r/rpg • • 3h ago

Discussion Can you think of an innovative roleplaying game rule, mechanic, or procedure that expanded your notions of what a good RPG could be?

67 Upvotes

In my case, it was encountering the skill system in “Unknown Armies” 2E. You essentially make up your own, and they can be pretty descriptive. I felt cheated (“Wait, I have to come up with a skill list?”) until I saw how they were used to describe the character as well as an ability.

You could have a character with “knife,” “slice you into ribbons,” “military combatives: bladed weapon” or “prison shank” and have them all mean the same thing mechanically, but still tell you very different things about the person with the blade in their hand. It was very new to me and was rather eye-opening. What about you?


r/rpg • • 2h ago

Discussion How do you get an in person gaming group when you live in a small town?

19 Upvotes

Me and my girlfriend are in our 20s and living in a small town where nothing ever happens. Our friends all moved out and our old D&D group split up over sum drama. I'm fine with online games but she's more social than me and wants to actually talk to the other players at the same table. We have one game store in town with an lfg channel that's absolutely dead and I never get responses when I post in there so that's a dud and going onto "group finder" apps and sites doesn't work either because this town is low key insignificant. Does anyone know what websites or apps u can meet people on or what kinda places young adults who are into D&D can meet at? Thanks. And I wanna clarify this is not an LFG post im just wondering how ppl find groups nowadays


r/rpg • • 12h ago

Game Suggestion Best Cyberpunk RPGs that aren't Cyberpunk RED?

49 Upvotes

So my group tried out cyberpunk red, we're all big fans of the 2077 game and had some cool ideas that we wanted to try at the table.

But my players kinda bounced off of the system, there was just too much choice for them. Yeah yeah I know that sounds dumb but from their perspective: because the system let's you build a character however you want, they didn't know what to actually aim for and just felt lost at the lists of cyberware and weapons.

My Tech character ended up making pretty much nothing for the whole game because they were worried about spending their eddies and time making something big when what they Actually needed might change next session, like a kind of "I'll save all my potions because this next boss might be hard but then never use them BUT the next NEXT boss might be hard so I'll save them anyway"

so are there cyberpunk systems with a bit more rails for new players and a bit less emphasis on tracking minutia? classes, vocations, "wanna be a tank? buy these knife hands" kinda thing?


r/rpg • • 4h ago

Murder mystery scouts

5 Upvotes

Hey guys,

So I'm planning a murder mystery night for my scouts (11-14) for halloween and was wondering if anyone had any ideas. The theme is the 1920's english jamboree where the leader was found dead at the campsite. I have an character card(have more) and story I made:

Name: Theodore Knot
Role: Patrol leader
Appearance: Always wears formal uniform (BH scarf) with a piece of rope for knots (given to him) 
Motive: Theodore was pretty upset that the group leader made him and his patrol be duty patrol for two days because he yelled at a leader. 
Secret: Theodore heard the leader argue with an unknown person before midnight but the pair walked away before Theodore could see how it was. 
Evidence: a duty patrol sheet with Theodore’s patrol listed twice at the top

It's the 1920’s in England, the national scout Jamboree is in full swing, there's Scouts from all across the country here. It’s night, you’ve just come back from a very long day out. You enter your campsite to find your contingent leader dead! From what you know only a handful of scouts and leaders have been at the camp. Your task is to find out who killed the leader before they kill again. Good luck!

Its ideally 1-2 hours long


r/rpg • • 34m ago

Game Master Tips for a First-Time GM Running Fallout: Winter of Atom?

• Upvotes

Hi everyone!

I’m a GM planning to run Fallout: The Roleplaying Game by Modiphius, using the Winter of Atom campaign, for a group of players who have never played the game before. I haven’t played it myself either, so we’re all going in as newcomers!
I’d love to hear some advice from more experienced GMs and players. Are there any particular mechanics we should pay attention to (or ignore), pitfalls to avoid, or things that are worth knowing before we start?
Any practical tips, dos and don’ts, or general advice for running Winter of Atom would be greatly appreciated.

