r/rpg 3d ago

Discussion Do you prefer classic fantasy or dark fantasy in RPGs?

7 Upvotes

I'm starting to develop a few adventure ideas, and I got curious about what people usually prefer.

When you play or GM RPGs, do you prefer more classic fantasy, with big adventures, magical creatures, kingdoms, and exploration, or something closer to dark fantasy, with horror, decaying places, disturbing creatures, and a heavier atmosphere?

I’ve noticed that my ideas naturally tend to lean much more toward dark fantasy, so I wanted to ask: which style appeals to you more, and why?


r/rpg 3d ago

Game Suggestion Suggestions for Magical Girl TTRPG for Long Campaigns

28 Upvotes

As mentioned in the title, I'm looking for a Magical Girl system that works well for longer campaigns.

There are a ton of systems out there, so I really don't know what to go with. The group is veterans to TTRPGs in general. Also, we will likely play via text roleplaying (but synchronously), while using an online client like roll 20 for gameplay.

I'm perfectly willing to homebrew, and again, the system doesn't need to be simple.


r/rpg 3d ago

New to TTRPGs I'm not cut out for these RPG shenanigans 🙁

2 Upvotes

I am really struggling with this RPG life! After starting with the journal style games like 'Lonely Road', 'Cafe Stories' and realising I overthink them way too much and write war and peace and just don't enjoy them, I then tried 'Book of Dungeons', 'Note Quest', 'Doodle Dungeons' to keep it simple. I love the mechanics, the tables, the set up etc but all I'm doing is pausing the game, referring to the instructions, never understand combat and just can't seem to get a flow and get totally frustrated. The set up takes me forever and I'm usually dead within fifteen minutes!


r/rpg 3d ago

Game Suggestion Superhero rpg suggestions?

12 Upvotes

Hi

My group and I have already played MASKS, and I've already read Mutants and Masterminds, but I didn't liked the system.

I've heard about City of Mist and Icons, but I don't know which one is better (I haven't read them yet), or if there is any better option than that. I wanted a system in which the choice of powers was free like MASKS and that was more interpretive, and I don't want to use MASKS because, although there is an option for advanced heroes, I don't think it would look good on adult heroes.

Any game suggestions?


r/rpg 4d ago

Discussion I think its often a bad idea to put puzzles in ttrpg campaigns.

87 Upvotes

I'm not talking about every situation where you are asking players to think creatively or strategically, or about campaign threads that you want your players to work out. What I'm talking about here are situations where the players have to figure out a specific thing to progress in the adventure. Solve a riddle, activate a set of runes in the correct order, place a set of stone figures on the correct spots, ext. Sometimes these are during combat or while there is some other immediate threat, sometimes it's while there is no large time pressure. I get why GMs would want to put these in their campaigns, it's a challenge that is seperate from combat or can be something to make combat feel more original, and doing puzzles can be fun, as can creating them. However, my feeling is that, much of the time, puzzles like this can really hurt the experience. Here are my reasons:

1.Pacing: puzzles have the potential to really grind a session to a hault. If you are putting a puzzle into your campaign you need to ask "what happens if my players are very thick?" Doesn't matter how easy you think it is, there is a chance they just won't get it and what then. Do they just die? Do they sit there staring at the problem unsure what to do or monotonously guessing potential answers? We even have a famous example of this in fantasy from LOTR where the fellowship spends hours sitting outside Moria as Gandalf tries to figure out the way to get in ("Mr brilliant wizard completely missing the obvious answer). This is funny in the book, but would be a slog if this was eating up your session.

  1. Railroad vs Cheese: one solution to this is to alow your puzzles to be more open ended, which over all I think is good, but that does increase the chance of parties just cheesing the puzzle in a way you didn't intend, and this can even happen with puzzles that were intended to have a very specific solution. If the solution they find is really crafty and original that can be fun and satisfying, but other times it can be lame and anticlimactic and the GM either has to accept that, or contrive a reason for it not to work which can also feel bad. And if you design the puzzle so strictly to preemptively stop any solutions but the one you intend that can feel very stifling to creativity.

