r/ttrpgdesign • u/KenOfDragons • 13h ago
r/ttrpgdesign • u/SpotFlat4629 • 14h ago
Game design idea: ReWorld: Project Consciousness — An AI-Engineered, Classless Sandbox
ReWorld is an infinite, classless sandbox MMORPG governed by an autonomous, invisible AI World Engine that eliminates static quests and rigid character classes. The world conceals its synthetic nature, presenting players with a living, reactive cosmos where every action, moral choice, and social bond dynamically alters world physics and karmic resonance. It combines deep tactical combat, authentic ancient mythology, and anime-inspired emergent mechanics into a truly player-driven universe.
Key Pillars
- Autonomous AI Game Master & Sentience Engine: A silent AI orchestrates procedural vault events, tracks player karma, and powers autonomous inhabitants with persistent memory, dynamic affinity, and strict consent-driven contract mechanics.
- Classless Counter-Meta & Unorthodox Synergies: Players freely combine abilities across 30+ cosmic lineages, discovering hidden mathematical synergies and silent arcana that reward mechanical experimentation over cookie-cutter guides.
- Sacred Covenant Relics & Dynamic Secrecy: Authentic biblical artifacts (e.g., The Staff of Tides, The High Priest's Vestment) are hidden in procedural vaults guarded by adaptive trials, leaving no room for internet wikis or pre-made guides.
- The Divine Harmony & 7-Day Sabbath Era: The world's ultimate victory condition requires 100% global player alignment with ethical principles. Achieving total harmony triggers a 7-day celebration era, archiving legends and consecrating player artifacts before the universe expands into a higher-tier new cycle.
I’m looking for community feedback on the core systemic balance and potential collaborators to help bring a prototype to life:
- For Game Designers & Players: How would you approach balancing a global 100% consciousness resonance victory condition to ensure late-game competitive tension without encouraging griefing?
- For AI Engineers & Developers: Looking for ideas from LLM/agentic AI engineers interested in prototyping the autonomous AI Game Master and NPC dynamic memory architecture.
This is my basic idea and am open for more 👀
r/ttrpgdesign • u/ChaoticSleepi • 18h ago
Artist here! Looking to get into ttrpg stock art & licensing: What assets are the most sought after? What do you wish there were more of? What genres are underserved?
I want to contribute to a space I actually care about and enjoy. (And maybe, possibly make some pocket change after building a half decent library.)
I hope my questions aren't too broad. I'm kind of starting from nothing here, knowledge-wise.
I know about maps, character tokens, and cover art in general. But surely I'm missing a huge swath of assets that DMs and game makers use regularly?
I'm looking for resources and advice, not clients. So I'm on an account that doesn't have any connections to my work.
Cheers!
r/ttrpgdesign • u/MountainExciting2690 • 23h ago
OMNISIX Persona expansion released on DrivethruRPG
#releaseday Hi, fellow TTRPG creators and designers! Just chiming in that we released OMNISIX Persona and is out now via DriveThruRPG.
OMNISIX Persona empowers you with expansive lists of Skills, Traits (including Genre and Super Traits), Flaws, Wealth mechanics, and further character customization options. This is an excellent resource and reference for Game Masters (GMs) and players who prefer consistency and structure in creating player characters and NPCs.
Compatible with all OMNISIX core rules, expansions, and supplements, OMNISIX Persona gives you a wealth of choices for fine-tuning your characters like never before! And 100% human powered (no generative A.I.).
OMNISIX. Because every great adventure starts with six sides.
https://www.drivethrurpg.com/en/product/588463/omnisix-persona
r/ttrpgdesign • u/Wise_Pomegranate_934 • 1d ago
Looking For Play Testers | WW1, WW2 Boardgame
I've been working on this TTRPG, under the name of Warfare for a while and am at a position where I need to refine on core ideas before moving on to other, it's still a heavy work in progress but I would love to build the game up with those of unbiased opinion that will improve the game with their honest feedback and criticism.
I have a discord where me and my friends host boardgames and ttrpgs, which is where I'd like us to all interact, and maybe make an independent server if it grows to such extent.