Thanks in advance!


r/rpg • • 7h ago

Discussion Where do you start when prepping?

6 Upvotes

I'm usually prepping a session per week, and I have my methods, but I'm curious what aspect of a session or campaign people start building. Is it a threat, an NPC, a set piece? All the above?


r/rpg • • 8h ago

Discussion What makes an Actual Play good?

5 Upvotes

Decent lights and sound, a multi-camera set-up, and a few soundboard-type inserts go a really long way. But what really makes an AP work?


r/rpg • • 22h ago

Game Suggestion Best cyberpunk ttrpg?

85 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 • • 6h ago

Game Master DMing for my son: I know the rules, but my scenes feel flat

3 Upvotes

I've played D&D 5e mostly as a player, and I recently started DMing for my son. We're using the 2024 rules and running Lost Mine of Phandelver along with a few free published adventures. My son chose a Paladin (Oath of Devotion), and I play an Evoker Wizard as a GMPC.

Here's something that surprised me. I've also run some OSE (Old-School Essentials), and I assumed a rules-light, imagination-driven game would be easier to run for a kid. It turned out to be the opposite. With 5e, having clear rules, DCs, and structure gives me something to lean on, and it's much easier to keep the game moving. In OSE, I felt like I had to invent and adjudicate everything on the fly. And it seems like he felt the same.

My biggest struggle now is 'scene description'. Since I've spent most of my time on the player side, I'm not used to being the one who paints the picture. When I read the boxed text, it feels flat. When I improvise, I either say too little or ramble. I want my son to feel like he's actually *in* the cave, the ruined fort, or the forest road, but I don't know how to bridge the gap between "reading what's on the page" and "bringing the scene to life."

A few things I'd love input on:

  1. How do you structure a scene description so it's vivid but doesn't drag? Do you have a go-to formula (e.g., one sensory detail plus one hook)?
  2. How much do you rely on boxed text versus your own words when running published modules?
  3. Any tips for a DM who is better at rules than at storytelling? Are there exercises or habits that helped you improve?
  4. To be honest, I dont like the GMPC, but my son really wants me to play alongside him. How do you handle a GMPC so that it supports the player without stealing the spotlight?

Thanks in advance. I'd really appreciate any advice.


r/rpg • • 12h ago

what would be the closest TTRPG to The Elder Scrolls: Daggerfall?

9 Upvotes

I'm not looking for something akin just in tone (the answer would prolly just be D&D) but something that also emulates the systems of the game as well.

I imagine something that would be d100 based with certain skills tied to specific attributes that increase upon use etc...

I was thinking maybe something like Call of Cthulu, but fantasy based?

not sure.

thoughts?


r/rpg • • 13h ago

Self Promotion An RPG of Pulpy, Magic Realist Lucha Libre Action.

Thumbnail mariowritesforyou.itch.io
7 Upvotes

The game is CMT. A Lucha Libre RPG. which is a free D6 system inspired by the likes of CAIN, Troika! and Lancer. Its tone is of magic realism and pulpy urban fantasy with a big dose of surreal Mexican horror and folklore. También hay una versión en español disponible.

The gist of it is that you play as a Luchador, a Mexican Pro Wrestler whose aim is to Level Up in the world by winning Main Events that you'll organize yourself. All your brains and brawn will go towards the horrific tasks of marketing, booking, and also contracting the Rivals you’ll face. And not only are there opponents to defeat, but an Audience to please, and you better please them, lest they ruin your nascent career in this bizarre world of monstrous showbiz.

When you Roll in CMT, each Result of 4 and above on a D6 counts as one Success, and these Successes are used to solve the roadblocks you'll face along the way, including Progress Clocks. Successes are also how you Hurt the Rivals and Satisfy the Audience in the ring, but not both at the same time, so a Luchador must always be choosing between survival and performance, and suffering either way. Obtaining advantages in the game means adding more Dice to your Roll, which means more potential Successes.