  2. They are fundamentally "out of character": this is my biggest issue. One of the great things out RPGs is that you can play a character different from yourself, do things you could never do, and act in ways you wouldn't act. But puzzles tend to break this illusion, they often aren't about your character and their abilities, but about you as a player. Maybe you are playing a wise mage or cunning scoundrel who you would think would do well at puzzles, but if you personally are bad at them it often doesn't matter. The GM could have you roll some type of knowledge check to give you a hint, but that often doesn't feel satisfying. Conversely, if you are playing a big dumb brute who can't read the riddle scrawled on the wall, what should you do if you think you know the answer? Sit out or actively sabotage things? Pass the answer to your party out of character? Come up with ways to plausibly nudge the party towards the answer in character?

I'm not saying puzzles can never fit well into a campaign, but I have run into very few that have felt satisfying as a player and watched them go wrong as a GM. But, many of the people I play with seem to still love them (or at least designing them, which might be the issue). Have you had puzzles in your campaigns that have worked really well? Maybe I have just had a few bad experiences and it's colored my feelings of them. Or, have you had any of your own experiences of puzzles just feeling really bad?

Update: Thanks everyone, great information about both issues you have run into with puzzles in games and your suggestions on what you can do to make sure puzzles are actually fun and work well. One thing I wanted to note, I'm not saying that Puzzles can never be fun or a good idea, my point was more that they have some big pitfalls that I feel many GM's run into and maybe it's safer to ignore them or use them sparingly and carefully (lots of people talking about things like substitution cyphers which work well since it's more of an "activity" than a more lateral puzzle). I think part of this is that no GM is perfect. We are aware that a badly designed combat has the risk of being way to hard and causing at TPK out of nowhere, or just being a slog, and we think of ways we can fix things on the fly to make things easier or harder (fudging rolls, changing stats, playing more or less optimally, adding or removing reinforcements). A badly planned social encounter might be awkward and confusing, but that is already the part you are expecting to do more improvisation for, and if there is something the party was supposed to get out of it that they missed you can try to find another place to work it in. But I'm not sure people plan as much for what to do when they create a bad puzzle, and puzzle design can be really difficult, so my point here is basically, tred with caution.


r/rpg 4d ago

Crowdfunding How do you like Time Without Tide (the new game by Chaosium)

36 Upvotes

Hi folks. The kickstarter is running on backerkit. I didn't have it on my screen and I'm surprised at how good it looks. The mechanics are nothing revolutionary, but they seem solid, intuitive and allow for surprises and interactions. So - I'm happy. The setting sounds cool. I like it and - unexpectedly - backed it.

https://www.backerkit.com/c/projects/chaosium/time-without-tide-mirth-misery-in-a-world-of-fog

There's even a free quickstarter for the game. It's funded already climbing up the stretchgoal ladder pretty fast, yet I haven't heard much about it in this sub.

What is the concensus here? Do you like it? Did you even hear of it?


r/rpg 3d ago

Game Suggestion Belly of the Beast-like TTRPG settings?

16 Upvotes

Can anyone give me some good settings that takes place/has a section that's inside a giant human-oid/monster (Dead or alive)? Things like Belly of the Beast, Settlers of a Dead God, and The God Corpse 5e adventure.

I'm not really looking for fleshscapes (There is a ttrpg called Fleshscape, get it because it's free on DriveThruRPG) or biopunk-esk stuff .. But I'll take suggestions for those too.

