r/rpg • • 2m ago

Game Suggestion Trying to decide between two OSRs: Mörk Borg and Into the Odd

• Upvotes

Looking for something dark, horrific and stylish to play with my friends and I, and came across these two. I'm leaning more towards Mörk Borg primarily from a price standpoint (around $25 for the core rulebook and $16 for the GM screen), though I'm torn 'cause I hear Into the Odd has some industrial horror undertones that sound pretty neat. I suppose I'm looking for advice from people who have run either game, if either is really worth it or if there's a third alternative I haven't considered.


r/rpg • • 1h ago

Discussion Why isn't there more guidance on making more interesting characters?

• Upvotes

I'm a forever GM and I've noticed something that might sound too mean, but I say with the bottom of my heart. Most players write terrible characters. It's their characters so I usually don't bring it up to them, but most players write characters that are bad for a variety of reasons.

Common reasons I've noticed are that they mistake elaborate backstory for an interesting character, writing characters that are written with one specific character arc in mind, characters who are too mysterious so nobody in the party ends up caring about them, one-dimensional personalities and etc.

This isn't a post about me venting about players, as I would normally just keep this to myself since I don't want to judge and the good lord knows my players could find way worse things to pick apart about the settings and adventures I write.

But then I noticed, when writing settings and adventures, I have lots of guidance. There's tons of advice on how to write a good setting, adventure design and all that. While a lot of this information can be found in blogs, videos and other sources, it can also be found in the rulebooks of the TTRPGs that I'm actually playing. The Dungeon Master's Guide has tons of useful information on worldbuilding, adventure design, setting up campaigns and all that stuff.

Meanwhile, the Player's Handbook's guidance for writing interesting characters is to just come up with a concept. This extends to almost every TTRPG I've ever read, that players just need to come up with a concept without any guidance on how to make an interesting concept.

No doubt, there's tons of information on writing interesting characters from the perspective of fiction writing, but don't think all fiction and improv advice applies to TTRPGs. I think a lot of the bad characters that I've seen came from assuming a style of fiction that doesn't suit most TTRPGs.

With all this, why do you think there isn't much guidance on writing interesting characters? Am I wrong in thinking some characters are better or worse than others?


r/rpg • • 2h ago

Game Master Those who use the "Rule of 3" for giving players clues, has it ever failed for you? If so, do you know why?

2 Upvotes

The Rule of 3 often gets tossed around when talking about Investigation Encounters or Scenes. The interpretation I commonly see is: prepare 3 clues for your players to uncover a mystery or fact.

For example: A murder happens in a farmhouse, and the clues will be 1. The murder weapon with the murderer's fingerprints is in a haystack, 2. A piece of the murderer's clothing was caught on the door, 3. The murderer's boot print is out the back door. This is an overly simplified example, though, with each clue leading to the identity of the Murderer. Whereas you might have multiple groups of clues, each linked to a different fact about the mystery.

Have you ever had your players miss the 3 clues? And if it did happen, do you know why it did?

I tend to see it fail one of two ways typically. 1. Bad dice rolls on the important rolls (eg fail perception checks to notice a hidden object) 2. GM doesn't have players roll but expects players to say a specific question (eg the player says they investigate the bathroom, but doesn't say they lift the lid to toilet tank).


r/rpg • • 2h ago

Basic Questions What are your predictions for the future of TTRPGs?

34 Upvotes

Personally I predict that Solo TTRPGs are going to grow in popularity, even if only temporarily.
Could be wrong, but making predictions is fun even when they're wrong.

Do you have any predictions? What's your biggest, most bold prediction?


r/rpg • • 2h ago

Best pick-up/drop-in games?

3 Upvotes

I’m planning on running a reoccurring game at my local store, and wondering if anyone has suggestions for games that will be easy to pick up as a new player. Points for straightforward character creation; bonus points for setting flexibility.

So far, I’m definitely planning to run Monster of the Week, after that I’m considering Pico, FATE, Rapscallion, and maybe Wildsea.


r/rpg • • 7h ago

Game Master I made my player a BBEG

0 Upvotes

So from the beginning. After my friends made characters in Warhammer fantasy. One of them handed me in the story how the wizadr elf destroyed his village so he wants to kill him. So I came up with brilliant idea.

I called other friend that rolled a wizard and i asked him "do you wanna betray your party? "

After I explained my idea that we would be the one that destroyed the village and adding simple Tzeentch cult. I promised that at the end of campaign he will turned against the party and will be the final boss.

