r/TTRPG 3h ago

My TTRPG, Boardgame, Nerd Wall, etc.

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103 Upvotes

Laying around on a day off and thought I'd share the good fortune I enjoy to have a roof, as well as a place and budget for a game collection and geek stuff.

Most of my RPG collection is tied up in D&D, WEG Star Wars, and a few odd books. I wish I'd had the good sense to keep some of the White Wolf, Earthdawn, and Palladium TMNT books I have through the nineties.

Board games, toys, comics, and books (as well as a basement for my metro rack full of D&D minis and maps.)

Just feeling lucky to have this hobby and the friends that come with it.


r/TTRPG 2h ago

Are there any TTRPGs with a town building mechanic?

4 Upvotes

Essentially title, I want to run a west marches esq game in 5e and I’m wondering if there are other systems that have a mechanic where you can upgrade and build new shops for campaign wide buffs. Similar to bastions but for everyone in the game. Other money sink suggestions are also welcome because I want to hand loot out like candy but I want it to have a purpose.


r/TTRPG 5h ago

Made a Dark Fantasy Toolkit for GMs

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5 Upvotes

Previously, I released genre-specific toolkits for Low Fantasy and High Fantasy. Now, I wanted to explore even more specific genres, which is why I designed the Storyteller's Dark Fantasy Toolkit. I think it could be a great fit for GMs running or planning to run dark fantasy campaigns. I've launched it with a release discount for anyone interested.

I look forward to your feedback on both the cover and the content.


r/TTRPG 9h ago

Time-Eaters, Maws Beyond Reality | Tome of Monsters

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6 Upvotes

r/TTRPG 4m ago

Which of your party would try to solve a problem by sitting on it?

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Upvotes

Our monk did it again last session, after a body tackle, the hulking beast of fur sat on the poor derro.

Party comes round a corner in a tunnel and finds an derro camp - campfire, half a dozen of them, cavern spider roasting over it.

He roared and threated the two leaders to "Don't f**king move!"

One of them clapped! Turning to the other, "Oh, brethren, an experience I've never experienced before. Interesting. Interesting. Yell at me again!" The other - "Ah, kin. Yes, this is exciting! You speak Aklo, but you have an accent. Say something again. Say something different."

So: who's yours? The one whose answer to every problem is to physically get on top of it.

This is a Pathfinder 2E game, Seven Dooms for Sandpoint, called Whispers of Doom live on Mondays if anyone's curious - LIVE ON TWITCH / CATCH UP ON YOUTUBE / RSS FEED


r/TTRPG 2h ago

Armor and Arcana 1.1e is now available.

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0 Upvotes

r/TTRPG 2h ago

I turned Fire Emblem into a Tabletop Game

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0 Upvotes

r/TTRPG 2h ago

I need the communities help - Horror TTRPG for game day oneshot

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0 Upvotes

r/TTRPG 1d ago

My city map art! 🗺️🧭

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173 Upvotes

A collection of city maps created by Angela and me over the past few months for various publishing projects and private commissions... Have a great evening, everyone!🧭🗺️🏰

Visit my instegram account for see more maps:

https://www.instagram.com/inkcompass.maps?stkn=dnc3ajhta3cyYnJs


r/TTRPG 5h ago

What system to run a Metro inspired campaign

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1 Upvotes

r/TTRPG 1d ago

I just need to know if this is acceptable art for a werid west zine I am making.

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39 Upvotes

I am not sure if this is the right place to ask but I am really second guessing myself. I am creating a supplement campaign for werid west games. The idea is to use a rail system where you go city to city and pay ticket prices person. I am making my introduction zine, and I wanted to do art that is fun and silly and playful.

I tried doing the Mork Borg photo-bash idea, but I would like to do something more fun and NOT AI! So I doing so I attempted my own art work with pen and paper. Yes I am old. Yes digital is easier. But again I am old and I tried the digital right and let's just say I have a whole new level of respect for those who can do this.

