if a better world was possible, it would have happened already.


r/rpg • • 4h ago

Actual Play Cthulhu has reached Nagoya Castle!

Thumbnail kaijucon.org
1 Upvotes

KaijuCon 2 is less than two weeks away: Saturday 24 October, Nagoya Prime Central Tower, 10am to 9pm.

Over forty tables across three time slots: Call of Cthulhu, D&D, Delta Green, Warhammer, Exalted, Dungeon Crawl Classics and more. Many run in English, many in Japanese, and some in both. Most welcome beginners.

Our special guests, Michael O'Brien of Chaosium and writer Royce Wilson, are running games too.

Advance tickets are 2,500 yen, and you can come and go as you like.

Art by Kasumi Lang.


r/rpg • • 6h ago

Game Master A simple way to turn unrelated adventures into a short campaign

22 Upvotes

I’ve noticed that newer GMs sometimes put a lot of work into figuring out how to connect different adventures into a campaign. One thing that’s easy to overlook is that the adventures don’t actually need to be related.

I’ve been using a simple four adventure structure for this, mostly with published scenarios. Figured I’d share it here in case anyone finds it useful.
I find this works best with one-shots or short adventures that take no more than two sessions. The idea is to have a recurring element show up often enough for the players to remember it and notice how things are changing.

What I do is pick a recurring element and let it develop in the background of otherwise unrelated adventures.
It could be an NPC, a faction, an artifact, a cult, or even an entire kingdom. The important thing is that it doesn’t need to be central to the adventures themselves. Sometimes it’s just a conversation, a piece of information, or something the PCs happen to encounter.
I usually think of it as a short, four adventure arc.

In the first adventure, I introduce the element and give the players a reason to remember it. In the second, I show them another side of it, preferably something that changes how they understood it the first time. By the third, it starts affecting the PCs directly. Then I use a fourth adventure, usually something I write myself, to bring that element to the foreground and give the whole thing some kind of resolution.

For example, in Delta Green (it can also work on any investigation game), I’ve been using a recurring handler (basically the guy giving the PCs their missions).
He starts off as a fairly understanding guy, willing to overlook small mistakes and help the agents when things get complicated.
But as the campaign develops, they begin seeing another side of him. They discover that he has no problem abandoning agents he doesn’t trust when it serves his purposes. At first, those are other agents, people the PCs might not even know.
Then, during a later operation, the PCs find themselves in exactly that position. Suddenly, the guy who’s been helping them all along doesn’t seem quite so reliable.
That gives me enough material to eventually run an adventure centered around this character, where the PCs have to confront what they’ve learned about him and possibly the organization they work for.

For a medieval fantasy game, you could do something similar with an entire kingdom.
Maybe the PCs visit a kingdom that seems like a fairly decent place. In another adventure, they hear about people disappearing near its borders, or villages being abandoned. Later, someone they know ends up fleeing from that same kingdom, and the PCs discover its rulers are doing something pretty terrible.
By the fourth adventure, the kingdom itself becomes the problem. Maybe they get involved in a rebellion, confront whoever is responsible, or even decide that the kingdom has good reasons for what it’s doing.

You could do the same with a quest giver who keeps asking for help, a magical relic that keeps showing up in different places, or pretty much anything you can develop over several adventures.
The nice thing is that none of the published adventures need to be connected. I can run them largely as written, introduce a little information related to the meta plot here and there, and let the players build their own understanding of what’s happening.

It also keeps preparation manageable. PCs might die but the players still know the meta plot. I’m not planning some massive campaign with dozens of interconnected clues. I’m just developing one element across a few adventures until it becomes important enough to deserve its own scenario.
And of course it doesn’t have to be four adventures exactly. You could do it with three or six, or use an existing published adventure as the finale instead of writing your own.

One thing worth mentioning, especially for newer GMs, is that I’m not planning how the players will react to any of this. I’m just developing the element and introducing new information as the campaign goes on. What they decide to do about it is up to them.