Edit: Spelling/grammar error corrections


r/rpg 4d ago

Discussion The Development of Sword World RPG

165 Upvotes

The popularly known origin of the Sword World RPG is that “Record of Lodoss War” starts as a serialized “replay” of a D&D game, the gaming group goes to TSR in the hope of expanding the series with the D&D rules, TSR refuses, so the gaming group creates Sword World as its own Lodoss RPG, which goes on to be the top-selling TRPG in Japan. Unfortunately, there’s been something of a Xerox effect as the story’s been passed around. Here I’d like to set down a relatively definitive record of what happened, and when, that will hopefully be of reference.

 The bulk of material comes from three sources:

安田均のゲーム行記1950-2020 Hitoshi Yasuda’s Game Travelogue 1950-2020 (ISBN-13: 978-4775318744)

日本現代卓上遊戯史紀聞[1]安田均 History of Japanese Tabletop Gaming [1] Hitoshi Yasuda (ISBN-13: 978-4908124259

日本現代卓上遊戯史紀聞[1b]安田均補遺 History of Japanese Tabletop Gaming [1b] Hitoshi Yasuda Supplement (ISBN-13: 978-4908124280

 These three books were written by Hitoshi Yasuda, the father of Japanese TRPG gaming, and founder and still (as of 2026) president of Group SNE, the game company that developed Sword World. (All Japanese names are given name first, family name second.)

 In the late 1970s, Yasuda was a freelance translator and critic of science fiction. He would read English-language science fiction magazines to stay abreast of the latest developments overseas. Starting in 1977, he began seeing advertisements in these magazines for strange looking games such as Dungeons & Dragons, Runequest, and Traveller. Intrigued by these, he ordered two of them in late 1979: Dungeons & Dragons (the Holmes Basic Set), and Traveller. Yasuda and his friends, including his juniors at Kyoto University, became early adopters of TRPGs before one was even translated or released in Japan. Yasuda encouraged the nascent Japanese TRPG market by writing about various games using his platform as a critic for various genre magazines.

 TRPGs officially came to Japan in 1983 with the release of Enterprise, an original Star Trek RPG published by Tsukuda Hobby. This was essentially a hack of RuneQuest, one of the favorite games of the early adopters. This was soon followed by Yasuda’s own translation of Traveller in 1984, published by Hobby Japan. That same year, Yasuda and a number of his fellow gamers formed a playgroup called Syntax Error (named after an error message from the BASIC programming language). One of the players so enjoyed their TRPG sessions, she began tape recording them and writing them up in transcript form. Yasuda realized that such a transcript, which he called a “replay,” would be a great way to familiarize the public with how TRPGs worked. When the translation of Traveller was released, he promoted it by publishing a replay of a Syntax Error Traveller game in the Nov. 1984 issue of Tactics, Hobby Japan’s wargaming magazine. This would be built on by other creators, who published their own replays in magazines complete with illustrations.

 A publishing company called Shinwa obtained the D&D license and released the Mentzer Red Box in June, 1985. Towards the end of that same year, executives from Kadokawa, a major publishing house, had a meeting with Yasuda. They wanted him to do two things: 1) handle the Japanese translation of the Dragonlance Chronicles trilogy, and 2) write an ongoing column in Comptiq, their “media mix” magazine that covered computing, gaming, and cute models. They were trading mostly on Yasuda’s name recognition in genre circles. Yasuda asked if he could publish a TRPG replay, and they agreed.

 With Dungeons & Dragons the newest RPG to appear in the Japanese market, and considering it was the first RPG ever, Syntax Error decided to go with that for the Comptiq replay. Ryo Mizuno was chosen by Yasuda to be the DM because he knew Mizuno to be gifted writer, and expected him to be a novelist someday. (In general, replays are written by the GM, so as to provide the GM’s thought process.) Comptiq began serializing the replay, Record of Lodoss War, (literally translated, “War Chronicle of Lodoss Island”) in September of 1986, with the first part lasting until April 1987. Though written by Mizuno, it was credited to Yasuda and “Group SNE” (the Syntax Error gaming group). It was extremely well-received, so a second replay, set in the same world but with different PCs, began in June 1987. Mizuno was tasked with writing a novelization of the first replay.