He agreed 😁.

I'm not sure if we will come that far but I love my idea.

Do you have some similar situations or any other brilliant and orginal ideas? Share in the comment I'd love to read some stories and maybe I would be inspired. 🥰


r/rpg • • 8h ago

Sitting on my living room floor surrounded by tea-stained prop handouts feeling like an absolute clown.

521 Upvotes

Before anyone immediately comments "have an adult conversation with your group" or "this should’ve been handled in Session 0", please hear me out. I’m not angry at them. They’re my closest friends. I just feel deeply, quietly pathetic.

I’ve been running our campaign for about seven months. Last week, I had what I thought was an inspired idea for their investigation in the capital. I spent my entire Sunday afternoon writing three separate in-world letters, printing them in calligraphy, staining them with black tea, and even sealing them with actual red wax. I felt so proud of it.

Fast forward to tonight. They finally breach the magistrate’s study where the letters were. I set the real wax-sealed props in front of them with a grin, expecting some gasp of excitement. The barbarian player glanced at them, didn't even break the seal, and went, "Can I just roll an Investigation check to see if the desk is expensive? I want to chop it up." Everyone laughed, the wizard cast Fire Bolt to distract the guards outside, and they moved on.

They didnt even pick the props up. I just quietly slipped them back into my folder while they spent 45 minutes debating whether to adopt a stray goat. I know it’s just a hobby with plastic dice, but man... do I just have completely unrealistic expectations, or is running a game always just an exercise in emotional masochism?


r/rpg • • 8h ago

Game Suggestion Researching Card-based and Classless systems

7 Upvotes

Hello!

I have recently been thinking about building my own TTRPG system and was looking for inspiration from other ttrpg systems. I have a basic idea of how I want the system to run, but really want to look what other systems are currently out there with similar mechanics to gather a bit of inspiration.

I have been very interested in systems using cards for randomization as i believe such a system could lead to very engaging and strategic combat. Although I would like to use dice for resource tracking, although a pencil and eraser would do just as well. As such, I would like to look into systems and see how they have integrated cards into the mechanics of the game to figure out ways to stock my skill tree.

I am also very interested in using skill trees rather than classes, although a point buy system may also be a reasonable option for me. I want to learn how other designers have balanced the scaling of abilities in skill tree based systems. My specific idea is to have 2 separate skill trees, one relating to physical attributes and one relating to mental attributes, but I would place a little crossover between the 2, such as placing some physical abilities with a mental requirement or mental abilities with a physical requirement.

Thank you in advance for any of the systems you can point towards.


r/rpg • • 8h ago

Basic Questions Kult: Divinity Lost vs They Feed on Fear

6 Upvotes

I slowly submit to the fact that I rather collect games/books than actually play them (due to a lack of mostly time and no friends who are into TTRPGs). So I was thinking whether it is time for me to order another book while I wait for the next KS to fulfil.
With Halloween at the horizon, the question is probably which horror-themed rpg I should buy - so the two mentioned ones are on my radar now.

The question:
1) which one would you recommend and why?
2) as I prefer rather rules heavy games or games with intricate systems, which one should I select and why?
3) is there a game which I should consider outside of the mentioned ones?


r/rpg • • 11h ago

Estou Traduzindo Marvel Multiverse

19 Upvotes

Olá, sou novo no Reddit mas é que estou procurando o fandom de rpg em geral para saber sobre algo

Estou Traduzindo e juntando grande parte do conteúdo do Marvel Multiverse (Poderes, armaduras, armas e itens narrativos tudo em um livro geral e traduzido para pt-Br)

Queria saber se existe algum fandom em específico para que possa ver e me corrigir caso tenha algum erro

Não tenho nenhuma intenção de gerar monetização em cima só quero realmente jogar o jogo e unir o fandom BR


r/rpg • • 12h ago

What are your Fantasy milieu level-up standards?

0 Upvotes

This question is mostly focused at folks who migrated off of DnD into another fantasy system. I only anchor that point as DnD (traditionally) set a very rigid leveling system…EXP charts.

Over time if seems to me that many systems now lean more Milestone centric and I’ve migrated to that method as well since I left DnD.

My question is what does your group feel is the “sweet spot” for leveling? Whether you measure that by encounters (social/puzzle/combat/etc), hours of play, sessions of play, or something else. 

