ttrpg

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Tabletop Rpg posts, content, and recruitment posts.

Recruitment posts should contain what system is being played, CW for any adult/serious themes players need to be aware of and whether a game is beginner friendly.

An obvious reminder of no racism, sexism, ableism, homophobia and transphobia.

Emphasis on small independent rpgs like the ones in the TTRPGs for Trans Rights in Texas but not against dnd stuff.

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Forgotten Realms Flow

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Check it out.

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๐Ÿงโ€โ™€๏ธ

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My Isekai Life In The Forgotten Realms

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MeriKKKa chaotic evil god worshiped by cultist burgers.

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Not a ttrpg but Bard buffs back in Everquest were so good, especially for movement speed.

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JK it's PPB!

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JK it's PPB!

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Ugh.

I hate this and the term "Race-as-Class."

It's like what the Nazis would've talked about (since they considered the "racial struggle" as the primary struggle) and what certain ultras and left-deviationists believe in that I've seen before. Ah well, it's just a game, but the term and concept is something that's off-putting to me. I'm glad that it's gone now.

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One time, it was halflings. All halflings. Pipes and breakfasts and gardening small-talk, all the time. troll

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I'm trying to compile stuff like this into a document.

Help me out.

Thanks!

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Eclipse Phase is a d100 sci-fi/transhumanist/cyberpunk/post-apocalyptic/post-scarcity/horror RPG published by Posthuman studios. The game is a skill-based d100 game with some interesting dice mechanics and large trait and gear lists (think Shadowrun, but more streamlined.) The real draw of the game is its highly detailed and unique setting. The game takes place in the nearish-future (couple hundred years or so) after an uprising by super-intelligent AI led to earth becoming effectively uninhabitable and the development of new transhuman societies across the solar system. There are multiple campaign frameworks, but the most prominent/recommended has players as members of Firewall, a decentralized but secretive collective dedicated to protecting transhumanity from extinction (X-risks).

A key development, one that drives both the setting and character creation, are morphs. Transhuman society is defined by the ability to transfer the human (and other sapient) consciousnesses through digital means, allowing the transfer of minds between bodies. In the corporate-dominated inner system, this has lead to the enslavement of millions of "infugees" people who were unable to evacuate their bodies off earth, only transferring their minds which are now indentured to the hypercorporations storing them. As the principles of faster than light travel have not yet been worked out (it's possible through mysterious alien gates), travel throughout the solar system is often accomplished by far-casting one's consciousness into new bodies on far-away planets and stations. This means that players will end up switching morphs throughout the campaign (as well upgrading into morphs to better fit the needs of their mission). While this was pretty darn complex in the 1st edition of the game, the 2nd edition streamlined the process immensely, along with other aspects of the game, mainly by introducing metacurrencies separate from the core skill system. While there are plenty of different morphs, ranging from non-mechanical bio-morphs, mechanical synths, and hybrid "pods," I wanted to highlight the uplifts (unfortunately, support for neo-whales is not in the core rulebook ๐Ÿ˜ฟ).

Overall, the game is very crunchy, but not as bad as Shadowrun. The authors are anarchists/socialists of some variety (I don't dig too deep into these things), and the anarchist and socialist factions in the setting are written as the good guys. The entire game is licensed under CC BY-NC-SA 4.0, so game materials are actually 100% free/legal to share (DM me if you want a copy).

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cross-posted from: https://lemmygrad.ml/post/1987563

Hey Adventurers! Our staff got together for a big meeting yesterday and made a few rules changes. They will be added to our published rules soon, but until then, they are in effect.

First, some minor changes:

  • Female Drow can now choose to swap their +2 bonus to Intelligence for Wisdom
  • The Gray and Sun Elves now have a Level Adjustment of +1. Existing characters are grandfathered in. Our DM team is working on slightly buffing the races to make them worth the Level Adjustment, but these changes are still in development.
  • The Psychic Reformation power is banned.
  • The Imbue with Spell Ability, Psionic Identify, and Bestow Power spells/powers cannot be used by Spell-casting Improvements.
  • Feats that reduce the cost of crafting magic items are banned.
  • The Rapid Reload feat works with Renaissance firearms. With this, they take a move action to reload.

New Improvements! We've added two new Improvements to our Organization rules: A Barracks that gives an organization several NPC henchmen, and a Locus that allows the Organization free access to psionic powers.

Rules for Guilds! We've released official guidelines for Guilds fixing prices! Current guild leaders have access to these guidelines, and they will be published soon.

Crafting Points! Characters with magic item-crafting feats will get a reserve of "Craft Points" every level based on the number of crafting feats they have. The exact formula for these points is to be decided soon!

Anniversary Dungeon! Starting November 16th and running for a week, the Axe and Sickle will be holding its second bi-annual Anniversary Dungeon! Our DMs are hard at work putting it together, but start sharpening your chalk and polishing your 10-foot poles!