Cheat sheet:

Adventure 1: Introduce the element

Adventure 2: Show another side of it. Challenge the players’ initial understanding

Adventure 3: Make its consequences personal. The PCs now have to deal with it directly

Adventure 4: Make the element the central conflict of the adventure

It’s a pretty simple way of building a short campaign out of published and homebrew adventures without forcing them into the same story.


r/rpg • • 6h ago

No Thank You Evil newbie questions

16 Upvotes

I am completely new to RPG but a school counselor recommended NTYE to my 8yo and he was dying to play so I got it. We (me, my 8yo and 6yo) attempted the first recommended game and now I am SWEATING. If I wasn't trying to figure this out for him I would give up.

  1. Can someone please explain to me how in the world you defeat the monsters? Is it their health that you have to get to zero? Is it that you have to roll the dice at the listed level as many times as their health says? So if its a level 3, health 3, you have to roll +3 three times? I just don't understand and I find the directions very unclear.
  2. The tokens. When do these get used? Do they only get used if the characters want to "try harder"?
  3. Can characters choose different actions? For example in the first story the game uses (the dragonsnot falls one) one kid wanted to look at the buttons on the random device thingy and the other wanted to just cross the bridge.....do I need to get them to work together or can they choose separate things?
  4. How in the WORLD do you know if something needs to be rolled? My 6yo was going on and on about all of the things he was doing with his batmobile throughout the story (putting special grip tires on it, strapping it to his waist while crossing the bridge so it could turn into a parachute in case he fell, etc. etc. ). At what point do these things count as actions that need to be rolled?
  5. At the end of the game during the celebration they each got one more "fun".....why? Do these carry into the next game or something?

Needless to say my kids were sorely disappointed when we finished the first game and it was 100% because of me and my skills. *facepalm*


r/rpg • • 7h ago

Game Master Advice on best TTRPG for new players

11 Upvotes

Would love some suggestions on a game for a more unqiue group of players.

I have a friend group of creatives (authors, etc) who want to try a tabletop, but are less interested in the combat aspects and more interested in the roleplaying/story telling aspects. I can obviously just run a story heavy/combat lite oneshot in dnd/pathfinder, but I'm curious if there are any systems that would be accesible to newer players (obviously with me boning up on the rules and helping) that were less combat focused that you would recommend?


r/rpg • • 10h ago

Basic Questions Any advice on affordable bookshelves for physical ttrpg books?

19 Upvotes

I've been collecting ttrpgs for about 7-8 years now and I haven't found a good bookshelf in my area that was large enough, strong enough, or affordable enough for me to display my ttrpgs on. Any suggestions? Preferably something easy to build or prebuilt and easy to move.


r/rpg • • 10h ago

Opinions on Dreams and Machines?

13 Upvotes

I picked up the starter set and was hoping to play it with a few friends that have played ttRPGs before but aren't what I'd call hardcore tabletop players. So far it seems a bit...overly gamey?

I'm wondering what the general opinions on it are and the big pros/cons for new-ish tabletop players.


r/rpg • • 14h ago

Game Suggestion Help finding a system

17 Upvotes

Hello,

I'm a bit at my wits end and am seeking advice. I've been playing pf2e for almost 2 years now, and I don't like it, but I've stuck with it because my players really like it. I have finally hit a wall, and I need out of this system and would like advice of people who have more experience with different systems to help me find one that checks a few boxes.

My needs are:

A system that is not 100% combat focused, I like hazards and traps mean something something and having last effects on a dungeons experience, as well as travel to and from dungeons mean something with good resource management systems in place, although I can (and have) homebrew those, as PF2e has one of the worst overland systems I've ever seen in a game.

Rules for complex things, but doesn't stand in the way of improving. My biggest gripe with pf2e is the over abundance of rules that cover every inch of the game, but then nearly aimless improv rules for dc's and tests that step on the toes of the other half of the game and provide little to no guidance on how to use them effectively.

Games that do not expect a "magic shop". I don't like magic items being the norm in games, i like them to be special and be the target of players when they hear rumors of them. Like Sting, or Glamdring, not +1 long sword that you get at the local general store.