And I appreciate that each game system and each group of people have their own goals and visions, just polling the community on what you guys do.

Right now my group levels up about every session for Level 1->2 and 2->3. About every 1.5 sessions to around 6. Then continue to slowly stretch that out until it’s about every 3 sessions by the mid teens. We only get to play 1-2 times a month and occasionally get a marathon session. Under this timing we can do a moderately sized campaign to the early teens in about 2 years. That feels about the right timing to make new characters, swap GMs, and move on to a new campaign/world.

Thanks for sharing.


r/rpg • • 12h ago

Self Promotion "Order 66" Solo Survival RPG

21 Upvotes

Hi! I just released my new game titled SQUIRE.

It's a dark, solo survival TTRPG. Think Star Wars Order 66 Survival meets Warhammer 40k. It's nearly 100 pages of gameplay, with unique character classes, unique villains to hunt you down, and optional journaling gameplay.

If you know the Carta SRD, you use a deck of cards to represent your fallen temple and do your best to make it through the wreckage, avoid (or overcome) attackers, and ultimately... escape! If you can.

Itch: https://bardlight.itch.io/squire

It's on sale for launch week to celebrate Halloween. I hope you check it out! You can use it to run a Star Wars adventure, if you want, or lean more 40k, or make a universe of your own somewhere in between - it's ultimately setting agnostic.


r/rpg • • 13h ago

Deadlands: Some Questions

1 Upvotes

Hey,

i've tried to figure it out myself, but I failed. I'd be very thankful for some opinions.
I have never played Deadlands but I need to run a 4-5 hour game for some friends in a few month and thought Deadlands might be fun.

  1. This is a one time thing. I don't want to spend 10 hours reading rules. My players won't. Which version should I play? I assume, the newest?

  2. I looked up some one shots and "Guess Who's Coming to Donner?" looked fun. But I think it is written only for Deadlands Reloaded. I assume thats not compatible with Deadlands: Weird West (2026).

  3. Any opinion what system + oneshot would work well? Should I just not play Deadlands an look for something more rules-light?

Thank you:)


r/rpg • • 13h ago

Game Suggestion Wanna Be a Puppetmaster Like Noone Ever Was

14 Upvotes

I have an obsession with playing classes that allow me to be a puppetmaster manipulating lil dudes for all sorts of things! From combat to puppet shows. I was inspired by anime like Karakuri Circus, Naruto, and Puppet Princess. Could anyone reccomend some games that have classes that would allow me to play out my fantasy? Please and thanks


r/rpg • • 13h ago

Game Suggestion classic fantasy TTRPGs with a focus on the social/investigative/political aspect where progression/levelling doesn't rely at ALL on arbitrariness or GM choice?

0 Upvotes

In D&D, most people use milestone leveling. To me, it's awful: it's not real progression, you level up only because the DM decides it's time for you to level up. It doesn't depend on what you did or what you didn't do; you could be the most useless most passive player at the table and still have as much XP as the character who leads every dialogue, comes up with the most creative solutions, and manages to always drive the story in an interesting direction. I think XP progression is a better concept, even though in D&D's particular case it still kind of sucks because you can only gain XP through combat but whatever, that's fine, it's a combat game.

World of Darkness has the GM assign XP to each player at the end of a session based on a few criteria (good roleplay, important choices and actions) which i would absolutely classify as arbitrary because how many XP you get depends ultimately on how nice the GM is to you

Chronicles of Darkness is already better in this regard, as it introduces a beat system, where the players set up a few objectives they want to achieve during the session before the sessions start and they gain a "beat" for each objective they manage to achieve. Simple as that. 5 beats make 1 XP. This system kind of falls apart with players who try to be smartasses to cheat the system and choose easy or menial aspirations to get easy XP.

Then we have Call of Chtulhu; i didn't play it much, only a couple one shots, but i absolutely LOVE that you can only progress in an ability depending on how much you roll with it. It's just an amazing concept. It doesn't depend on how many XP the GM decides to hand you, but on what you actually do in game.

See what i mean? i want a character-driven game that has a progression similar to COC. You get better at something depending on how much you do it, not how much you "spend" on it. A character wants to get better at fighting with a greatsword? well, pick one up and start beating stuff with it. you may suck at first, but you'll get better. THAT'S how progression has to be for me. Also i don't want a game focused on combat, i've had enough of those. i need something that relies on the social aspect, like World of Darkness.