If you're not already playing with us, join us on our Discord server! https://discord.gg/R5dPsZU

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submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/[email protected]
 
 

Mausritter is an OSR/NSR game in which you play as mice going on adventures (and often delving dungeons for treasure). While Mausritter's inventory is derived from Cairn (which derived its system from Knave), I have a soft spot for the Mausritter inventory slots based on how they fit nicely on the character sheet. I think this sort of inventory system is great for players learning how to play TTRPGs since it's so tactile and presents you with your tools in a clear manner. The conditions are also interesting, in that they steal inventory slots. Once you start accruing conditions or treasure, you have to make the decision whether to discard items, or to be encumbered and be at extreme risk from traps and ambushes.

The game is free at itch.io: https://losing-games.itch.io/mausritter

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Thirsty Sword Lesbians (TSL) is an award-winning (ENnies 2022 Best Game & Product of the Year) implementation of Powered by the Apocalypse (PbtA) to a genre of queer romance and swashbuckling adventure. Written by a transfem author, the game forefronts safety and queer identity/liberation. A lot of games these days have sidebars noting available safety tools, but TSL actually integrates them into the game rules, encouraging their use and the active discussion and check-in when it comes to boundaries. The "No Fascist" rule is also quite useful, because it makes said fascists out themselves immediately by complaining about it.

Mechanically, the game is the first great fantasy PbtA game I've read. Dungeon World is retrograde in its implementation, The Sword, Crown and the Unspeakable Power is too conservative a hack visa-vi Apocalypse World, and Fellowship is interesting but also quite rigid. TSL takes a lot of inspiration from other high-quality PbtA games like Masks (conditions) and Monsterhearts (strings). The game's core moves are well designed, and the playbooks are top-notch. Each playbook has a unique mechanic and points towards potential emotional arcs, which is helpful for keeping the players invested in their character's growth. I think that the some of the included settings/adventures are a bit corny, but the game is actually pretty adaptable to a wide range of fantasy settings.

As another note, if you contributed to the itch.io TTRPGs for Trans Rights in Texas! bundle last year, then you already own the game (it may have been in other bundles as well.) https://evilhat.itch.io/thirsty-sword-lesbians

EDIT: Also at the itch.io link there are plenty of community copies, free to anyone who can't afford the book.

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Electric Bastionland is a game by Chris McDowall, author of Into the Odd (a pretty influential OSR game). One of its key selling points are the Failed Careers (equivalents to classes or kits). In Electric Bastionland, every character has a failed career (and a colossal debt), which helps explains why they'd be willing to risk theirs lives delving dungeons in the pursuit of treasure. Of the of the most fun (but also saddest) failed careers is the Good Dog.

Electric Bastionland also has a novel setting, one that I've characterized as "anarcho-Fabian," and basically a satire of democratic socialism in Britain. The city of Bastion (the only city that matters) has no (known) central authority, and is instead run by autonomous borough councils. Anything necessary to live can be gotten for free (free housing, free food, free healthcare), but in the British tradition it's all of poor quality and takes forever to queue for. Almost everyone is in a union, the concept of unions has devolved into either social clubs or secret societies. In general, capitalism runs amok, and with the frontier completely exhausted (every other city and nation has been destroyed by Bastion or has been completely hollowed out by emigration and market forces), capitalism has turned inwards to increasingly surreal hyper-exploitation at home.

Anyways, the game is fun and pretty easy to play. There's only so much mechanical depth, but it's great for short campaigns and for running dungeon crawls.

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submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/[email protected]
 
 

Other than the art itself, the Calendar of Nechrubel is probably the "killer app" for Mork Borg. It is a countdown clock on your entire campaign, and the random nature leads to layering miseries that add complications to your continuing misadventures.

Despite Mork Borg's pitch-dark aesthetic, it's basically a (dark) comedy game, too miserable and grotesque to take seriously. Everything is a bit tongue-in-cheek, and the result is a solid game with a great and expansive fan community. Mechanically, it's not that special, but the aesthetic is really fun.

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I'm very impressed by the Mothership 1E GM book. While a lot of GM books are full of supplementary procedures (like D&D games) or just lore books (glares at the Delta Green Handler's Guide), the WOM is actually about how to be a good GM: how to design adventures, work with your players, build tension, use themes, etc...

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Hello Comrades,

Some of you may remember me posting about the TTRPG I have been developing, and some even asked to playtest. I am now at a near finished state with the game and dearly need playtesting input, anyone who wishes to complete a post test questionnaire will receive a free copy of the finished book complete with character art assets!

Please do not actually donate money, this is a passion project and when it is finished I will seek money but until then I just want to share it.

Even if you do not playtest I welcome any feedback be it editing, phrasing, mechanical, worldbuilding, etc.

Any problems downloading it off itch.io let me know and I'll find another way to get you the .pdf.

Thanks again!

Questionnaire

  1. Tell me about your process of learning the system. What things were easy? What was difficult?

  2. What were your most and least favorite parts of chargen?

  3. What elements of the game supported your immersion? What, if anything, held you back?

  4. What did you feel was missing the the game? Does anything require more detail or explanation?

  5. How did you feel about the pace of the game? If you prefer it slower/faster, how do you suggest this could happen?

  6. What was the most frustrating moment or aspect of what you just played?

  7. What was your favorite moment or aspect of what you just played?

  8. Was there anything you wanted to do that you couldnโ€™t?

  9. If you had a magic wand to wave, and you could change, or remove anything from the experience, what would it be?

  10. What were you doing in the experience?

  11. How would you describe this game to your friends and family?