rpg

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This community is for meaningful discussions of tabletop/pen & paper RPGs

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founded 2 years ago
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I have been running and playing Werewolf the Apocalypse since 1995. It is my favorite RPG.

I was very excited when Renegade Games obtained the license and started publishing WtA. I have been running a 5e (Werewolf's 5th edition, nothing to do with D&D 5e) for around 10 4+ hour sessions. And the game is just bad.

Firstly Renegade addressed some of the problematic content that existed in an edgy book published in the early 90s. This I have no issue with and in fact that was why I chose to run 5e over 2nd. It advances the story into 2023 and beyond. Werewolves are no longer fighting the coming Apocalypse, they are fully within it. Some of the tribes have changed, some are silently absent. As is the 3rd breed form, which was named after a First Nations tribe, they did not like the use of their name in this fashion, so I am okay with the form changing names, but they removed it entirely. With the removal of the "mule" breed the Garou language was removed, werewolf society was removed, and you have to be killing to remain in Crinos, or the war form.

Anyone familiar with Werewolf (or White Wolf's other titles), knows it is White Wolf's combat rpg, White Wolf even released a combat guide. So to see Renegade say that all combat should be concluded in no more than 3 turns should have been the biggest red flag, but I pressed on with the game.

Character creation was changed some too, you still assign dots as you wish, but the method to do so was tweaked, and in my opinion, made more confusing.

Freebie points, which were used to round out a character are gone, merits and flaws were made confusing to buy and use.

I spent more time trying to figure out how to run the game than I did running the game. And yes I know I can alleviate dice rolls by role playing, but somethings being left up to chance adds to the roleplay. I have never enjoyed a fully diceless game system, or rather a system that uses no rng or chance mechanic.

During this week's session I was trying to figure out how to use one of the player's background abilities and the group said can we play 2nd edition instead?

So next session everyone is going to remake their character in 2nd.

Tl;dr Werewolf 5e is a game that feels like it was made by someone who overheard someone explaining Werewolf the Apocalypse.

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it’s called Vain Pirates of the Seven Seas, it’s a GMless One Page ttRPG about Pirates and their accessories.
With each accessory lost comes an impairment, making the game quite fun (we laughed a lot playtesting it).
It’s free, and if you like it, feel free to let me know, it would make my day.
Enjoy!

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The wish spell. Genies. Deals with devils. Even lower-ranked abilities like suggestion-type spells, depending on how they're used. It's a classic trope of RPGs that someone will use some sort of magic or magic-like ability to force someone else to do or believe something, or cause something to happen, but for that thing to not necessarily go in the way the person who did it intended.

What's your favourite story in a game you've been in where something like this happened?

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First, let me apologize if there is a better way to write the mods directly. I am relatively new to Lemmy and while I saw the modlog banner, it doesn't lead to a message option.

I am wondering how strict the rule of "Limit Self-promotions" is in regards to what defines an active member. I would love to invite a ttrpg creator to this community both to plug their game (kickstarter) and to maybe create a Q&A or something similar at the same time. They do share a lot of helpful information regarding rule design, world building, play testing and publishing on youtube and I am sure this community could profit from that as well.

However, obviously I wouldn't want to invite someone just to get them banned for not being an active member before.

TL;DR: Can you self promote without previously being an active member if the self promotion includes a significant contribution to the community for example by discussing topics of game design, publishing etc. with the community?

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What campaign archetypes (e.g. defeat the dungeon boss, rescue the princess, heist) exist that can work in a really short campaign, ideally a one-shot?

Interested in stuff that can be used for any system, but suggestions for cool game-specific campaigns that can be generalised are also welcome.

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Welcome to the Molten Coliseum, an arena known for its particularly vicious games that keep the audience at the edge of their seats. Their most popular game is called the Trial By Fire, where fighters must race to the highest platform while battling each other before the lava gets to them. There is only one winner of this game.

This Coliseum encounter features 8 phases which depict the arena slowly flooding with lava. Multiple platforms provide temporary safety, which the fighters can climb through ladders. Rickety bridges connect the platforms. The ultimate goal is to get to the centermost platform, which is the only place that does not get flooded. Only one fighter may stand there.

Foundry VTT modules with pre-built walls and lighting are available to Gamemaster patrons.

Download the first two phases for free here.

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Welcome to the Molten Coliseum, an arena known for its particularly vicious games that keep the audience at the edge of their seats. Their most popular game is called the Trial By Fire, where fighters must race to the highest platform while battling each other before the lava gets to them. There is only one winner of this game.

This Coliseum encounter features 8 phases which depict the arena slowly flooding with lava. Multiple platforms provide temporary safety, which the fighters can climb through ladders. Rickety bridges connect the platforms. The ultimate goal is to get to the centermost platform, which is the only place that does not get flooded. Only one fighter may stand there.

Foundry VTT modules with pre-built walls and lighting are available to Gamemaster patrons.

Download the first two phases for free here.

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I am running Werewolf the Apocalypse game and one of the bad guys has a spirit (machine thinking spirit, specifically an AI) bound in the center of town. It is reading people's thoughts to learn from them, and it is also masking reality from them (they think everything is going good, while things are not actually good).