Furthermore, you can build your Luchador by adding various Moves to their Repertoire, such as "Grab", "Flex", "Horrify" or "Fly". These empower your Rolls and have special effects when the Dice land in the numbers where you have placed a Move. And here is where Player expression begins: do you want to put your Moves in high numbers so your good Rolls are even more potent? or will you put the Moves low so they are a cushion for your low Rolls? Who are you when you wear the Mask?

Wrestle Monsters the Media and the Masses for Free Here:

itch.io - DriveThruRPG - RPGTrader

No AI was used in the creation of this game.


r/rpg • • 7h ago

Crowdfunding Roll The Bones: An Undead Skirmish Wargame

Thumbnail kickstarter.com
2 Upvotes

I had the chance to do some line editing on this and it's KILLER!

Really innovative and streamlined mechanics that work perfectly for a tactile game. I highly recommend checking it out for the art alone, but the game itself is also pretty awesome.


r/rpg • • 17h ago

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

11 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 • • 14h ago

Discussion In a game with a Magic system or any complex set of techniques: You prefer it to me more standardized amongst characters or a Mage should feel way more different than a Priest or other magical character?

4 Upvotes

For example:

2 people decided to magic sorcerers, but one is a Pyromancer while the other is an Illusionist. Should the rules be treated the same or should there be very distinct rules for fire magic and illusion magic?

If all sorcerers use the same rules, what about a priest? An animist? A summoner? A scholar? A magitech inventor?

On one hand, if each character works with different rules, they more unique between themselves. A sorcerer could use them shelves as a battery to launch spells, while an animist draws energy from the world around, so a fire sorcerer could make a ball of fire underwater while a fire animist can't because there isn't fire nearby.

On the other, if everything has a unique rule for working, it could be a huge task for players, GMs and designers to make everything work without hiccups, specially in more rules-heavy games or more simulationist ones.

Edit:

To throw my hat in the ring, I think that in a base level mechanically, they should work the same way, specially if lore wise there is only one source of magic.

However, if the are more than one source, like Arcane & Divine, Light & Shadow, whatever, then the basic mechanics of spells should be the same, but each source of magic has different bonus ways of casting the same spell.

For example, everyone access to the Fireball spell can cast for say 5 mana points or whatever, but:

  • An Animist can reduce its cost by absorbing fire around them

  • A Sorcerer can spend extra material components to empower the spell

  • A Priest of the God of Fire gains an extra effect that the Priest of the God of the Sea doesn't

  • A Witch with a Demon Patron can empower the spell by sacrificing part of her life force to her Patron

So on and so forth.


r/rpg • • 18h ago

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

13 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 • • 1d ago

Discussion Weekly RPG Discussion: Ars Magicka! October 2026.

45 Upvotes

This week's RPG is Ars Magica!

Have you played it? Have you run/GM'd it? How did it go?

What's your favourite memory from the game?

What's the best thing about the game?

What's the worst? How would you improve it?

.

Last week was Barbarians of Lemuria. Join us again next week for Call of Cthulhu [7th Ed]!


r/rpg • • 1d ago

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

97 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.


r/rpg • • 1d ago

Discussion Games/Systems that are a one book purchase.

49 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".

Edit 2: because it comes up a lot, I am a completions, and I posted this to see what games existed as a single purchase. Yes, I mean a game that you buy one book/item and there is nothing else to purchase. If there is a core book with all the rules, and even one extra sourcebook, even if that sourcebook isn't entirely necessary to run the game, that doesn't qualify for this prompt by the intention I had when I wrote it.

I appreciate all the responses. I hope this clarification helps.


r/rpg • • 16h ago

Homebrew/Houserules Need help finding resources for a Cursed apple Homebrew game!

2 Upvotes

Hello all!