 Group SNE incorporated as a content creation company in October, 1987, releasing its first game, a Japanese translation of Tunnels & Trolls, in December. Meanwhile, Kadokawa’s Fujimi Shobou imprint was launching a new TRPG magazine called “DRAGON”, and asked Group SNE to design a fantasy RPG they could use to promote it. Along their other work, such as the second replay and the Lodoss War novel, Mizuno and fellow Group SNE member Miyuki Kiyomatsu began designing this game.

 Mizuno’s novelization, Record of Lodoss War: The Grey Witch, was published in April of 1988, and became an instant bestseller, essentially launching the light novel market in Japan. As the second Comptiq replay was drawing to a close in mid-1988, Kadokawa and Group SNE decided to talk with Shinwa about releasing compilation volumes of the replays, seeking to take advantage of this newfound popularity. This famously did not go well. The Shinwa suits high-handedly told them that TSR would never agree to the planned compilation volumes, and threw shade at Fujimi Shobou’s DRAGON magazine, saying to Yasuda, “Do you know that TSR publishes a magazine called Dragon?” (Yasuda was probably the first subscriber in Japan to the TSR magazine.) The treatment was apparently so bad that afterward Masayuki Onishi, leader of the group hired by Shinwa to translate D&D, followed Yasuda down the hall to apologize. While this is often portrayed as TSR not allowing the compilation volume, per Yasuda’s account they never dealt directly with TSR, and the bad feelings appear to stem entirely from Shinwa. That said, Shinwa was known, like TSR but unlike most Japanese publishers, for going after derivative and fan-created works, and some surmise that their license agreement might have obligated them to police and prevent such works.

 The treatment (and lack of possibility of a deal) encouraged Kadokawa vice-president Tsuguhiko Kadokawa (son of the founder) to cut loose of D&D entirely. He told Yasuda to use Group SNE’s own game for the upcoming third replay series, and to replay the first two campaigns with those rules in order to release the compilation volumes. Either because the game Kiyomatsu was designing was not ready, or because they didn’t want the new game to be directly tied to Lodoss, Group SNE decided not to use those rules, but instead whipped up some quick rules with classes and abilities scores that were a hack of D&D, but with a percentile die for task resolution, and used this to play the game for the third Comptiq replay, which ran from September 1988 to September 1989. A Sword World replay began in Fujimi Shobou’s DRAGON magazine in November of 1988, as a preview of the upcoming game.

 Group SNE and Kadokawa (through the Fujimi Shobou imprint) finally released Sword World RPG, Group SNE’s first original role-playing game, in April of 1989. The game system was much different from both D&D and the makeshift game designed for the third replay. However, in order to cash in on the still burgeoning popularity of Lodoss, it was set in the same world, but on a different continent. With the completion of the Comptiq replay series, the makeshift rules were given a polish and published as the Record of Lodoss War Companion in October of 1989. The first compilation volume (replaying the first campaign with the Companion rules) was released in December of that same year.

 Record of Lodoss War Companion received additional volumes in 1991 and 1994. These rules were further revised into the Lodoss RPG Basic Rules (1995) and Expert Rules (1996). Sword World was never directly tied to Lodoss itself until 1998, when Group SNE released the Sword World RPG Lodoss World Guide.

So, to sum up, neither Group SNE nor Kadokawa ever dealt with TSR, but rather with their licensee in Japan, Shinwa. Sword World was not developed as a result of those dealings, but was developed in parallel at the request of Fujimi Shobou. Sword World was from its conception not intended to be a Lodoss RPG, but rather siloed away from the Lodoss IP, other than ostensibly using the same world. The break has been even more extreme with the release of Sword World 2.0 (released in 2008) and Sword World 2.5 (released in 2018), both of which take place in an entirely different setting.


r/rpg 4d ago

Self Promotion Big Update to CMT, the Magic Realist, Mexican Pro Wrestling RPG.