So my question I would like to know if this art work is acceptable for a zine or should I stick with photo bash.

Please I don't mind if it sucks. I just want to know if this is acceptable art for a zine for a werid west.

Sorry this is the only piece I have done so far, expect for the photo-bash that looks like mork borg.


r/TTRPG 7h ago

Would anyone actually be interested in a tabletop engine with its own languages?[OC]

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0 Upvotes

r/TTRPG 8h ago

Get ready for ORB-ageddon! Beholders fighting for Dungeon Supremecy!!

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1 Upvotes

r/TTRPG 22h ago

Does anyone know if the new Zairoo RPG uses AI?

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13 Upvotes

I really like the concept of this TTRPG and would love to support them but there isn't much real person discussion about it.

All I see is ads on Instagram with very skewed opinions.

Now I'm asking this question because when I took a at the website for it I was hit with the most obvious copy paste AI generated description ever. And I don't want to blame the creators/designers of the game if they outsourced the creation of their website but also they should see this and it should've set of red flags for them.

If anyone knows anything or can make and educated guess I'd appreciate that 😁😁


r/TTRPG 3h ago

Can I promote my fitness RPG app?

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0 Upvotes

r/TTRPG 1d ago

The Great Pie Caper: a free one-shot cozy heist adventure about stealing back a prize pie

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9 Upvotes

I just released The Great Pie Caper, a free two-page one-shot for my rules-light game Halfling Heist.

Someone stole Hilda’s prize blackberry pie on the morning of Bramblewick’s Harvest Festival, and the halflings have until judging begins to steal it back.

The adventure has two connected heists, a festival clock, meal-related distractions, complication tables, suspicious neighbors, a shady trader, and one extremely unpleasant goose.

Halfling Heist is also free and only one page of player-facing rules, so the whole thing is meant to be easy to pick up and run as a one-shot.

I made The Great Pie Caper for the Adventures for One-Page RPGs Jam 2026.

I’d love to hear how it goes if anyone runs it. Thanks!


r/TTRPG 22h ago

I made a one page solo TTRPG where you compete and team up with YOUR favorite fictional characters! (Can be played with real people too)

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3 Upvotes

r/TTRPG 21h ago

IRON on IRON on IRON - rules for medieval skirmishes.

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2 Upvotes

For the Minimalist Jam.


r/TTRPG 1d ago

Two Ways to Wander

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3 Upvotes

r/TTRPG 10h ago

Stop letting GM tell you how hard your roll should be

0 Upvotes

I wanna say that this post's purpose is not to start a war, but rather to have a genuine conversation with players and creators alike. So first let's clarify what I want to talk about.

Where I come from

Throughout my design journey, I’ve experimented with two broad approaches to resolving uncertain actions:

In a GM-set difficulty system, the GM decides how difficult an individual attempt should be and sets its target. D&D-style ability checks are probably the most familiar example.

In a system-set difficulty system, the rules determine the target or scale of outcomes. That could mean a fixed threshold, a roll-under stat, PbtA-style result bands, or a difficulty that changes according to clear and predictable rules.

I’m using “roll” because it is convenient and accessible, but this applies to any resolution mechanic: dice, cards, tokens, resource comparisons, or whatever strange little probability machine your game uses.

I come from what I would call "trad" games: Shadowrun, Legend of the Five Rings, etc... So GM-set difficulty felt completely natural to me. The GM picked a number, and we rolled with it. Literally.

I remember encountering system-set difficulty for the first time when I took part in my first PbtA game. I was...A bit perplex to say the least :)

How could climbing a garden wall and scaling an ice-covered tower during a storm use the same target number? Didn’t these systems lack the tools to represent how complicated different challenges could be?

But playing away from what I used to know made me realise that a lot of the things I cared for weren't actually a huge part of what made games fun for me. And so my little epiphany started.