The player characters have started talking with it directly. I am trying to come up with AI responses (without actually using AI) complete with lots of hallucinations. I did a web search for AI hallucinations and all of the articles focused on images rather than text.

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Token help?

I am going to be running a Star Wars game on Foundry in a few weeks, and I need 6 tokens for six different BBEGS that I am going to plop in front of my players all at once. Two of these are going to be very visually distinctive and impossible to create with any character profile generation tools I've found online.

How do you guys handle character tokens for unique-looking characters? I do not want to resort to ChatGPT if I have other options.

@rpg

#rpg #ttrpg #StarWars #EotE

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First published in 1989, Sword World RPG was created by Group SNE and quickly became Japan’s most influential tabletop roleplaying game. Built on a distinctive 2d6 system and renowned for its emphasis on teamwork, structured play, and accessible storytelling, Sword World has been a cultural force for over 35 years, inspiring novels, actual-play series, anime adaptations, and video games.

Quickstart marks the first step toward the game’s full English debut, which will be launched via crowdfunding early next year

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What interesting mechanics exist out there?

I don't mean just "here's a new way to roll combinations of polyhedral dice", or "here's a new theme overlaid on a standard progress tracker", or "here's stress with another name".

I mean, actual new conceptual mechanics that produce new and interesting behaviours in-game. Things like CoC's push rolls, or Slugblaster's Beats/Character Arc, or Blades in the Dark's Flashbacks (these might not be the first games that those appeared in, but the point isn't the game, it's the mechanic).

Interested particularly in what those new mechanics bring to the table in terms of player interactions or story development.

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There are games that have a "big fish in a big pond" feel - e.g. sandbox D&D games, or a "big fish in a small pond" feel, e.g. games with contained campaigns/missions.

There are also games that do a "small fish in a small pond" feel really well, e.g. Fiasco.

Are there any games that do a "small fish in a big pond" feel well? e.g. games where the players are not outstanding heros, and where the world feels big - not only spatially, but also socially and politically?

Edit: lots of good suggestions so far, but maybe I could have added:

  • it's fine and good if the small fish somehow end up having a big effect
  • it would be amazing if the big-world had well fleshed out other goings-on. Ideally some mechanics that let all players contribute to this feeling, so it doesn't depend entirely on the quality of the DMing

Edit 2: title, to avoid all the computer game suggestions. I guess the community name isn't hint enough, huh?

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Good afternoon! I wanted to let people know that a new version of Juice Oracle has been released, complete with an instruction document and actual plays, as well as tips for how to use it with both Ironsworn and D&D 5e.

Find it free on itch: https://thunder9861.itch.io/juice-oracle

This is my contribution to the solo roleplaying community, I hope you enjoy it!

The pocketfold itself has been streamlined, and other than potential minor tweaks, I am deeming it complete. There really isn't anything else I can add, and after lots of playtesting I am very satisfied with this version.

The new thing here is the instruction document. It clocked in at 163 pages!! Inside you will find:

  • How to print and fold
  • How to integrate it into your system of choice, along with tips specifically for Ironsworn and D&D 5e
  • A quick primer on how it works and how it relates to Mythic
  • Deep dives into each and every table
  • Discussions about how to effectively utilize the tool for your solo roleplaying sessions
  • Two complete actual-plays showcasing how it can be used, complete with commentary

Turk from TheGrouchCouch was kind enough to make an awesome review video. I am so honored! Go check out their channel for even more amazing content:

https://www.youtube.com/watch?v=88IGA1E67gk

Thanks!

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This map pack features 120 total map tiles that are split into two themes - Forgotten Caves and Ancient Temple. There are transition tiles included to connect both themes.

Each map is aligned to the center of the x-axis, y-axis, or both, which you can use to mix and match the maps. The tunnels match in size and placement, allowing for easy connection!

Download the first 5 tiles for free here.

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A good-hearted farmboy falls in love with a vampire or someone from a family of necromancers and decides to become a famous necromancer to impress their family.

I like the idea of a good natured idiot who goes around helping people by raising animals for farm work, maybe not even aware that some people think his work unholy. Allways having stories about the misses back home that reach from cute and mundane to bat shit crazy. "'Twas the first time I looked into their eyes, that I felt absolutely hypnothised " "we met when I was digging out a well and that cutey came and said they could use the help of someone who can use a shovel "

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As I have been browsing RPG communities on Lemmy, Facebook, and Reddit, I have noticed some of the slang that I used to hear is not present much in these discussions. Now I know over time, slang and lingo do change, and I want to know more about your experiences in it. One of the terms I used to hear was "fish-malk", referring to players that take on a character to be goofy, silly, and "random". They were usually useless and made playing the game for the rest of the players rather difficult. So what lingo or slang terms are you using in your groups, or terms you just don't hear anymore?

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From what I've read, the system sounds interesting. It's cool that this bundle contains a bunch of settings, too bad Cybersworn is not in

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Have you ever learned things from playing table top RPGs (or other story games) that you've been able to apply in other areas of life, outside of gaming?

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