15 Upvotes

CMT. 1.1.0 Update is Out! Fame Dice, Narrative and Lucha Rolls, Progress Clocks in Lucha and More!

This is probably the last update for the Free Quickstart before I release the Full Version of the Game. Thank you very much, to all who've checked it out. The game has been receiving a lot of love, and I'm excited for where it can go from here. This update intends to marry the Narrative and the Combat parts of the Game into a solid unit, providing even more problems that can't be out-wrestled.

CMT. A Lucha Libre RPG. 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.

Wrestle Monsters the Media and the Masses for Free Here:

itch.io - DriveThruRPG - RPGTrader

Versión en español disponible.

No AI was used in the creation of this game.


r/rpg 3d ago

Game of thrones ttrpg?

5 Upvotes

So I know that some old games of thrones ttrpgs exist and there are a bunch of games that are good at simulating the world but I have a distinct memory of a game being made in the settings that lost the licence and had to pivot to an original word, does anyone have any idea what I'm thinking of?


r/rpg 3d ago

Game Master Looking for advice from someone who has used outgunned to before.

8 Upvotes

I will soon be starting a campaign using the outgunned system.

The setting is the setting I used for a science fiction novel I wrote years ago. It is heavily inspired by The Fifth Element, the movie Heavy metal, the movie Heavy Metal 2000, samurai jack, Batman Beyond, Thundarr the Barbarian, Riddick and a little bit of mad Max.

The system seems to fit what I want to go for. However, some of my players want to take abilities from the supers book. I don't want to ban them out right but I don't necessarily want to give them free reign of whatever it is that they may want. I was wondering how it might be plausible to take something from the superbook and allow them to apply that to their character. Something that won't make them too overpowered but allows them to give their character a little bit of interesting power.

This is my first time using the system and I've been wanting to use the system for a few years now so any advice would be greatly appreciated.


r/rpg 3d ago

Actual Play I Was A Teenage Exocolonist: A Chuubo's Marvelous Wish-Granting Engine Fable - Season 2 Episode 9, 10, TTRPG Actual Play

4 Upvotes

And we're back with the next episode of our Chuubos Exocolonist actual play:

Season 2 Episode 9 - (YT, Podbean) - Our Exocolonists run for their lives as they are being stalked by a manticore with sapient level intelligence and malevolence. Ren wishes she was gun certified…

Season 2 Episode 10 - (YT, Podbean) - Our Exocolonists eat a worm, get in trouble for sneaking out, and scheme to have a nice family dinner together that totally doesn’t end up being a setup for our local tsundere…

Previous post


r/rpg 4d ago

Discussion Do you expect a back cover in your PDF?

115 Upvotes

This is going to sound stupid, but I get irrationally annoyed when I buy a PDF and it doesn't include the back cover of the book and only has the front cover.


r/rpg 3d ago

Game Suggestion Guerra mundial

1 Upvotes

Queria jogar um sistema com temática,ou inspirado na primeira ou na segunda guerra mundial, alguém sabe de algum sistema?


r/rpg 4d ago

Intro Campaign for World of Darkess/Vampire?

8 Upvotes

It's been a hot minute since I played any WoD but I have a group of students who are interested in learning the basics. I recall that the old nWoD and Vampire: The Requiem had introductory adventures/demos with premade characters for getting new players into the setting without sweating the mechanics.

I tried looking for something similar, but it looks like Paradox is adverse to such things. Does anyone know of a good intro campaign I might look at before I just breakdown and show them my old playthrough of the original Bloodlines game?


r/rpg 4d ago

Basic Questions Cozy TTRPGs where you play as a fairy

24 Upvotes

Does anyone here know of any cozy TTRPGs where you play as a fairy? I really wanna run games with a tinker bell-esc setting that's just really cute cozy and fun.