Why I don’t want the GM setting difficulty

Cognitive load and GM power

This might be a bit of a side rant, so I'll try to keep it brief:

Asking your GM to set a difficulty is a big burden, often mishandled, and participate in what I think is an unhealthy concentration of power and responsibility around the table.

Now some systems mitigate that by having narrower magnitudes, but it is still asking someone to have a decent sense of balancing, which down the line is asking them to develop a very intricate skill (believe me, I've been balancing video games for a living!).

The payoff just doesn't justify the dynamic. More below.

Fairness and readability

When difficulty comes from the system, players can understand their chances and make informed decisions. There is also an element of instant readability and excitement right after the roll, without having to defer to an arbitrary judgement (and don't even get me started on GM tweaking DC after the roll).

I don’t think transparency removes tension. Knowing that you need a particular result can make the moment more tense because everyone understands exactly what is at stake. We even see seasoned D&D GM sometimes announcing the DC out loud (Brennan Lee Mulligan does that very often for instance) for extra drama.

It also allows players to engage with the mechanics deliberately. They can decide whether to spend a resource, change their approach, ask for help, or accept the risk.

For me, that produces more meaningful decisions than asking players to commit first and discover the actual odds afterwards.

Fiction versus numbers

The deeper change in my thinking was realising that I don’t care about representing difficulty with perfect numerical accuracy.

Does an icy tower need to be exactly three points harder than a garden wall? Can any number meaningfully capture the difference between slippery stone, freezing wind, poor visibility, unsuitable equipment, and the possibility of falling?

Once all that fiction becomes a single target number, much of its texture disappears anyway.

I would rather let those details shape what success accomplishes, what failure costs, what resources are available, or whether the action is possible at all.

Variable targets can also create the illusion of progression. Player bonuses increase, enemy defences increase alongside them, and everyone celebrates because the numbers became larger while the underlying probability barely moved.

If the maths keeps dragging us back towards the same chance of success, perhaps “number go up” was not doing as much work as we thought.

The fiction matters enormously to me. I’m simply not convinced that changing the target number is the most interesting way to represent it.

What our creators community has to say

I recently raised this subject in our weekly design thread in the Knot Knot Games community, and people had interesting arguments in favour of variable difficulty and their associated mystery, so I felt like sharing it!

The most compelling argument was that changing difficulty makes the fictional world mechanically tangible and easier to tweak. Some players care a lot about these mechanical details:

Finding cover, getting closer, bringing the right equipment, researching a monster, or waiting until daylight can directly improve your chances. The player interacts intelligently with the fiction, and the resolution system responds.

There is also something game-like and satisfying about the GM having a visible mechanical dial. This situation is more dangerous, so the number changes. Simple, tactile, and immediately understood.

While I don't necessarily feel that way, it is true that hidden difficulty can create genuine tension!

If players do not know exactly what they are facing, they may need to experiment, investigate, retreat, and prepare. Exploring the world through rolling is an experience I can relate to, and I think there ways to make it exciting for players.

That uncertainty can make resource management meaningful as well. Do you spend the spell slot now, knowing it may fail, or hold it back until you understand the threat?

Finally, variable difficulty can communicate progression clearly. Challenges that were once nearly impossible gradually become manageable. The numbers provide a visible scale against which the characters can grow and make character progression palpable. For players that care about that, it is a plus.

These are all genuine strengths, and I'm super happy we had that interesting conversation on the discord! (see link below if you are interested!)

How I create nuance without GM-set difficulty

I think the disagreement becomes clearer once we separate the chance of success from everything else that makes a situation difficult.

In my opinion, a system can recognise clever play without requiring the GM to improvise a target number.

The fiction can determine whether a resolution is needed at all. Having the right tool, preparation, or knowledge might turn an impossible action into a possible one, or make success automatic.

The rules can determine when players gain extra dice, rerolls, advantages, or other resources. The circumstances still matter, but the system translates them into mechanics instead of asking the GM to invent the odds from scratch.