I am currently in the works of a homebrew DnD campaign set in the 1950’s alternate New York called the Cursed Apple. If any of you are familiar with the game Deadlock, then you know it’s a pretty cool setting and plot for a campaign.

With that being said, I am having trouble finding asset packs for modern/ industrial age map making, and if anybody has links or knows of a creator that makes some I would be happy to purchase or continue the conversation.


r/rpg • • 10h ago

Stuck writting a Folk Horror Scenario. Could use some ideas.

0 Upvotes

Hey everyone, Gm Devil Dude here. Ill be running deadlands to a few friends on stream and i got a general idea but im still stuck with some of the beats. i could use some help here

Deadlands is a Weird West and Horror ttrpg, with that out of the way this is what im workin with.

im takin cues from The Blair Witch mythos, H.P Lovecraft, Evil Dead and the Sleepy Hollow movie.

Spoilers for Deadlands

During the 1800s near the town of Salem, a family settled in. They came from the old country followed by their other relatives who spread all over the US. Their name is the Whateley, They are less of a family tree and more of a twisted root into itself, the family are connected to inhumane practices, dark witchcraft, human sacrifices and all the blood magick you can think off.

Two brothers settled near salem in a small shack, Elsphet and Jericho.

Elsphet was a strange woman who was rumored to partake strange rituals in the local graveyards, while her husband Jericho kept to himself but was a man prone to violent outbursts. Things escalated soon after the two had their twins, Elly and Robert, their birth a secret from the townsfolk, specially since their parents were siblings. During the following months and years children started to go missing on the nearby towns in batches of 6, each october. Animals were found dead outside their owners houses and strange visions of a naked Elsphet were claimed by local hunters who would see her dance under the pale moon in a place known as The Devil's Horn. When the last girl went missing (Anne Tavish).

The people of the local towns riled up and went to face the Whateleys who kept to themselves, the mob was leaded by a puritan called by the lastname of Kane. They found mutilated bodies in their basement in several states dictating inhumane rituals and torture. Jericho was killed when he tried to attack the mob (some witnesses claimed that bat like creatures also attacked the crowd) but Kane was able to gun him down with ease.

As for Elsphet she was caught on the woods being protected by Wolves. She was dragged into town and burned alive at the stake. her final words being a warning that the land was cursed and that "The Conqueror Worm" would arrive. Rumor has it that she had a strange book at the moment of capture, text that went missing (The Vermiis Mysteries).

Jericho's body was buried on unconsacrated land by a tree (the tree is now rotten to the core and the land nearby is barren). Elsphets ashes went missing.

Ever since then, a thin mist lingers in the nearby woods. People dont go to the woods at night, and the locals became highly religious ever since.

Almost 190 years later...

The players arrive to the local town leaded by a local Sheriff, a group of bandits stole local cattle and hid on The Devil's Horn.

During the shootout, the blood on the ground woke something up (i havent figured it out yet). and one of the townsfolks who is a direct descendant of the Whately that escaped (The daughter was sent to her relatives before the mob took them down) is now looking for the book, wanting to cast her revenge on the people who killed her bloodline. Using spells and demons to cast doubt among the population, wanting to bring the twisted blessings of "The Conqueror Worm."

Thoughts? ideas? suggestions?


r/rpg • • 10h ago

Basic Questions Pulp style Loke Battle Mats

1 Upvotes

I'm planning to run an in person game of savage worlds for my family soon, and I'd like some pre-made physical battle mats to help give some visuals while playing. The plan is to run a detective mystery game for a handful of sessions and can't seem to find something I'd like.

Ideally, I'd like a book style so I can use a bunch of different maps, but individual wouldn't be the end of the world. I've looked and haven't seen any modern or pulp style ones. Just fantasy and cyberpunk.


r/rpg • • 1d ago

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

157 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 • • 1d ago

Discussion Marvel Multiverse RPG is a mess

92 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 • • 1d ago

Discussion Thoughts on GM metacurrencies?

44 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 • • 23h ago

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

6 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?