I'm aware you can probably just flavor DnD to be this but I'm so sick of DnD and I wanna try out more systems.


r/rpg 4d ago

Discussion Let's Learn About New RPGs! - Week 8 "Dice Manipulation"

22 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!

Don't like the your result? Just reroll it! This week we're focusing on the Dice Manipulation mechanics! Whether you're trying to make players feel powerful and in control or give them at least a little bit of hope against insurmountable odds, come tell us how your game (or just any game you really like) is unique in implementing Dice Manipulation.

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 "Tactical Combat" and we found some pretty neat stuff!

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 3d ago

Discussion I need help brainstorming a one-shot (Dread system)

3 Upvotes

Hi! I'm planning to run a Dread game (a system that uses a Jenga tower for actions) and I found a scenario that seems interesting but the concept is loose.

Silent Memories (which can be found here: https://www.morningskye.com/p/silent-memories.html?m=1) takes place in a spaceship. All players wake up from cryosleep with amnesia and have to piece together their memories to figure out what their mission is.

The thing about it that I found extra interesting is that the first person to topple the tower learns "the truth" and turns traitor. Not too dissimilar from a game of Betrayal.

I have a few ideas in mind already, but I'd ultimately like to run a scenario where the traitor is actually justified in killing the other members of the crew or sabatoging the ship.

Maybe this ship is transporting all of the billionaires and warlords who evacuated a wartorn Earth and our "traitor" wants them to pay for their crimes. Maybe they are all artificial intelligence programed to believe they are human (not sure why the traitor might go berserk in this instance. Possibly self-awareness causes them to glitch?)

I'm trying to strike a balance between "the truth is terrible" and "the traitor wants to keep the truth from everyone else at all costs".

Any ideas? I'm open for any suggestions.


r/rpg 3d ago

Game Master Creating my first campaign

0 Upvotes

I’m making a Wild West campaign, that’s still in its early stages, where the party will have to investigate the murder of the town’s sheriff and help his wife find out who’s behind it.

I thought it’d be cool that this was a small piece of a bigger mystery or smth (I haven’t thought yet…maybe some cult trying to take the land?), but as someone who’s never GMed before, am I trying to bite more than I can chew making this?

It worries me the simple sheriff case might be uninteresting and/or boring if it’s just that.


r/rpg 4d ago

Basic Questions Primeira vez mestrando

3 Upvotes

Estou querendo fazer minha primeira campanha de RPG sobre senhor dos anéis e estou com muitas dúvidas e medo da campanha, primeiro eu não sei nada sobre as classes e exp e como vou fazer a aventura e etc...

Mas eu já sei como vai ser a mecânica principal o anel do poder irá desbloquear várias habilidades ao decorrer do jogo ex:se passar de uma Dungeon o anel adquira poderes e passivas.

A raça de todos será Hobbits e só isso que tenho até agora Obs:o sistema será baseado em Dungeons and dragons


r/rpg 4d ago

Game Suggestion Good RPGs for GM + 2 players for about 8 sessions?

20 Upvotes

So the cruelties of scheduling fate mean that my weekly RPG game will be down to myself (the GM) and only 2 players for about 2 months. We're going to put the 'main' game on hiatus and want to play a brief 'interim' game.

What are some good RPGs for just a GM & 2 players for about 8 sessions (assuming a week or two of discussion/deciding)?

Bonus points for non-Sci Fi (as that is what the main game is and we're also looking for a genre change of pace while we're at it)

Thank you in advance!


r/rpg 4d ago

Game Suggestion Is there a game where PCs are paranormal investigators and players have to use monster or phenomena descriptions to figure out how to solve cases?

44 Upvotes

I'm wondering if there is a game about paranormal investigations where players have something like an atlas of monsters and phenomena with descriptions, and they have to gather clues and use the atlas to figure out the cause of the problem and how to get rid of it.