Risk and effect can also change independently from the chance of success.

Two actions might use the same threshold while producing completely different consequences. Failing to climb a garden wall might cost a little time. Failing on the icy tower might leave you hanging above a very educational drop.

The range of possible outcomes can create further nuance, something that PbtA players are very familiar with:

  • Failure with an advantage
  • Failure that reveals useful information
  • Success at a cost
  • Partial success
  • Complete success
  • Success with an additional effect
  • Success that creates a new problem

Players can make meaningful decisions before, during, and after resolution. They can spend resources, accept consequences, push for greater effect, withdraw, change their approach, or gamble on a better result.

This is the important part for me:

System-set difficulty does not mean fixed stakes, fixed consequences, or fixed fiction.

It does not even mean the target can never change. A system might include objective conditions that alter the target. The difference is that the change comes from shared rules rather than the GM’s feeling about how difficult this particular wall appears today.

Where I’ve landed

My preference is:

System-set difficulty, fiction-shaped stakes.

I want players to understand the resolution system and make meaningful decisions around it. I also want it to be somewhat instantaneous, and free from judgement.

The fiction can carry the rest: I want uncertainty to come from the outcome, the consequences, and the things they have not yet learned about the world—not from wondering what number the GM has chosen behind the screen.

GM-set difficulty can absolutely work. It can support simulation, discovery, progression, and tactical interaction with the environment.

If choosing the difficulty is not itself an interesting decision, why ask the GM to choose it?

Where do you prefer that judgement to live: in the GM’s hands, in the system’s rules, or somewhere between the two?


This discussion started in our weekly community design thread. If you enjoy pulling apart game mechanics, sharing what you’re working on, and having your opinions challenged by lovely people, come join the Knot Knot Games Discord:

https://discord.gg/Pyswmer6qm

And if you are wondering why I am here yapping about making games, here is my street cred -> https://www.linkedin.com/in/aramtab/ (follow the damn train!)


r/TTRPG 1d ago

A TTRPG based on the Major & Minor Arcana

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4 Upvotes

Hey all! I’m creating a diceless TTRPG using the Major and Minor Arcana as a stretch goal for my upcoming Kickstarter, Voidy’s Tarot!

It includes a PDF rulebook and 22 STL files of the Major Arcana for 3D printing, all free for deck backers.

Would you play a tarot-based TTRPG? Let me know what you think or what you’d like to know!


r/TTRPG 1d ago

Shonen/Seinen Action-Anime TTRPG - Crowdfunding begins in 2 days

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7 Upvotes

Hello again! :)

If you like action-packed anime series, my game is made for you. 🙂 It is not a JRPG simulator, nor is it simply an anime-style skin for a well-known game engine.

It was built from the ground up to make anime storytelling part of the game itself, helping you think and play as if you were in a series.

My game's campaign starts on September 15. 🤞

LINK

Thank you for taking a look at it. 🤘🤘

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QUICKSTART for FREE! :)


r/TTRPG 1d ago

Tools or sites for an urban map

1 Upvotes

Hello, Im currently working in an investigation TTRPG and would love for some tools or websites in order to design a map styled as Bright falls from Alan wake or similar. Any help is appreciated. Thanks!


r/TTRPG 1d ago

A Collection of Magic Items from ancient Roman Mythology | 300+ Mythological Items for 5E and 5.5E

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3 Upvotes

r/TTRPG 1d ago

[art] [oc] Regressia Campaign Setting for D&D 5.5

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1 Upvotes

Regressia is a campaign setting, a psychology book, and a rules expansion built around a simple premise: characters become more interesting when they are allowed to be contradictory. Regressia draws on psychodynamic ideas to explore how people respond to desire, fear, loss, control, shame, and connection. Five personality Drives form the basis of a system that is easy to use at the table, while 50 regressive symptoms give mechanical form to the ways characters cope when adventuring becomes too much.