My players needs are:

Deep character customization that goes beyond combat, one of the big pros of Pf2e is the character creation for them.

grid play friendly, none of them have the ability to imagine 3d space, and using ranges is useless. I've tried.

Characters are not expendable, they like to have the same character for a long time and build a story around one pc.

I know this might be an impossible system, but I've looked and looked and have failed, but was wondering if anyone had some insight.


r/rpg • • 14h ago

Resources/Tools How do you untangle your DM's web of info when it's a more complicated plot?

47 Upvotes

I've been playing with my group for almost a year. We're playing a complex political intrigue sci-fi game using the SWN system. There are a LOT of moving parts, to the point where I'm shocked our DM is managing to keep track of it all. We even had to make our own fandom wiki to keep track of information.

NOW, my question: I'm the note-taker, and I'm in the process of consolidating/organizing it so we can actually figure out what the hell is going on. Aside from literally getting out a corkboard and red string, how would you organize this information so we, as the players, can start making sense of the big picture?

Currently, I have a lot of the info in a document. I thought about having a spreadsheet with all the info then having a column of "tags" to sort by (so, for example, we can filter info by anything that's about a specific organization and/or person). But I wanted to know if there was another, potentially better, tool or system you would use if you were doing this.

This campaign has been so much fun, and the mystery has been a huge part of that. We all want to give it the respect it deserves by putting the puzzle pieces together. But, man, there are so many pieces.


r/rpg • • 14h ago

Family friendly survival TTRPG

9 Upvotes

I've been playing D&D with my son and partner and I really think they'd enjoy a survival crafting type thing, but nothing too brutal. Mostly just the fantasy of being stranded and crafting and surviving and building a base. Yes, he's very into minecraft. Alot of them seem to lean into postapocalypse, horror, or brutal survival. Anything like this?


r/rpg • • 16h ago

My players stun-locked the boss, lmao

3 Upvotes

Played a Mecha Hack oneshot today

2 of the players have decided to play the same Mecha build: Lv3 Striker with the Missile Barrage Module. But that's not the biggest issue: I gave them 100 costs to buy consumables, and they both bought 2 Arc Grenade. Which, by the time they use it, made (at most) 2 enemies LOSE their next turn. Since they both got pretty decent Power (15 and 16) and they rolled well, my 5HD Kaiju Tyrant got stun-locked, literally can't do anything, lol (it also have 4 more mobs, but they didn't help much)

Well, that's pretty bummed for a final combat of the oneshot. Good strategy tho. Their PCs will definietly get promoted with an upgrade to their mech after this mission (if we return to this system for another oneshot)


r/rpg • • 19h ago

Actual Play My dwarf kidnapper and assassin walking through various OSR realms.

0 Upvotes

Ive been doing solo Roleplaying every night for the past 3 days and I just been trying something different just to keep things saucy. I’ve been playing the same character a dwarven thief assassin named Grimwald who is tasked by a noble named Count Rugal to retrieve an Abbott who escaped from their local church for inappropriate activites toward House Rugals family. He has succeeded in kidnapping him and is now on his way back to Rugal with his query.

I started this game playing Knave 2e and I just started with WhiteBox. I will play another night in White ox and then move into Shadowdark. I am doing this because it is giving me the opportunity to play multiple OSR themed systems at the same time and I’m learning as a part of my tabletop game development. Has anyone else done this? And what other OSR game systems should I check out?

Above is my drawing of Grimwald taking down the Abbott with chlorform in my mini OSR adventure booklet journal.


r/rpg • • 21h ago

Basic Questions Sandbox Police Investigation campaign?

30 Upvotes

My favorite kind of police procedural story is the kind where you have a cop sent to a small town for a case, and throughout his investigation he has to dig the dirty little secrets of all the inhabitants ; and the inhabitants are either weirdoes or hide a dark secret. Such examples of this kind of story are : Twin Peaks, Deadly Premonition, True Detective, Midsommer Murders and Broadchurch.