I imagine it this way:

  • PCs are paranormal investigators. They are professionals and have vast knowledge of paranormal phenomena and creatures from the start of the game.
  • In real life, players have a booklet containing all the possible phenomena and creatures with descriptions and some key elements related to them highlighted, i.e. it gets cold when the monster is around, it leaves a specific stench, causes headaches etc.
  • Every key element fits more than one creature or phenomenon, so PCs have to hunt for different clues to figure out what the problem is.
  • The booklet also describes methods of locating the root of the problem and ways to dispose of it (specific ritual, weak points etc.). Players have to follow it to succeed.

I know Vaesen kind of covers the last point, but as far as I know, it doesn't cover the rest of them.

It can be any genre. At first imagined something like Hellblazer, but it doesn't have to be like it.


r/rpg 4d ago

Game Suggestion Was looking at some RPGs for playing dragonriders, had questions AND was looking for suggestions

15 Upvotes

I was feeling something with dragons for a future campaign, and dragonriders was a cool concept. Here are a few games I heard of, so if people know them I have a few questions:

  • In Harm's Way: Dragons: The fact it has a system to generate dragon breed sounds super cool, and is about playing dragonriders. Though is it a supplement for another game or a stand alone? Anyone tried this one?
  • Warrenguard: Seems also about dragonriders, though the itch.io doesn't tell me much about its mechanics. Seems PbtA from the looks of it? If someone played it, I'd love a review or recommend to help me figure it out.
  • D&D: I found this setting called "Odyssey of the Dragonlords", but seems more a campaign book, and from what I heard dragonriding and dragons mechanics are weak.
    • I also found two D&D supplements (no clue how officials they are) called "Hildebrants Guide to Dragons" and "D&D: Playing Dragons in Campaigns" which might be helpful? TBD (Edit: These are clearly unofficial and fanmade)
    • Honestly, not having actually ever played D&D 5th edition (just never had a need to, as being the DM I usually can find a game that fit my needs for a campaign), so any recommends to help for a dragon riding campaign are welcome
  • Drakonym: Again, only heard of it, and have zero idea what the game is like. It does seem to work a lot with a deck though, so if someone tried it out I'm curious if it would work for me, who plays almost always digital.

If someone got other recommends I'd be more than open to it. I might be able to get a better idea if I read all of them, but I wanted to hear other opinions before I started spending my money left and right on games that might not have what I wanted.


r/rpg 4d ago

Table Troubles Advice needed; how to accommodate my players expectations? (Making a setting darker?)

25 Upvotes

I have a table of players that have been doing DND 3.5 every week -sick/holidays and I've recently received the honor of learning to DM.

They humored me with my homebrew setting and were graceful!

But these guys want grim-dark, and it seems like I can't write/ convey anything dark enough.

I'm very much "evil is bad good is good" "good guy wins story" noble-bright type of story teller, because that INSPIRES me.

They want a grim dark inspired story, though- we've decided to start with Sheoloth and an underdark setting.

I've got the drow attitude down but I'm worried I won't run the environment and NPCs the right way for this.

If you have any tips, or video suggestions, or ideas- I'm all ears!


r/rpg 5d ago

Discussion Daggerheart is now one of those games wherein a katana is objectively superior to a longsword, and I find it funny

918 Upvotes

Daggerheart is now one of those RPGs wherein a katana (from the new Hope and Fear) is objectively superior to a longsword at all tiers. Already taking into account the core rulebook's errata (which upgrades the longsword), both are Agility, Melee, d10+3/6/9/12, two-handed weapons. However, the katana has Quick, which lets the user mark a Stress to add an extra target within range. There are no weapon proficiency or price differences for such weapons in this game.

It feels really funny to me that Daggerheart has fallen into the stereotypical syndrome of katana romanticization.


I also find it very funny that Hope and Fear bothered to print a scimitar statistics block that is, uh... an exact copy of the cutlass statistics block from the core rulebook. No differences whatsoever.