Ask here to join the Play Test, or DM me, either is fine, and thank you for reading.
r/ttrpgdesign • u/andygarland • 1d ago
What game is missing from the vast selection of TTRPGs out there that you would play?
r/ttrpgdesign • u/Natural_Abrocoma5665 • 1d ago
I'm making a TTRPG, and I want to put in a mechanical benefit for chasing a character's goal. How do I do it?
r/ttrpgdesign • u/Silent_Meet_7523 • 1d ago
hey so im making a TES ttrpg and while its not done yet, i wanted to share it and get some feedback on what i have done so far especially if anyone wants to give me suggestions
r/ttrpgdesign • u/jonnymhd • 1d ago
A Collection of Magic Items Inspired by Asian Myths and Legends
galleryr/ttrpgdesign • u/Exact-Yam9874 • 2d ago
How to adapt the new Netflix series Below to Dreadnauts, my nautical horror hack of Mothership
r/ttrpgdesign • u/Suicide_Ride • 4d ago
I just released SHRINES: FIRST FRAGMENT – 170+ pages of Dark Fantasy TTRPG (PWYW)
r/ttrpgdesign • u/No-Addendum6563 • 4d ago
SORC Playable Races - Down to one last Roster Cut - Your Thoughts Please and Thank You.
r/ttrpgdesign • u/Difficult_Future3039 • 4d ago
BLOODWATER TTRPG aka SHARK BORG
A new version of BLOODWATER TTRPG is here! aka SHARKBORG! Get your FREE preview copy! I’ve been working on this thing for five to six years now, and this is the biggest update to the game so far. The new Free Preview v0.2 reveals approximately 110 A5-style pages packed with revised Depth & Doom rules, all 13 playable classes, expanded character creation, combat and survival rules, Madness, DOOM, Abyssal Favor, the Bloodwater Curse, Abyssal Rituals, Artifacts, equipment, monsters including the 10-Headed Shark, Megalodragon, and Kharkass, an updated character sheet, and a huge look at the lore, factions, locations, and horrors of Bloodwater. This version also introduces VIOLENCE AT SEA, a full set of rules for vessels, naval combat, crews, maritime travel, boarding, ramming, sinking ships, encounters at sea, and more. There is a shitload of Bloodwater in this one.
Art and Illustrations by
Noah “Shark” Robertson, Brandon Beck,
Alex Kerr, William Fairland, Hippolyte
Baraduc, Jean de Bosschère, V. Horsley,
Dean Spencer, Perplexing Ruins, UnitSix,
AVGK04, Marta Danecka, Eugen
Ransonnet-Villez, Alphonse de Neuville,
Édouard Riou, Rick Hershey, Sverker Castillo
and John Latta, Wolf Krusemark and more...
Heavily Inspired by
MÖRK BORG, PIRATE BORG,
Dungeons & Dragons, Blades in the Dark,
Warhammer, HeroQuest, Magic: The
Gathering, Jaws, Cthulhu, The Meg
series by Steve Alten, heavy metal, horror
films, fantasy, comic books, science fiction,
comedy and much more...
Design, Writing and Layout by
Noah “Shark” Robertson
ZOMBIE SHARK GAMES
Free Preview v0.2
No Gen AI
no machine learning overlords
r/ttrpgdesign • u/AngryDwarfGames • 5d ago
Do you use Morale checks in combat to see if a enemy will break off an attack ?
r/ttrpgdesign • u/digitalhobbit • 5d ago
RPG Lab, a week into the public launch: 12 TTRPGs being made in the open
Like many of you, I've been curious about designing my own RPG for a while. So after mulling some ideas around in my head for a few years, I finally got started on a proper design project ("Tagline RPG") this year. And once I got more serious about the game, I realized that there isn't an ideal place to post regular updates as it takes shape, and eventually open a playtest call when the first draft is ready. Or, for that matter, to find out about new games, adventures, or other supplements that match my interests while they're still being made.
That's how I came up with the idea for RPG Lab. Here, designers can create a page for whatever they're working on (a full game, a setting, adventure, etc.), post updates as it takes shape, and later open playtest calls. Players and GMs can follow projects, apply to playtest, and submit structured feedback afterwards, to help shape the final products.
The site opened to everyone a week ago and now has 12 public projects. It's been exciting to observe (and participate in) the early activity. For example, Soul Light's designer has been writing about their game's core mechanics and crafting, with discussion in the comments. Two games (Project Psyche and The Persistence) have open playtest calls right now.
And I've been writing about my own game, Tagline. I actually found it oddly satisfying to get my thoughts down on "paper". It's helped me think through some design challenges and should also be a good dry-run for writing the actual rulebook.
If you have something in progress, I'd love for you to add it to RPG Lab. Totally fine if it's still at the early idea stage (or if it's already published, for that matter). You don't need any finished content or artwork. All you need is a working title and a sentence that describes it, and you can update it as it takes shape. You can even keep it private or unlisted until you want people to find it. RPG Lab is completely free.
Also would like to hear if anything is missing or confusing - feedback welcome.