Any suggestions for game that fit this criteria?


r/rpg • • 13h ago

What's the best antagonist you've encountered who was completely reasonable from their own point of view?

14 Upvotes

I've been thinking about the difference between a villain and an antagonist in tabletop RPGs.

When the party encounters an evil necromancer raising an army of undead, the situation is pretty straightforward. The players might disagree about how to stop them, but generally everyone agrees they need to be stopped.

The characters I find more interesting are the ones who stand in the party's way for perfectly understandable reasons.

Imagine a city official refusing to open the gates during a plague, even though the party desperately needs to get inside. Or a village leader refusing to let adventurers investigate an ancient ruin because the last group that went there got half the village killed.

Neither person is necessarily corrupt, stupid or secretly working for the villain.

They're protecting something they genuinely believe is worth protecting.

And suddenly the players have a more complicated problem than figuring out which weapon does the most damage.

Of course, there's a fine line here. An NPC who refuses everything regardless of what the players say is just a frustrating roadblock. The interesting part is giving them understandable motives and allowing the players to change their mind, negotiate or find another solution.

I especially like when the party initially hates an NPC, then gradually realizes that they would probably make the same decision in that person's position.

So I'm curious about actual experiences from your tables.

What's the most memorable antagonist you've played against or run who wasn't really a villain?

And did the players eventually come to understand them, or did they end up fighting anyway?


r/rpg • • 14h ago

Discussion Sword World vs Last Arc Tactics Analogue

16 Upvotes

There was a thread a couple of days ago that asked for a comparison of Sword World, Fabula Ultima and Twilight Sword. But I think the more interesting comparison would be between Sword World and Last Arc Tactics Analogue.

FabU is structured very differently from SW (narrative focus and creating a world together) while Twilight Sword seems to closely emulate a Zelda universe. I think they fill different niches and won't compete too much with each other.

So the closest competitor to Sword World would be Last Arc Tactics Analogue, right? Both are trying to bring a more simulationist, flexible version of JRPGs to life, and both are currently running their campaigns for an English release.

What do you think? How similar or different are the two, and which one should people back?


r/rpg • • 15h ago

Economy similar to soulslike games?

2 Upvotes

I know about Hollows and I really like what they are cooking with it as far as what a tabletop soulslike could be. But I’m interested to hear if there are games where money, leveling experience etc is tied to the same value or currency.


r/rpg • • 15h ago

Discussion iHunt Feature Film

24 Upvotes

So they just announced a feature film based on iHunt. I am excited based on who they've got working on it. Dunno if this is allowed, but thought I would get other people's thoughts.

https://variety.com/2026/film/news/ihunt-killing-monsters-in-the-gig-economy-movie-1236930441/


r/rpg • • 16h ago

Discussion I remember a solo rpg that is like a giant book like stardew valley.

15 Upvotes

It is one i remember seeing on itch.io and it looks incredibly fun. But i cant remember the name of it. Can you guys please help me find it?


r/rpg • • 16h ago

Basic Questions DM Workshop Ideas

0 Upvotes

We are thinking of running a DM Workshop to explain the basic concept and ideas of making and running a D&D game; encourage new DMs to start their own adventures.

What do you think are some good areas or topics to cover?

And is there 1 or 2 BIG questions or worries that stop people from DMing for their first time?

We appreciate all thoughts and ideas!


r/rpg • • 18h ago

Ran my first non-d20 one-shot tonight and realized combat has been my crutch for 4 years

340 Upvotes

Kinda embarrassed to even type this out after running games for so long, but I need a reality check because I feel like a total fraud right now. I’ve been a forever DM for my group for about four years, almost exclusively running 5e and Pathfinder. Whenever the pacing dragged or I got mentally stuck, I’d just throw an ambush at them. Rolling initiative buys you an hour of game time where the system does teh heavy lifting for you.

Tonight we finally tried a Call of Cthulhu one-shot (The Haunting). No battlemaps, no tactical grid, just pure investigation and horror atmosphere. But about an hour in, my players tore through the library clues twice as fast as I planned, looked right at me, and asked "Where do we go next?" And my brain just completely flatlined.