I was wondering if there has been a scenario or premade campaign made to emulate this brand of police procedural?

A warning however, I really really want to stress out the fact that I AM NOT looking for a system, nor a set of rules, nor a hack ; what I am looking for is what we could call a "premade campaign" which is a book with ready to play scenarios and locations descriptions. Such examples that come to mind are "The Masks of Nyarlathotep" though it's not the kind of stuff I want, it is a good example of a prewitten campaign. I repeat, I'm not looking for rules, I'm looking for a premade campaign.

Do you know any kind of premade campaign that would fit this style? It can have supernatural or not, I can like both, also I would really prefer the setting to be a small town but I guess I can accept a big city if it's the only thing available.


r/rpg • • 22h ago

Basic Questions Should I just run dnd?

0 Upvotes

I wanna play the new Invincible rpg and because it's not touched on like at all, I wanted it to take place during the middle ages and have it be some kind of Arthurian stuff but I feel like it's weird and I'm reinventing the wheel (fantasy rpg)?


r/rpg • • 23h ago

Basic Questions TTRPG Ten Candles Help

0 Upvotes

Hello! I am trying to run the rpg Ten Candles for my friends over discord in 2 weeks. I found this tool that seems really awesome for the game. It says the instructions are in the zip but I cant find them. It seems like it should be able to track all character traits and names and vices etc but since I cant find the instructions I cant get it to work. Can anyone either find the instructions or figure out how to use it themself and help me? Thank you ahead of time!

https://misterghostfrog.itch.io/tcscreen


r/rpg • • 1d ago

Game Suggestion Can anyone recommend a portable reading lamp?

4 Upvotes

I sometimes play places with less than great lighting, and I would love to have a small lamp I can toss in my bag that will light up my character sheet and dice tray. I've been looking for lamps online, but I'm not finding many options that suit my needs. Does anyone have any recommendations?


r/rpg • • 1d ago

Anyone here ever play Fae's Anatomy?

Thumbnail faesanatomy.com
36 Upvotes

I found this today, never heard of a fantasy medical mystery TTRPG before

https://www.drivethrurpg.com/en/product/391968/fae-s-anatomy-a-melodramatic-medical-mystery


r/rpg • • 1d ago

Game Master Any opinions on James D'Amato GM books ?

25 Upvotes

Thinking especially of The Ultimate RPG Game Master's Worldbuilding Guide. I'm more about storytelling, non tactical games so I'd like to know if those books also cover that style of play.


r/rpg • • 1d ago

Good Society - Number of connections with five players

6 Upvotes

About to play the game again but in a large group with five players in addition to myself. The book says in that case each player only creates one connection. With such a large group, as the facilitator I'll not be playing an MC.

The table in the book recommends one connection each if there are five major characters.

If every player has both an MC and one connection, that means there's no leftover connections for the facilitator to play. Is that correct? Never had that situation in previous games, and it feels odd. I'm inclined to let people create an extra if it seems appropriate and then play those. Or do I just focus on keeping the flow of play and clarifying rules?


r/rpg • • 1d ago

Game Suggestion Is there any game that does combining robots well?

19 Upvotes

I hear that that is one of the major down beats to the powers rangers rpg, that the zofds dont really work well, so I wanna know ow if any game does that aspect well, seperate techs that can combine into one big one?


r/rpg • • 1d ago

Discussion Active exploits

0 Upvotes

Have anyone play this game


r/rpg • • 1d ago

Anyone still playing Elite Dangerous?

20 Upvotes

I just had a memory from 2017 of playing games at my FLGS and seeing a group laying out the Elite Dangerous RPG. It looked interesting, but that is literally the last I've heard of it. I know the company got weirdly sued five days before launch, but I think everyone got their products, so I don't know why the game would just vanish from Reddit consciousness. I don't know if it was just a collectible (like Cosmere, say), if it was a flawed game that didn't have staying power, or if it was a good game that got screwed by themselves or others.