I sat there in dead silence for two minutes, shuffling papers like an idiot. Without a monster stat block to drop onto a grid, I had zero clue how to maintain tension or improvise on the fly. I panicked so hard I basically fast-forwarded them to the basement and ended forty minutes early. has anyone else had this horrifying wake-up call when ditching combat, or am I just fundamentally bad at actual storytelling?


r/rpg • • 19h ago

Basic Questions d100 Systems

28 Upvotes

Okay so, I would say I am somewhat experienced with d100 systems. I have played CoC 6e and 7e, WFRP 2e and Mothership. I have read (not played) CoC 1e, WFRP 4e and Dark Heresy 2e.

My reasons for listing these is recently I was considering picking up more d100 systems but looking back at it I find that they are different but not better then the other systems I own (in my opinion), they offer a higher degree of granularity when it comes to results, so you can have systems with a higher degree of granularity.

I like CoC because its the first ttrpg I have ever played but I consider Mothership to be much more elegant and interesting mechanically speaking. WFRP and Dark Heresy really benefit from the setting, though WFRP has a cool thing going on with their occupations.

But like, what are the strengths of d100 games I am missing?


r/rpg • • 21h ago

Discussion Is player agency really that important

0 Upvotes

I've been thinking about what actually frustrates me when a GM railroads an adventure, and I think it has little to do with player agency.

I've played adventures with extremely restrictive premises and thoroughly enjoyed them. I don't mind starting a scenario already aboard a ship heading somewhere dangerous. I don't even particularly mind a GM saying, "Sorry, you can't kill this NPC. He's essential to the rest of the campaign, so he gets to survive." It's mildly disappointing, but mostly because it breaks immersion. But I can live with it.

On the other hand, two experiences have stayed with me for years.

In one, we were trying to stop some cultists from reaching a ritual site. I knew they would have to pass through a gate on their own property, so I closed it, secured it with concealed ropes, and prepared an ambush. My plan was simply to force them to stop and get out of their car then do a Godfather on them.

Instead, they drove straight through their own gate at full speed.

I wasn't particularly attached to my plan. I didn't care whether the confrontation happened at the gate or during the ritual. I certainly didn't need to win. But why on earth would someone ram their own gate, at night, with no reason to suspect an ambush? As it turns out, there was no plausible pretext. The GM simply wanted the confrontation to happened as he had planned it.

In another game, I created an idealistic young man searching for the love of his life. During our first session, he approached some young women traveling with our caravan. The GM immediately introduced a beautiful, kind, funny woman who fell madly in love with him in seconds. Problem solved. Back to the adventure.

The two situations are almost opposites. In one, the GM defeated my plan. In the other, he immediately fulfilled my character's desire. Yet both felt equally artificial.

I think what bothered me was that the NPCs weren't behaving like people inhabiting a fictional world. They were behaving like instruments for protecting the GM's intended plot.

And that raises a question about the concept of player agency.

I don't necessarily need to determine the course of the story. I don't need my character to succeed. I can enjoy discovering that certain things are impossible within the fiction. I even like replaying a scenario or adventure I played before, knowing how the plot will go, as long as I get to react in character to what is happening.

But I need to trust that the world will respond to my character's actions according to its own circumstances, rather than constantly adjusting itself to keep the adventure on track.

I would call this fictional world integrity, and I suspect I find it a more fundamental concern than player agency.

What do you think? Have you ever enjoyed a highly restrictive adventure, or found a seemingly open-ended one frustrating because the world kept bending around the GM's plans?


r/rpg • • 21h ago

I tried running Shiver RPG last week

23 Upvotes

Me and my wife are fans of classic horror and slasher films, so for Halloween season we invited a couple of friends over to our house for a game of Shiver (https://www.parablegames.co.uk/pages/shiver), with myself as the Director (GM). I bought the Slasher starter set a year ago but only just got around to running a game with it. I have to say it has a lot of potential in its premise but I was very disappointed. I really did want to enjoy it but for a roleplaying game based on surviving a slasher film, the stakes were very low for the characters and combat was very boring when it did happen. The mechanics themselves did not seem to live up to the theme of the game. And running the included one-shot was difficult with errors in the text and on the character sheets, and very little room for improvising the story based on PCs actions and choices.

Has anyone else tried it? Was there anything you did to improve the game?

Granted I bought this some time ago and I know a Cryptid module has just been released so I do not know if there are any changes in the game to improve the aspects I found to be not enjoyable.

In future if I want to run a horror film themed game I will probably just homebrew something in Call of Cthulhu which is my go-to TTRPG.